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krzychuzokecia

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Everything posted by krzychuzokecia

  1. 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.
  2. krzychuzokecia

    Damen LST collection

    Out of curiosity: are you modelling in Object Builder or using some external software (Blender etc.)?
  3. krzychuzokecia

    Arma 3 Creator DLC: Expeditionary Forces

    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).
  4. krzychuzokecia

    Arma 3 Creator DLC: Reaction Forces

    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.
  5. krzychuzokecia

    RHS Escalation (AFRF and USAF)

    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).
  6. krzychuzokecia

    Arma 3 Creator DLC: Expeditionary Forces

    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.
  7. krzychuzokecia

    Performance after the latest Update yesterday

    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.
  8. krzychuzokecia

    RHS Escalation (AFRF and USAF)

    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.
  9. krzychuzokecia

    Libertad

    That's mighty generous of you, especially considering the quality of your mods and assets!
  10. krzychuzokecia

    Performance after the latest Update yesterday

    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.
  11. 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).
  12. krzychuzokecia

    Bohemia. C'mon

    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...
  13. krzychuzokecia

    Performance after the latest Update yesterday

    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).
  14. @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.
  15. 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?
  16. krzychuzokecia

    Behaviour of ceil after 2.18 random "fix"?

    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!
  17. krzychuzokecia

    Damen LST collection

    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!
  18. krzychuzokecia

    LAMBS Improved Danger.fsm

    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.
  19. krzychuzokecia

    ARMA 3 Addon Request Thread

    @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).
  20. I reported this here, since according to Alwarren CUP ACE compat is now developed by ACE guys themselves.
  21. krzychuzokecia

    ARMA 3 Addon Request Thread

    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.
  22. krzychuzokecia

    LAMBS Improved Danger.fsm

    Well, maybe there is some old codger like me who's not dead yet!
  23. krzychuzokecia

    LAMBS Improved Danger.fsm

    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.
  24. krzychuzokecia

    LAMBS Improved Danger.fsm

    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.
  25. krzychuzokecia

    JCA - Gen 4 Weapons Compat Ace3

    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).
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