henrique_rp
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Everything posted by henrique_rp
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Error Include file a3\functions_f\params\paramweather.hpp not found.
henrique_rp posted a topic in ARMA 3 - GENERAL
It has been about two weeks I didn't play Arma3 and today I decided to give it a spin. I can play single player no problem, but if I try to load any multiplayer mission or my game crashes and I get this error message: Include file a3\functions_f\params\paramweather.hpp not found. I deleted all my content from the Steam Workshop, deleted the whole cache from my multiplayer folders, disabled all mods and verified the integrity of the files using the steam software. The error persists. Could anyone provide some assistance to the problem? Thank you!!! -
Advanced Helicopter FDM Feedback
henrique_rp replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
Just watched the Dsylexci video along with another one posted by Lyndiman ( ). I think they were both very accurate in their description and complaints about the flight model. The flight model RotorLib uses just generates the most bizarre reactions most of the time. In its current state, this flight model is extremely crude and most of the time dangerously unpredictable. Correcting Pilot Induced Oscillation will most of the time lead to your blowing up. As it is, the flight model is severely unreliable for its strange randomness and wildness of reactions. When flying DCS, even at times when you're pushing the helo through its flight envelope, you are totally in control. When flying using the RotorLib flight model, I get the impression the helicopter is always trying to kill me. No matter what. Many times it is successful in its mission. Another thing that should get immense attention from the developers is the ancient axis configuration page. I'm sorry guys, but that is a joke. Axis response configuration is beyond poor in this game. That should get a lot of attention, since people will have to use a joystick and properly configuring your axis is mandatory in a flight simulation. My initial impressions of the existence of Vortex Ring and Retreating Blade Stall were wrong. :) -
Advanced Helicopter FDM Feedback
henrique_rp replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
I've tested all the helicopters and the Pawnee seems like the most logical one in terms of behavior. The other ones feel very strange. To me the ground effect is extremely exaggerated to the point of causing the helo to pivot around its vertical axis. Truly weird. The trim system also needs to be rebuilt. Almost all of the helicopters become close to unplayable with the auto trim turned off. Most of them are close to uncontrollable. I am using the HOTAS Warthog and the Saitek Pro Flight Pedals. My deadzones are set to zero and my sensitivities to their minimum values. I don't have real life experience in helicopter flying, just a few hundred hours in the DCS series with the Ka-50, Mi-8 and UH-1. If you disable the autotrim feature, all of the helicopters behave very similar to the old arcade flight model, with and added loss of torque, a somewhat simulation of retreating blade stalls and vortex ring stalls (these last ones also feel very strange). These are my impressions after a few hours flying them. :) -
J.S.R.S. 2.2 Soundmod
henrique_rp replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks a million for the info, LordJarhed. I was going crazy here trying to sort this little problem out. Glad to hear that. :) -
J.S.R.S. 2.2 Soundmod
henrique_rp replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am having a problem with the update. I downloaded the full 2.1 and the update. Whenever I try to fire the gun from the Cheetah, the Tigris, the Gorgon, the Marshal, the Kamysh or the Mora I get the error message bellow: http://i.imgur.com/NRMSpV7.jpg (726 kB) When I acknowledge the error message it'll not appear again until I enter another mission. These are the only vehicles that produce this error message. Has anyone had this problem? Like I said, I have freshly downloaded both the whole mod and the 2.1b update. Thanks. :) -
How can I drop a single pair of flares and not 12 of them?
henrique_rp posted a topic in ARMA 3 - GENERAL
Hello guys, In the control configuration there is a Countermeasure mode which is bound to CTRL+C, but it does nothing. When I'm flying over an area which is a littler hotter I always find myself running out of flares and getting shot down right after, since each aircraft drops 12 of them with each button press and that's such a waste, especially since you end up having to drop flares more then once for each missile spoof. So is there a way to drop a single pair of flares just like in Arma 2 or if not, is there a mod to allow us to do so? Thanks a lot!!! :) -
How can I drop a single pair of flares and not 12 of them?
