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aeggwards1

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Posts posted by aeggwards1


  1. I did a search and found someone with the same issue mid last year but I couldn't find a resolution.

    I am having trouble with the AI rearming module of 16.1.1 breaking waypoints for armour when the crew don't have rifles. I first noticed playing I44 that my armour would go to there first waypoint but would go no further. After removing all other mods except I44 and ASR I determined that it was happening if the crew did not have any weapons except their pistols. Turning off AI rearming fixed the issue.

    I then tested in vanilla by removing the weapons of three crew, moving them into a M1A1 and giving them two waypoints. They went to the first and then stopped. If I told them to get out and there was a ammo box nearby they would immediately rearm and move onto the next waypoint.

    I rolled back to version 16 and the problem is there. Does anyone else have this issue? I have the newest CBA and beta patch.

    Thanks

    Just seeing if anyone else has had this same error yet?


  2. Something to raise in the i44 thread then.

    ---------- Post added at 01:48 PM ---------- Previous post was at 01:43 PM ----------

    It is not an I44 problem though as it happens without any mods but ASR. I only mentioned I44 as that is where I first noticed it as their armour crew only has pistols. Remove the weapons for the crew in vanilla armour with ASR on and the problem is still thereq.

    ---------- Post added at 06:39 PM ---------- Previous post was at 06:37 PM ----------

    Does it happen as well with AI rearming off?

    No, if you turn off rearming via the userconfig or at the start of the mission via the radio menu the problem doesn't appear.


  3. I've never seen this problem, though I haven't yet run i44 with asr_ai. I know that i44 has a lot of mod-specific routines for, e.g., healing, so it's possible there's some clash. Does anything show in your RPT?

    Thanks for the reply Orcinus. Nothing in my RPT to suggest what is happening. I discovered it is also the case in Vanilla you just don't see it unless the crew members of the vehicle have no weapons or only pistols. I have since tested some more and found that it is also present using any vehicle (car, armour, air).


  4. I did a search and found someone with the same issue mid last year but I couldn't find a resolution.

    I am having trouble with the AI rearming module of 16.1.1 breaking waypoints for armour when the crew don't have rifles. I first noticed playing I44 that my armour would go to there first waypoint but would go no further. After removing all other mods except I44 and ASR I determined that it was happening if the crew did not have any weapons except their pistols. Turning off AI rearming fixed the issue.

    I then tested in vanilla by removing the weapons of three crew, moving them into a M1A1 and giving them two waypoints. They went to the first and then stopped. If I told them to get out and there was a ammo box nearby they would immediately rearm and move onto the next waypoint.

    I rolled back to version 16 and the problem is there. Does anyone else have this issue? I have the newest CBA and beta patch.

    Thanks


  5. Please can you be more exact about what's missing on which weapon ? I just tested with ASR AI and my ACE configs and I have the burst modes on the RH M4s. Make sure you have the ACE config mods loaded after RH mods otherwise they won't work.

    You're also welcome to open a ticket with more details.

    Thanks Robalo, I will update later when I get home.

    -----------------------------------------------------

    Update:

    Nevermind, I worked out the issue. It turns out that I my mod order had been incorrect for awhile and I hadn't noticed. Sorry about that, I'm feeling pretty stupid right about now!


  6. I'm afraid we can't support every version of the game testing on each beta BI releases would be an impossible task. Previous patches by BI have even stopped the mod working completely and there's very little we can do about that. If there's a problem that arises with a certain beta patch, its best to report it to BI not us as we can't fix the mod to work with beta patches as they are more than likely going to change with the next version, and its BI who needs to solve the issues created by them for the most part as there's little we can do to fix core parts of the game from official patches (beta or otherwise).

