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krzychuzokecia

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Everything posted by krzychuzokecia

  1. krzychuzokecia

    Arma 3 Creator DLC: Reaction Forces

    My singleplayer Air Control playthrough ended on day 5 with a peculiar bug - at base I got two tasks to transport infantry, however both teams were practically standing on each-other at their starting point. After picking up first team, flying them to LZ, and coming back for second team, I couldn't see "Board" action. After reload (game saved after dropping the first team at LZ), I got a random assignment to pick-up yet another infantry team, however, after using their "Board" action, they wouldn't get into the chopper. I've also noticed that after reloading (again, I was going back to the moment when I was just after dropping first team), the side-doors on my heli wouldn't close, which they usually do after dropping infantry at LZ. I'm not sure, but my suspicion is that somehow when I've used "Board" action when picking up team 1, it also made team 2 assigned to my heli. They couldn't get in (since heli was full with first squad), so they stayed at base - where they just sit, because they somehow don't notice that heli is empty now. And because they are assigned as cargo, other teams won't board the heli either.
  2. krzychuzokecia

    Arma 3 Creator DLC: Reaction Forces

    I'm too lazy to put up the numbers now, but it's among the most accurate rifles in game, in fact it's way more accurate than ASP-1 Kir. Which is interesting, since IIRC the real-life relation between ShAK-12 (Veles) and VKS (Kir sort of) is the opposite - VKS is the more accurate one. Veles also has "more legs" (higher muzzle velocity, flatter trajectory) than Kir allowing it to hit further targets (not sure how's that in case of RL guns). Uh... not calling you an "idiot", but do you use zeroing feature? FWIW: the VRCO reticle is not calibrated to Veles' ballistics, so don't use it with that gun (not even sure which gun it fits the most, 5.56 probably). I guess that's a bit of a fail on part of Rotators, as editor-placeable units armed with Veles often have that sight on the gun. With other sights Veles is a tack-driver (of course as long as you range the target right). Just keep your finger on the trigg... I mean left mouse button until you wanna reload. ...anyway, I wanted to report that 17 round magazines for Glock are not visible in ACE Arsenal, as opposed to regular vanilla Virtual Arsenal. I'm pretty sure that's because magazine class "17Rnd_9x19_Mag_RF" has "type = 15;" entry - all other pistol mags have "type = 16;" and replacing that entry for RF Glock 17 round magazine via external addon, made it appear normally in ACE Arsenal.
  3. krzychuzokecia

    Community Upgrade Project - CUP

    Lovely, lovely bugs! And big thanks for new Hummvees and Tigrs!
  4. krzychuzokecia

    3CB Factions

    Ah, this warms my heart, thank you! I noticed that the ammo for P320 is named "9x21", in line with "vanilla" 2035 convention, and not the RL chambering. Is that intended, or a mistake? Also, will be there an option to mount micro red-dot on P320 sometime in the future? Some other things that may be nice to add/fix: - additional ammo variants of G3 magazines (for example M118LR, which would be lovely for PSG-1 - with ACE one can use ACE mags in that bad boy, but obviously they use vanilla M14 mag model), - moving the proxy of G36 mag a bit higher (they sit a bit lower than RHS G36 that uses same model - on 3CB Factions version there's visible gap between the magwell and over-insertion stop on the body of mag itself).
  5. krzychuzokecia

    3CB Factions

    @jgaz-uk I may be misunderstanding what you wrote, but the group I play with uses a pretty extensive modpack where 3CB Factions and RHS are used, and we never encountered any issues with overriding of loadouts on non-3CB units. There is a problem with 3CB units where after disabling randomisation etc., enabling "add basic loadout in Eden", and modifying unit's loudout manually in ACE Arsenal, the contents of uniform/vest will be shifted. As in items being in wrong containers (like mags in uniform even though I placed them in the vest), probably because on 3CB Faction units the embedded script will apply Eden/ACE Arsenal loadout by itself. But there are no missing or additonal items, and it only happens on 3CB Factions units.
  6. krzychuzokecia

    3CB Factions

    I was wondering, if it might be possible to expand on the "remove frags" function of the 3CB Factions Configuration module. As in, not be it a simple "all frags or no frags" setting, but able to set a limit, and expand it from just frag grenades to smoke grenades too. When using LAMBS AI mod enemies are throwing grenades of all kinds like crazy, and while I think removing the grenades altogether is overkill, it still pays off to limit the number of throwables they have available. I know it's more of an AI/LAMBS issue, or missionmaker's issue, but since 3CB Factions already comes with a module that can automate some of that work, making it more flexible would be great.
  7. krzychuzokecia