henrique_rp replied to henrique_rp's topic in ARMA 3 - GENERAL
Thanks a lot for the information guys. Since it's been 8 months, one can only guess it'll come standard in the next DLC expansion. We'll have state-of-the-art manual flare deployment. All that for only 19.99 USD. =D -
Cannot lock onto anything with cannon or rockets after using the latest beta patch.
henrique_rp replied to henrique_rp's topic in ARMA 2 & OA - GENERAL
After some extensive looking up in the forums and in the Community Issue Tracker I've found out this is a feature added in the latest beta patch for OA and default for A3. Basically you have to enable "Auto guide AT" in the difficulty settings and all weapons will be able to lock on. I just don't know why not a single soul popped up and gave this simple answer. I would have taken them 10 seconds to type the answers and it took me a few hours to sort through the terrible search engine this forum has. I think this is the first forum where people are actually supposed to know the answer to their questions before posting. Quite interesting. -
Cannot lock onto anything with cannon or rockets after using the latest beta patch.
henrique_rp posted a topic in ARMA 2 & OA - GENERAL
Hello guys, After one year away from Arma, I decided to get back and had to install the latest Beta Patch because now Community Based Addons will only work with it and the best sound mod we have, requires it. Anyway, after running Arma2 with the latest beta patch, I've noticed the cannon on helicopters has become completely useless since it won't lock onto anything anymore: vehicles, tanks, aircraft; nothing. Is this a known bug? Why would the developers break something that was perfectly functional? -
Hello guys, I've just purchased ToH from the sales they are having at the BIS store and downloaded it. It took over a day to get the whole 16GB since the downloader is far too slow. I have a 10MB connection and download speeds were maxing out at 300KB/s when I normally get a little over 1MB/s. Anyway, the installation seemed to be finishing up when it got hung up at a file called Wheeled_us_h.pbo which was being extracted from TKOH_disk2\TKOH\Addons\wheeled_us_h.pbo.xz I've left it there for over an hour now and I don't think this installation is going anywhere. Is there a way to find out if the file is corrupted or not? My HardDrive partition where I'm installing the game has over 100GB of free space, so it's not an HD space problem. Thanks for any help. :) This is what it looks like:
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Wheeeled_us_h file doesn't install.
henrique_rp replied to henrique_rp's topic in TAKE ON HELICOPTERS - GENERAL
Nevermind. I sorted it out myself. Thanks! -
Just saw the first request for the return of the precision setting was rejected about 14 days ago on the basis that it was counter-design. Now there's a new definition for game design. It means breaking perfectly functional features in the strive for simplification. :j: How is this anything other than supremely dumb? :raisebrow:
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Why would they break something that was one of the most important features for cooperative gameplay is beyond any human in this planet besides the one who's single-handedly implemented it. :( I also voted on the hope that Armed Assault will become playable once again. :( Currently, it's human-player cannon fodder mess. :butbut:
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AI Heli Control 1.0
henrique_rp replied to fredkatz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello Sir, Absolutely stellar mod. Could I ask for yet another feature? The ability to further control the Helo AI like we do with ground-based vehicles, such as Move Forward, Left, Right, Fast, Reverse. Is that doable? If so, that would be a fantastic breakthrough in ARMA. Thanks again for a great addon!!! :):):) Best regards!!! -
Hello guys, I love rotary wing and have been flying Black Shark since day 01. I got a few hundred hours in the Shark and I simply love it. When I heard ToH had a demo version released I downloaded it immediately because I've been thinking of buying this game for a long time. I own an X52 PRO, a set of Saitek Pro Pedals and TrackIR 5 bundled with Track Clip Pro. My system is an i5 2500k @ 4,6GHz, 8GB Ram and a GTX 580. I wasn't expecting performance problems and these were definitely not the issue at hand. My disappointment came from the helicopter handling implemented in the game. I have been flying it for the last 4 or 5 hours and I have been having a terrible time while trying to trim the helo and maintain a nice and stable flight. The handling is extremely twitchy for me and it seems that the more I trim the worse it gets. While flying Black Shark, if the aircraft is properly trimmed, you can even disable the Auto Pilot channels or even Flight Director and you'll still maintain a nice and stable flight. In Take on Helicopters, the aircraft wants to go everywhere and trimming seems to be a herculean task. So, is there any configuration options that I am missing here? I've kept it default in terms of joystick response curves, the same way I have Armed Assault set up. I'd very much like to purchase the game, but this demo was a major let down compared to what I was expecting. Thanks for any help. :)
