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Everything posted by krzychuzokecia
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Question about retexturing cDLC content
krzychuzokecia replied to AASnijders's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Lexx posted a link to sample textures and templates for Western Sahara 1.0 when the DLC was new. There was no re-release of the samples for WS 1.1 new content, but he said to contact him on Discord regarding those. I'd assume it's the same with Reaction Forces. -
Damen LST collection
krzychuzokecia replied to mankyle's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Out of curiosity: are you modelling in Object Builder or using some external software (Blender etc.)?- 69 replies
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Arma 3 Creator DLC: Expeditionary Forces
krzychuzokecia replied to LeClair's topic in ARMA 3 - CREATOR DLC
Random feedback from playing EF. MBS sight with laser rangefinder is cool, however the stadia lines for "manual" rangefinding are of wrong size/scale - 700 meter stadia fits enemy soldier at 500 meters (and 500 meter stadia is too large). AAV seems to have some sort of script-assisted swim capability. When entering the water it accelerates at a crazy rate, higher than actual in-game boats. This doesn't seem realistic or safe even (I almost hit the side of LPD dock, and I can't imagine how Marines in my troop hold felt). It also bugs out if you unload AAV from LCC, and it lands in a little bit of water (when you exit LCC and enter AAV, AAV can't move at all - engine turns on, the waterbreak animation works too, but it just sits there). There are two variants of new NVGs - one with "-T" designation for thermal capability, and the other "regular". This... seems like an unnecessary padding of Arsenal really, as both variants are clearly modelled with clip-on thermal attachment ("-T" just adds a camera or light source). And the only functional difference between vanilla NVGs and "non-T" version of EF NVG is that EF one uses yellow tint (which is kinda ugly, and strains my eyes - same applies to yellow tint of thermal mode on "-T" goggles). NATO versions of specialized Hunters (LAAD, FSV, AT) and "heavy" Commanche (AH-99J) retain their MJTF inventory including coyote MXARs, instead of faction-specific firearms. Textures of uniforms and vests appear "dull" (possibly slightly desaturated?) when compared to vanilla assets or other 2035 cDLCs. The lack of proper crew interiors in AAV is extremely disappointing, and frankly, isn't what one expects from a paid DLC. Yeah, I get it, interior modelling is hard, and what's here is better than what popular mods do (aka no interiors at all), but... this ain't mod, it's a paid product, and that raises the expectations quite a bit. The helicopter roster of MJTF is bit disappointing too - neither Commanche nor Stealth-hawk seem like a great candidates for ship-borne helicopters (where's folding rotors, strengthened suspensions?). That could be rectified in the future even by utilizing existing assets (like AAF Wildcat or even "Medium" heli from ToH) or adding more commonality with other DLCs (like Reaction Forces Puma - MJTF already can use RF pickups, so why not the helicopter?). Aside from that, bloody good job! I love the campaign so far (which means I love the first mission - haven't finished it yet). -
Arma 3 Creator DLC: Reaction Forces
krzychuzokecia replied to Nillers's topic in ARMA 3 - CREATOR DLC
Yes, indeed it seems so. In most cases it's not that big of a problem (unless you're trying to land at a LZ in direct view, and spawn range, of another town), but in my second playthrough I was ordered to attack Athira from Koroni - leaving Ifestonia behind in enemy hands. I knew there will be enemy force in Ifestonia, so I sniped them from a distance, returned to base to rearm, got back into AO... only to see another heavy vehicles in Ifestonia. They were literally spawning everytime I was closer than 2 kms to town, which meant that even ignoring the town, and going to Athira from different direction, meant that I was met with enemy fire from Ifestonia as I was circling over Athira. Even if I destroyed those forces, they would spawn again - so not only the spawn distance needs increasing, there needs to be some spawn cap/cooldown so mission is not continously spawning infinite AAF. I tried to use help of the unmanned heli, but for some weird reason it wouldn't start and/or obey my orders - it just sat at the base, technically giving me support (EXP was paid, UAV was under my control), but doing nothing. It worked previously, so I think it's similiar problem to the one reported by someone else with Nighthawk - for some reason first use of those vehicles breaks ability to call subsequent support from them. -
RHS Escalation (AFRF and USAF)
krzychuzokecia replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Performance and number of AIs doesn't seem to be the cause of the problem in my case - I can't get it to work on a virtually empty map, with just 1 AI tank moving as a target. And Sosna-U in RHS T-tanks works under the same conditions (heck, Sosna-U works even in a real mission with lots of AIs).- 16577 replies
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Arma 3 Creator DLC: Expeditionary Forces
krzychuzokecia replied to mankyle's topic in ARMA 3 - CREATOR DLC
Very cool, I myself love the "not-so-futuristic" ("retro futuristic" even?) setting of vanilla A3, but sadly like every other paid mod cDLC it's going to live in it's own bubble, and hardly anyone will buy it. It's not a big problem for the dedicated Cold War/Vietnam DLCs, which are kinda made with "standalone" use concept in mind, but it's very punishing for Western Sahara, Reaction Forces, and I suppose Expeditionary Forces will soon join the fray. A shame, because there's some great stuff in those. At least we're getting some SP content with that though. -
Performance after the latest Update yesterday
krzychuzokecia replied to the_one_and_only_Venator's topic in ARMA 3 - TROUBLESHOOTING
Okay, that's weird - I don't see any noticeable impact due to my own comps, but then again, I only have ~10 of them or so. I suppose loading over 1000 of them would have impact anyway, no matter the game version - afterall it's kinda like loading configs when Arma starts, so now imagine this process taking place when game is already running. But if 2.16 works fine then something must have been changed indeed. -
RHS Escalation (AFRF and USAF)
krzychuzokecia replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Anyone else having hard time to utilize FCS lead in RHS M1 tanks? In theory it should work just by pressing [T] to lase a moving target (just like vanilla tanks), but that doesn't work and my shots fall behind the target. I've tried pressing and holding [T] for few seconds (like with RHS Sosna-U FCS which works A-Okay), holding [T] until making a shot (like should be done in ACE NLAW), pressing other buttons ([R], [TAB]), loading RHS with ACE and without ACE... nothing works.- 16577 replies
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That's mighty generous of you, especially considering the quality of your mods and assets!