    3CB Factions

    One thing I noticed, and I can't see anybody reporting it before - FLIR operator in Bell 412/CH-146/ToH Medium heli doesn't have actual FLIR/thermal vision mode in his camera system. Only daytime color mode and NV mode (that's also available for pilot surprisingly). Thermal image is visible on the small screens on the center console in cockpit. Edit: scratch all that, I missed the TI setting in unit attributes. However I noted that not all variants of 412/CH-146 have working TV screen showing camera feed in cabin - most notably the "Utility" variant (unnamed in editor but "_utility" suffix is added in classname) and the dynamic loadout one. Arma limitation, maybe? I dunno.
  8. krzychuzokecia

    Tier 1 Gear Pack

    Judging from the amount of content relying on "legacy"/current version of MGP, I'd say having the hypothethical remaster as a separate mod might be the way to go. Even if you'll do your best to keep old classnames, texture/material paths and so on, you never know what other modders messed up with their content relying on old pack.
  9. krzychuzokecia

    Road to Vostok

    Just played the current, "Godot powered", demo of RtV. Apparently people think it looks like crap, but I'm thinking the opposite - the game looks better than previous Steam demo running on Unity. However, I noticed that a lot of gameplay mechanics ain't there (like PIP scopes, or even simple variable zoom optics - overall the gun interaction and feel seems rather basic when compared to what I remember from Unity version), and the UI is atrocious, with way too small, practically unreadable font and icons. Still, it's a long way (long road to Vostok?) before the game will be feature-complete, so I guess it's going to get fixed.
  10. krzychuzokecia

    Which games have been influenced by OFP and for what reason?

    Operation Flashpoint: Dragon Rising. I wonder if the emoji still works? OFDR OFPDR Edit: doesn't seem so. For the unaware: before the last forum engine change, typing "OFDR" or "OFPDR" would produce this: . This was introduced sometime before OFP:DR was released.
  11. krzychuzokecia

    3CB Factions

    I hope I'm not commiting a crime, but I'd like to post a suggestion/request: adding a "Middle East Civilians" faction to compliment the already existing ME Insurgents and Extremists. As it stands right now, I'm using Takistan civvies for any Middle Eastern scenario, but with their Afghan-like thick clothes and pakol caps they don't really fit the theme of Syria or Iraq (for example). African Desert civ faction already present in the mod looks better for that sort of thing, but they're obviously of African ethnicity, and it isn't always practical (or possible) to change identity type with scripts.
  12. krzychuzokecia

    Bullet impacts of other clients in multiplayer

    I mean, I'm aware of the general locality issues with bullets, but that doesn't seem to be "the" reason of my issue, as within that 1000 meter range the impacts from other clients' shots are visible. If it would be just locality, then I wouldn't be able to see any hits apart from mine own. IMO it's related to optimization of local particle rendering performance in MP, than purely optimization of networking. In theory one could make a script that would add globally executed particle effects on impact, but that would end up with double effects on impacts within 1000 meters of player.
  13. Not sure if I should post this here, or in Multiplayer forum, since it seems to be a feature, not a bug. Nonetheless: lately I've been messing with long-range shooting in Arma in multiplayer. I noticed, and so did my pals, that if we're shooting at targets past 1000 meters distance (or so, we haven't been able to precisely measure the cut off range) only the shooter is able to see hit effect particles - whether it's dust from misses, or blood from hits on targets. Which naturally makes spotter useless (and the whole shooting rather difficult since with some of the guns the recoil is just to big to allow shooter proper observation). We've tested it with a bunch of guns both vanilla and modded (it should be noted that we're using ACE since it contains features relevant to the whole long-range shooting simulation). At first we thought that maybe the caliber of the weapon is the limiting factor (we first noticed the issue while using RHS M2010 rifle), but not only bigger caliber rifles did not behave any different in this regard (bullet impacts being invisible for players other than shooter), but the issue is present even for vehicle weapons like 30mm cannons when firing AP rounds. Ammo with defined splash damage (HE rounds) display explosion effects properly, regardless of range. Note that changing video settings doesn't seem to have any impact on this, nor do view distance settings. My terrain VD is set at 5km, with object VD set to 3km, and I can see my own impacts within that 3km range no problem, even with particles set to low. But seeing other players impacts past 1km is impossible, regardless of VD or particle setting (even maximum setting of very high). I've encountered two Reddit posts describing same issue, and only answer was to use Blastcore, however it doesn't seem to work in our case (I think people answering to those Reddit posts were not really understanding the problem). This makes me think that it's intended behaviour, designed probably to optimize multiplayer performance (we are playing on dedicated server). So question is: is this a hard-coded limit, or is there somewhere a parameter which allows to change this behaviour (in server config? or in particle config for bullet CfgAmmo class?)?
  14. krzychuzokecia