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Highly disappointed with demo
henrique_rp replied to henrique_rp's topic in TAKE ON HELICOPTERS - DEMO
Thank you for the post, hon0. My chopper is nowhere as stable as yours in flight. I fly DCS Black Shark and DCS A10 all the time and the joystick and pedals are in mint condition. If you don't mind my asking, what are the sensitivity settings you are using in-game? Also, I've never been able to use 6DOF in any of the Arma games. I use it perfectly with any other simulation that supports it, but for Arma it's simply terrible. Do you have your trackIR profile on default? Did you change any of the trackIR bindings in-game to get such a smooth response, such as the pilot looking out of the cockpit? Thanks again for the help. :) -
Highly disappointed with demo
henrique_rp replied to henrique_rp's topic in TAKE ON HELICOPTERS - DEMO
Hello guys and thanks a lot for all the suggestions. Unfortunately, the community patch does not work with the demo. It gives me a message telling me that Take on Helicopter was not found in my system. I'll have to pass on this game, though. Maybe some time later during a nice sales period and after it's been fully patched I might buy it. Flight dynamics are indeed a little strange. If an MD-500 is that twitchy and difficult to manage in flight, then being an MD-500 pilot is by far the most dangerous job in the face of this planet. :p Like I said, I don't want to compare, but it's possible to fly Black Shark with all Auto Pilot channels disabled and still maintain a nicely stable flight. You won't be efficient combat-wise, since the maneuvering necessary while under fire definitely requires the embedded auto pilot automation and dampening systems, but you can still manage to fly it nicely without jerking and going everywhere. Trimming the light and medium helicopters is close to impossible in this demo version. Maintaining a nice and stable flight is incredibly difficult too. Maybe after all these flight dynamic patches come out, things will get sorted out. Thanks again for all the help. -
FEEDBACK about Take On Helicopters
henrique_rp replied to maiochine's topic in TAKE ON HELICOPTERS - GENERAL
Me too. -
CBA: Community Base Addons for A2, OA and CO
henrique_rp replied to killswitch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you Sickboy for the support and attention!!! Indeed it is not CBA-related. I did further testing with my buddies and the problem does occur in quite a number of missions while using no mods at all. So, is there any chance of a fix for it being added in a future patch? :bounce3: -
CBA: Community Base Addons for A2, OA and CO
henrique_rp replied to killswitch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello Sickboy, Sorry for not thoroughly explaining. My bad. I have never installed mods in the "Addons" folder, because the "@Folder" system in infinitely more practical to enable and disable them. For that reason, all of my mods are neatly organized and are loaded using THIS VERSION of arma launcher. I have also tested the game in its absolute vanilla state. Under these conditions, there are no problems with the "AI Following" behavior. The game plays perfectly. However, if at least one player has CBA enabled, the problem occurs. I'll try and get my friends online later tonight and I'll make a descriptive video illustrating the problem we are having. :) Meanwhile, thanks for the help. :o A link to the ticket I've opened. :o http://dev-heaven.net/issues/26091 ============================================= Thanks for the headsup on Sixupdater, Sickboy. I never bothered to update it since that old version has always worked perfectly. But, I'll download the new version and start using it. -
CBA: Community Base Addons for A2, OA and CO
henrique_rp replied to killswitch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello guys, I've just done another testing session with another bud of mine. He loaded his Combined Operations and the only enabled mod was CBA. His mod is also updated to the latest version using SixUpdater. I loaded my absolutely Vanilla game using the original OA "EXE". I didn't even use Arma Launcher just to be absolutely sure no mods would be loaded on my side. We loaded one of the vanilla BAF missions (CO10-HEAT) and I got control over soldier #2. Just as I mentioned before, all remaining even-numbered units (4, 6, 8 and 10) began to follow me and not my friend, the squad leader. ============================================ If pressed on a date to when it started