Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

32 Excellent

About kromka

  • Rank
    Staff Sergeant

Profile Information

  • Gender
    Not Telling
  • Location

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. How DLC tab should work? Is it some automatic detection of monetized DLC?
  2. kromka

    [MP CO15 Campaign] Wolfpack Vol. 2

    Hello Whiztler. After some time we tried in two person missions Day_07 U12 Approaching was smooth despite we made wrong some route calculations. Enemy presence in farther foregrounds was in my opinion too low. We met no one during approaching. I don't know if it was intended. But base is definitelly to heavy guarded for two persons. Especially with ifrits. My mate, who was an AT specialist, couldn't locked any of them because obviously they had engines turned off and we had some very modern AT launcher at our disposal. Then our AT launcher in fact was useless which was extremely big weakness. Anyway we started attack from the south. I was supporting sniper located about 500 meters from base. My position was difficult. After some short time my teammate was killed by ifrit which has totally no reasons to fire in his direction. It was our second approach to this mission. It had more heroic character. In first trial we decided to retreat because overwhelming forces in U12 and our team then had four persons. Then from my current experience this mission is unplayable for small team (because it leads to confrontation with guards) or I don't see some obvious solution. Of course except sniping way but then we risk target will be killed or moved. Day_09 Dragon Fly We didn't passed this mission. My teammate was killed during routing between depot and airfiled. Anyway I hade some remarks. This mission has good potential but because tasks are signed during playing too late it makes it confusing. To the very end we didn't knew what will we do in the depot and because of this how to approach it. I mean, we were ready to action and had a plan more earlier we entered into "reveal zone", but we couldn't proceed because we didn't know what will be main direction of action. Eg. one proposition was to enter through the port and swipe the city in CQC but it would be totally unnecesary because main task was observation (as i understood from radio comm). Another plan was swipe edge patrols on our side and close to the town under cover of long range weapon and observe - this plan was more suitable for whole opeartion but we didn't know about it when we planned it. I think first target should be revealed much earlier or there should be pointed in briefing it will be initially close observation with option of destroy/something else of depot. Best Regards.
  3. @major_shepard I have another small request. Is it possible in "launcher options" tab add separate TextField with CheckBox to launch editor with a specific mission? Currently I have to add to "Additional Parameters" whole path, but often I don't want to launch editor with this mission and then I need to remove whole path and then paste it again and so on. It would be much more convenient if there would be separate TextField with CheckBox and this TextField box would be taken into consideration depending of CheckBox state (such solution is present in Bohemia standard launcher). BTW. Do you plan some release with fix of Huge Pages problem (this setting is not remebered properly) in near future? Best Regards.
  4. I'm sorry for delay - vacations. First of all, each point is just a request. I don't demand anything and I really appreciate your work. I just want to preserve clear and short style of description. Under this link you have depictured problem 5 and 2 (respectively). https://imgur.com/a/j41r75A Civilian units (also markers - on the screen markers are just not present) are visible no matter which view mode is selected. CANCEL/OK button is just a detail but in my opinion it would be better if they would lead to previous page or main MCC window. Also I discovered that I cant "disable" option "Disable respawn" if I will enable it. But maybe this is intentional. Also I discovered in Arsenal many rarely used stuff like (MCC) can, (MCC) metal scraps, (MCC) screwdrivers. Is it possible to remove such items at all from Arsenal? In the mission generator, when I will choose "destroy AA" mission type, those AA vehicles provide continuous fire. This seems to be little bit artificial because it suggest presence of some aerial units. Best regards.
  5. 1. OK. I missed this info. Is it some kind of limitation with the compas? This is quiet weird it can be turned off. 2. I don't know is it a bug or is it intentional. As I've written earilier I would expect OK and CANCEL button in detailed settings in "misison settings" after press will return to main MCC, but it close whole MCC. 3. I see. All misisons I've created placed this marker in direct vicinity of the target. 4. What do you mean when you write "usually". I am just curious, because somebody can ask me why AO was in different place that real AO. And of course I can answer "because" but I would prefere to avoid such answer. 5. Because man who creates a mission can accidentaly see those markers and can make some conclusions based on them. It just can spoil the mission. But maybe those markers are irrelevant. 6. I can live with this. If this is hard limitation, then there is no point to discuss. 7. Me. Best regards.
  6. @shay_gman Recently I've made a frame mission with a Zeus and MCC operator. Simply speaking my group started test it extensively because MCC give us hope for easy missions. Yesterdays mission gave us some strong experience with your mod and personally I give it green light (now you should hear fanfares from the heavens - no? common... :) ) Anyway I have some remarks. Key statement is that our group is relism fans (you know, all those commands, tactic, sitting hours in the bushes). 1. Missions Settings->UI settings seems to not work properly. Whatever I will set there, after next opening everything is checked. All the time. Especially something wrong is with the GUI compass which appears (unintentionally) and it is impossible to hide (restart of the mission helps). 2. Some CANCEL/OK buttons close MCC completely (eg. detailed settings in "misison settings"). It would be expected all CANCEL/OK would return to the main screen of MCC. 3. In the mission generator there is a possibility that marker should point the target precisely or approximatelly. But for more experienced groups it would be awesome if there was no marker but area of operation indicator. 4. Some red circle is also visible in the map even if it not correspond with a mission area. 5. MCC operator, when he creates a mission, despite if he will press "players" on the main screen of MCC, he see some additional markers on the map. This is not good. 6. When I press player's name in the main screen window I always center on he. It is quiet annoying because often I set the map position eg. for teleportation before selection of the player. It would be splendid if eg one click would select the player and two clicks center on he. 7. All parachute jumps starts with a demo. It is completely not necessary. Best regards.
  7. kromka