    HandgunMP mod

    Bogus! Congrats, nice to see people still doing some original work for this game in 20234!
  15. For starters: currently almost all of A3 DLC data is being downloaded even for people who don't own those DLCs. The only exceptions are cDLCs and Contact campaign (Contact folder, as opposed to Contact platform update in Enoch folder). This is done mostly for multiplayer accessibility (so that you don't have to own exact DLCs as other players etc.). What's even more interesting is that not all content that belongs to DLC data requires ownership of the DLC to access it in-game. Bipods for example are part of Marksmen DLC, but really are free for everyone to use, as part of the Marksmen platform update that brought... well, bipods into the game. The "bipod from Apex" is merely a retexture of the Marksmen DLC bipod, hence it creates a "dependency" to that DLC. However, it's not a premium asset, so it should be usable by everyone. This table lists all the content with regards to if it needs DLC ownership or not.
  16. krzychuzokecia

    Czech Veterans Day screenshot submissions

    Not really a winning-class of submission (I eagerly wait for contributions from the legends of Photography thread), but here it is nonetheless. State ceremony in Susice, Czech Republic - May 27, 2015. ...and a "bonus" one with more than Czech soldiers in focus. Troops of NATO Enhanced Forward Presence Multinational Battalion Battle Group Latvia after gunnery excercise. Addons used: POLPOX's Artwork Supporter, animation packs from Whiplash, Nikoaton and DIREONE, Czech Veterans Pack, ACR_A3, CUP, Sumava terrain (pic 1), PSZ, Vilas Weapons, Latvian National Armed Forces (pic 2).
  17. krzychuzokecia

    Operation SHOCK (Full Mod + Campaign)

    He's very much alive according to his activity on Steam. IIRC he decided to leave OFP modding due to the limitations that don't jive with his interests, and dabbled in Unreal Engine development. I haven't talked to him in a long time (mostly because my gaming/modding interests are still pretty limited to Arma), but if you wish I can pass your kind words to him!
  18. krzychuzokecia

    CBA - Community Base Addons - ARMA 3

    Last CBA update added JAM magwells compatibility to Western Sahara weapons, however I think the particular implementation is... worth reconsidering, maybe? For starters, the single round 40mm magazines "1Rnd_40mm_HE_lxWS" and "1Rnd_Pellet_Grenade_shell_lxWS" are added to "CBA_40mm_3GL" magwell. Which means that no single round capable 40mm launcher will be able to utilize them, as they use "CBA_40mm_M203" magwell - that includes even vanilla "UGL_F" class. Secondly, as it currently stands, the XMS bullpup can utilize double drum "CBA_556x45_STANAG_2D" and "CBA_556x45_STANAG_2D_XL" magwells - used for example for vanilla SPAR 150 round drums. Not only this produces clipping issues (I suspect in real life it would be rather hard to wield a bullpup with such magazine), but is out of line with other bullpups in game. For example Mk20 (FN F2000) can load only regular STANAGs (and can't even load long stick mags from "CBA_556x45_STANAG_L" magwell, which IMHO is too punishing), while TRG/Tavor can utilize "_L", "_XL" and even "_2D" magwells. I think all those guns (XMS, F2000, Tavor) should have an uniform magwell selection limited to "_XL" size (that includes XMS 75 round stick/coffin mag). Lastly, there are missing entries for WS guns and magazines that utilize magwells which are not present in vanilla game, but are still defined by CBA/JAM - including Galil or AA-12 shotgun (AA40). This means that when using WS, CBA and a 3rd party mod which has JAM-compatible guns of the same type (for example CUP), people are still forced to use 3rd party addon making those mags interchangeable. In essence, current implementation only makes a part of WS guns compatible with JAM.
  19. krzychuzokecia

    3CB Factions

    Howdy! When trying to use Surefire flashlight on MP5A2 and MP5A3 the original handguard doesn't disappear, and thus Surefire handguard is clipping out of it. It's more evident on the MP5A3, as the proxy for flashlight attachment seems to be slightly higher than on MP5A2 (I guess this also could get adjusted for pure aesthethics).
  20. krzychuzokecia

    Soon(TM)