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Performance after the latest Update yesterday
krzychuzokecia replied to the_one_and_only_Venator's topic in ARMA 3 - TROUBLESHOOTING
I mentioned this in third response, and I can assure you it's been happening ever since Workshop compositions became a thing. In fact, if you [ALT]+[TAB] to Steam when having those stutters, you can see Steam downloading micro-updates for A3. -
Factor of Weapon init speed of bullet/shell
krzychuzokecia replied to h4wek's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I'm pretty sure it already works like that in Arma 3, you just need to make the value a negative for it to be recognized as a multiplier (so in your case initSpeed = -1.2; in weapon class). -
I dunno man, looking at the state of Reforger, I kinda suspect they need all hands on deck if they want to have anything resembling "Arma" in 2027...
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Performance after the latest Update yesterday
krzychuzokecia replied to the_one_and_only_Venator's topic in ARMA 3 - TROUBLESHOOTING
Nothing of the sorts happening to me (using a somewhat heavy mod selection: ACE, RHS, 3CB Factions, CUP Terrains and bunch of others), aside from regular micro-stutter due to game updating Workshop compositions (goes away after few minutes, and was happening before too). -
ACE3 - A collaborative merger between AGM, CSE, and ACE
krzychuzokecia replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@HBAOplus Can you run vanilla Arma 3 at all? In the comments on Steam I saw people complaining that the new 2.18 patch made game unplayable on Win7 (I'm on Win10 now, so can't check). Disregard: I've missed you saying that ACE 3.17.1 works fine. -
Behaviour of ceil after 2.18 random "fix"?
krzychuzokecia posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Let me preface the following with: I'm not a coder. I know nothing about that stuff, but I do use scripts created by many of talented Arma mission-makers throughout the years. The new 2.18 patch introduces a "fix" to random command - ever since Arma 2 "random X" would generate a random number from 0 to X included. Now, it works in a way that "X" is excluded from the outcome. In a number of third-party scripts I use, random command is used alongside ceil to generate whole numbers from range of 1 to X (0 is technically possible, but very unlikely - see the comment by @hcpookie). x = ceil (random 5) // will return 0, 1, 2, 3, 4 or 5. (0 is very unlikely, but possible, as ceil 0 is 0) The usual use for that is for example randomly selecting some kind of event to happen in a mission, from possible amount of X events. Does this new "fix" to random means we now have to use "ceil random X+1" in such cases? -
Behaviour of ceil after 2.18 random "fix"?
krzychuzokecia replied to krzychuzokecia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah yes, now it seems so obvious to me! As I said, I'm not a coder, just some hack messing with stuff I don't understand! Thank you! -
Damen LST collection
krzychuzokecia replied to mankyle's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just wanted to say that you still working on Arma 3 stuff while having really serious life issues is deserving utmost respect and admiration! I hope it gives you solace in this hard time, and I wish you all the best!- 69 replies
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LAMBS Improved Danger.fsm
krzychuzokecia replied to nkenny's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yup, learned that the hard way, and @diwako confirmed that in the Steam Workshop comments. It is what it is, it's not like I can script any better solution. -
ARMA 3 Addon Request Thread
krzychuzokecia replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@gatordev IIRC BWMod has MG5 (which is Bundeswehr designation for HK121), as well as MG4 in their mod (the 5.56 older brother of MG5). -
ACE3 - A collaborative merger between AGM, CSE, and ACE
krzychuzokecia replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I reported this here, since according to Alwarren CUP ACE compat is now developed by ACE guys themselves. -
ARMA 3 Addon Request Thread
krzychuzokecia replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
A bit of a shot in the dark, but does anyone happen to have a backup of Trixie's source files? I'm mostly interested in his alternate colour versions of 'Hemia's A2 weapons and sights. -
LAMBS Improved Danger.fsm
krzychuzokecia replied to nkenny's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, maybe there is some old codger like me who's not dead yet! -
LAMBS Improved Danger.fsm
krzychuzokecia replied to nkenny's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not sure what my question regarding the use of the mod has to it being still "developed"/"supported" or not*. I'm not asking for any new feature, and this thread seems like proper place to ask/share information about usage of the mod (in fact I've already found some important tips in the 31 pages of this thread, just not on the particular issue of smoke throwing). *Which I think it still is, at least judging from comments by Diwako on Steam Workshop. -
LAMBS Improved Danger.fsm
krzychuzokecia replied to nkenny's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a variable to turn off additional smoke throwing (the one used to cover maneuvers) per unit? There's a CBA setting for that, but naturally it works for every unit in a mission. -
JCA - Gen 4 Weapons Compat Ace3
krzychuzokecia replied to Laid3acK's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, yes - I'm talking about the ACE barrel length config values (to be frank, I'm not sure who's really responsible for RHS-ACE compat).