    @JohnKalo You have to realize why level 320 attacks you. There is one reason - resources. I suppose you may have 500 VP. If somebody have 320 level, for him fuel is useless if he attack somebody with such amount of VP. Simply speaking - you don't understand what is best for life :)
  8. @major_shepard I think there is a problem with "Huge pages" setting. It is lost when profiles are changed. I didn't noticed any pattern but this case is often reproducible: just check in each profile "huge pages" and change profile. Sooner or later this setting should be reseted.
  9. kromka


    I have two feature request: 1. Button to collect all resources (eg. above the button of unit production). 2. New building: resources converter (supply to fuel / fuel to supply) Why: I have plenty of fuel and I have nothing to do with it. I have all tech tree, attacks cover unit rebuilding cost and so one. Anyway I have full storages. But I am still short with supplies. It would be splendid it there were be a possibility to have some way to convert one resource to another (fuel can be more useful than supplies in the first stages of the game). Eg. each upgrade level increases conversion efficiency of this building to the max 2:1 (two resources in input, one resource in output).
  10. kromka

    Tanks DLC Feedback

    Does somebody know how to map analogue steering to the tracked vehicle? Steering wheel doesn't work at all with anologue left/right but maybe there is a way to map a pedals to achieved some kind od left/right track analogue throttle? BTW there is ridiculous issue when six wheeled, couple of tons vehicle can be stopped from 100 km/h to 0 km/h by a road works sign or other small objects this kind. Also armoured wheeled vehicle can explode (!) when you will try to go forward when you are locked by a small stone you can't pass.
  11. kromka

    Couple of problems.

    Recently I've met strange game behaviour. I started the battle. At some moment I destroyed the enemy HQ and at this moment the "star achievement" started his animation of fly to the right upper corner. But just before it landed at its position I quit the battle and... I lost. No stars have been shown on summary of the battle. Please check if win condition is evaluated based on end of the animation or real occur time.
  12. @major_shepard I would like to ask about funcionality. Currently when I sync repo, some additional address of game server may be added to Online tab. I can also change this name by editing it (and I usually do this). Problem is when I will change the title of such entry, during next repo sync original server is added to the server list despite server with the same IP and port already exists on this list. Is it possible a3s do some verification during repo sync and omit existing servers even if title is different than the original one?
  13. @terox You are right. Indeed server creates in profiles path own directory (in windows it has name of system account). And *.profile file should be placed there not in -profiles=main_dir. BTW, do you know how to set fadeDistanceStart fadeDistanceSpan in difficulty preset of serwer? I tried many ways, but serwer seems to ignore those positions and either I see other players nicks or not. No matter what distance is between us.
  14. I have dedicated server which works properly. What I dont know is why I can't configure some specific properties of a gameplay. In this case it is especially: fadeDistanceStart fadeDistanceSpan Server seems to completely ignore those settings and uses some build-in ones. I am sure server.arma3profile is loaded during start, because I can edit some 'custom' settings and they responds as expected. (sorry if this topic doubles some other - i've looked quiet lot, but I didn't found somethig specific) Best Regards
  15. On the very beginning of this tutorial I see in profile location there should be directory called MPMissions (if doesn't exist it should be created automatically). But in my case there is no such directory in profiles. Because of this I don't see any missions on dedicated. Moreover when I will create this directory by myself and put there any mission, this mission is also not visible. To run the server I use BAT file (under windows 7) from completely diffirenet location than A3 server exe. What may be wrong?