    That's fine, I didn't expect you to support the betas, I just thought I would let you know that the next patch may break it. :)


  7. I just wanted to let you know that this mod is awesome and am really looking forward to 2.6. Thanks a lot!

    One issue I have noticed is the weapon resting doesn't seem to be working since a couple of beta's ago. The icon would display but it doesn't seem to change the recoil. In the newest beta the icon doesn't display either.


  8. Thanks Sickboy, I will try the file later tonight.

    ---------- Post added at 07:46 PM ---------- Previous post was at 07:45 PM ----------

    Hope the fire control computer (lase) feature in the abrams has been fixed you lase the target and the sabot or heat round always falls short :P

    I had this error but it was caused by the UKF Challenger 2 addon for Arma 2. Removed that and it was gone.


  9. the us-army machinegunner´s m240 is perma muzzleflashing without firing... arma co 1.59.79384 / cba 0.7.160 / ace 1.11.0.494

    ...further heavy graficproblems with flickering and or invisible vehicles like bmp3/bmp2d/brdm in 3d person view...

    can anyone reproduce that ???

    I get the M240 with permanent muzzle flash. Are you using WarFX?


  10. Hi,

    Thanks alot for an awesome sound mod. I have just applied the 1.32 hotfix and my event log if filled with these errors if I deploy a smoke grenade:

    Cannot load sound 'jsrs_explosions\smoke1.wss'

    Cannot load sound 'jsrs_explosions\smoke1.wss'

    Cannot load sound 'jsrs_explosions\smoke1.wss'

    I also get a Conflicting addon JSRS_AH1 in 'jsrs_ah1_c\', previous definition in 'jsrs_ah1z_c\' error.

    Cheers


  11. First impressions for Take On are great.

    Takistan at 20KM view and object distance is awesome.

    I also ran Zargabad and Chernarus at 20KM but needed to drop objects to 10KM to be playable, looks awesome and performs as well as CO with the same settings (High) but much lower (3KM) view distance.

    The flight model is tough, like most others the first few tries without auto-trim ended with me impacting the dirt. Liking the 6DoF for TrackIr and Render to Texture also.

    Thanks


  12. Hi

    I have a question regarding the Tank FCS. When I am the gunner in a M1A1 or M1A2 I place the reticle over the target, lase and then fire but the shell always lands short. I need to manually move the reticle above the target to allow for the drop. Is this how it is supposed to work? I thought that the lasing automatically set the elevation?

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    Disregard the above, it was a conflict between the Non-ACE UKF Challenger 2 for Arma2 and ACE.


  13. All features are enabled by default. You can leave the userconfig alone or you can go disabling/tweaking stuff.

    Thanks

    ---------- Post added at 08:00 AM ---------- Previous post was at 07:57 AM ----------

    Hi!

    Aren´t the Features of ASR AI Skills disabled (commented) by Default in the Userconfig, Robalo?

    I have made an interesting Discover. I have done a similar Test as aeggwards1 did.

    I´ve put a BLUFOR and OPFOR Sniper on both Ends of the Runway. One as Player and the other Playable. No Init Commands used. First, i look with the Player Sniper through the Scope without shooting, so i can only see the other. Then i switch to the playable Sniper and do the same. Both start to Fire over long distance. The Problem seems to be that the Snipers from the Start only looking over their Rifle. Since they´re looked through their Scope and see the Enemy, the Firefight begins.

    I found something similar with testing. If I leave the sniper in aware or combat without a waypoint he sees nothing until I am only a couple of hundred meters away but if I give him a waypoint 20 meters away he can see me over 700m away.

    It looks like it is as Humvee28 says, they start even in combat mode looking over the rifle instead of through the scope. Whereas if you give them a waypoint and they need to move they bring the scope up as they move.


  14. Thanks for an awesome addon Robalo_AS.

    One question though, do you need to modify the Userconfig by default as in some testing, a Russian KSVK sniper ranked up to Sergeant with full skill only sees my squad leader from approx 200 metres away standing up and jogging.

    This was on the Utes runway, both facing each other at either end of the runway.

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