    This line of thinking has big problem when faced with particular reality of BI and Enfusion. Enfusion engine is being worked on since 2017, according to an official press release from 2021. Or since 2014, according to an official press release from 2015. Quite obviously, BI has not gone bankrupt in this time, in fact one could say it was the time of their biggest commercial success - mainly due to the release of standalone DayZ game which, again according to that 2015 press release, was said to be the first Enfusion-powered game in BI's portfolio. Now company stance is that Reforger is their first "truly Enfusion" game, even if it doesn't really look that different to DayZ (heck, it feels like a mod to DayZ at times). Anyway, the game basic systems - like the netcode - are in state of complete disarray. And while Reforger might be a recent project, Enfusion surely is not - I would say people have the right to be at least concerned when seeing how bad this engine handles basic things after 6 years of development. Moreover, going back to the "income stream", Reforger surely is not the main power-house among BI commercial offerings. Heck, it even earned a disparaging nickname of "Refunder". It's a game that had an all-time peak of concurrent Steam players the day of it's release - and it fell rapidly just in two weeks. Compare that to Arma 3 or DayZ. Postponing the release of Reforger until it's ready to be shipped (whether it's two years or less/more) would not impact BI revenue that much, simply for the fact that the game just has minimal following and sales - a lot of it thanks to the "word of mouth" coming from people who bought it and were heavily disappointed in it. I'm not sure how much interest it would have if it would be a properly working game - it's main draw, Conflict mode, is a rather limited take on CTI/BF modes from previous games, and pales even when compared to games like Squad or Hell Let Loose (which offer only a fraction of what I'd call a quintesential "Arma" gameplay).
  21. krzychuzokecia

    General Discussion (dev branch)

    I see that we're getting some of the headwear from Argo in upcoming update - any chance the Argo olive version of AAF helmet could also be included?
  22. Well, yes it is, just like every texture on every 3D model. The fact that in A3 you can change many textures via simple config line is a nice feature, but one that has to be implemented by author of the model. The model has to have named selections present for re-texturable parts, and corresponding entries in CfgModels and unit class in CfgVehicles. Apparently for Blackfoot the rotor isn't part of any selections listed in hiddenSelections array. In theory you could try to add generic rotor selection to that array - the one that animates (rotates) the rotor when engine is on. But I don't know how it is called - back in OFP and A1 that was "velka vrtule" (Czech for "main rotor"), but I'm not sure if that naming convention is still applicable in A3.
  23. krzychuzokecia

    No Save Game in Prairie Fire Campaign

    There isn't anything in SOG:PF campaign that requires an input from more than one human player. However, as with most OFP/Arma campaigns to date, the enemy AI numbers make a lone-wolf approach an excercise in futility. Especially since some (most?) missions force you to engage enemy in fight. The only thing I can think of, as why no friendly AI was included in the campaign, is the God-awful design of Cam Lao Nam map (or it's assets), that makes AI stop every few meters when there's any sort of build-up area present. Funny enough - villages are worse than cities, I guess that's a first in the series. The situation was even worse at the release, since devs used a rice paddy model that simply was untraversable for the AI (even though a proper one, with AI pathing, was present in DLC files!). Funny thing is that no one would really care that much if it was just another update to free Unsung. But since it's a paid product that advertises singleplayer content - well, financial investment makes clients care more (and nope, the two faction showcases don't count as what one would understand as "singleplayer content" in Arma series). Now apparently update 1.3 introduced some sort of official way to play the campaign in single player, but I haven't tried it yet, so can't say if it's any good or not (dev's "insight" shared above makes me worried).
  24. krzychuzokecia

    No Save Game in Prairie Fire Campaign

    Are you joking? No one gets into big leagues by making finished products anymore - all you need is some excuses and snarky comments posted in a two year old necro-thread! Bohemia Interactive Creator DLC Programme - where next Todd Howard is born!
  25. krzychuzokecia

    RHS Escalation (AFRF and USAF)

    Ran into an issue with RHS scope interaction (in general), and M136 launcher (specifically). For starters: the default keybind for scope interaction (Ctrl+RMB, same as vanilla A3 scope switch) never worked for me, nor most of my pals. I suspect there may be some conflict between how fast the script "refreshes", and what's the mouse button response time. Anyway, since default alternative ([NUM] /) is far away on the wrong side of keyboard, we've switched scope interaction keybind to the one we use for CBA optic state switch. It works great on rifle optics (like RHS EOTech with G33 magnifier), but in case of M136 (where it allows to swtich to a large sight aperture) it doesn't work - all that happens is audible "click" from CBA scope switch. Any ideas what to do with that? Sadly "use different keybind" isn't really feasible - with RHS, CBA, ACE and TFAR running, we already could use three keyboards.
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