occurring, I'd have to say it started about 20 days ago. I can't be precise on that, though. I am the only one who uses the Sprocket Version of the game and mine is manually patched to 1.59. My friends all have the Steam Version and theirs is automatically patched. None of us is using Beta Patches, Sickboy. :) ============================================== EDIT: I have just tested it with one more friend and the findings are even more interesting. We did every single combination of CBA enabled/disabled with all three of us. I've also tested with only my two friends playing and myself out of the server to cross out the possibility of me being the culprit. The same problem occurred. ============================================= I got the RPT files from my friends, and I'll open the ticket and upload the necessary files. Thanks for the help so far. :o -
CBA: Community Base Addons for A2, OA and CO
henrique_rp replied to killswitch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello Sickboy and thanks for the reply, I have quite a considerable number of mods, but all of them are properly installed in their respective "@Folder" and I load them using "Arma II Launcher". I've just finished a thorough testing session with two friends of mine, and we tested every possible combination of mods. We then finally narrowed it down to CBA for loading the vanilla ARMA 2 CO with CBA would cause this problem. We also tested with odd-numbered soldiers and the same problem occurred. If my friend took control of an odd-numbered soldier, the remaining odd-numbered soldiers would follow him instead, and not me, the squad leader. We then tried loading the game using each individual mod and CBA and the situation was reproducible in every single situation. It happens with all the missions I've tested and only when I have another human player in. I've been playing ARMA 2 since the very first day it came out and I've been using CBA for a long time, as well. This problem only started occurring very recently. :( :( :( -
CBA: Community Base Addons for A2, OA and CO
henrique_rp replied to killswitch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello guys, I am running the latest version (#169) of CBA downloaded from Six Updater and I am encountering a quite serious problem while using it. Whenever I have another human player with me, he will have the the remaining even or odd-numbered units following him. Let me elaborate a little more. My friend and I are both running identical ARMA 2 CO versions as well as identical CBA versions. Whenever he logs into my server and he selects the second soldier, for example, he'll also have all the other even numbered soldiers following him and not me. So if we have let's say 10 soldiers, and he takes control of soldier number 2, he'll have soldiers numbers 4, 6, 8 and 10 following him and not me, who is the actual squad leader. Another problem arises whenever I give a move order. If I select all the soldiers and give a move order, no one will move. However, if I select the whole squad, except for my friend-controlled soldier, the soldiers will move to the destination I've designated. This problem occurs with all the three friends I regularly play with. So, is this a known fact? Or is this the first time this has been posted? IS there a fix or workaround for the fore-cited problem? :o :o :o Most of the good mods out there require CBA to run, ACE included, and I'd not like to miss the opportunity to play them because of this problem we are having with CBA. :( :( :( -
WarFX : Blastcore
henrique_rp replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So, do you also have the "CA" folder? The ARMA installation I'm running is very recent. The game download is pretty old, but I guess that shouldn't matter in terms of folder arrangement. Well, thanks anyway... I'll see what I can do. I'll try another launcher and see if that could be the culprit. The version of the launcher I have is pretty old. I guess that could also prevent some files from being loaded. I'll see if I can sort it out. And again thank you for the patience and help. :bounce3: -
WarFX : Blastcore
henrique_rp replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello Mr Xeno, I own Arma 2, Arma 2 Operation Arrowhead and both DLC's (BA and PMC). All of them were purchased from Sprocket. When I installed OA it did not give me the option of not installing it in another folder and it installed where Arma 2 was previously installed. Apart from my mod folders I have the following ones: Addons ==> 8,21GB BAF ==> 471MB BattleEye ==> 804KB Campaings ==> 292MB Common ==> 3,42GB DTA ==> 11,1MB Expansion ==> 4,10GB ExternalApplications Keys Missions MPMissions PMC ==> 966MB Total Size excluding mod content is roughly 17GB. So, is there a different folder configuration in the Sprocket version that impedes this fuelcan texture from being loaded? Is there a workaround for that? I again thank you for you help. :bounce3: