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silverwave

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Everything posted by silverwave

  1. silverwave

    NATO 5.56 and 7.62 adjustor

    Wierd, what program do you use to edit the pbo ? I've tried notepad and wordpad, both seems to add characters to the code which makes it faulty and keeps from launching the game. Is it needed to unpbo it to modify anything?
  2. silverwave

    NATO 5.56 and 7.62 adjustor

    When I launch the game with this addon it tells me it requires mas_weapons addon. What's that?
  3. Damn, that's really wierd! Anyway, thanks for checking it out! I hope someone will find some clue on how to fix this! I guess I'll have to rely on mortars until then! :P Thanks a lot Drongo!
  4. Small suggestion: When entering the coordinates, would be nice that pressing enter (including numbpad enter) would act as if clicking on "input" with the mouse.
  5. @Drongo69 I updated the rights on my google drive mission file. You should be able to download without an account now. EDIT: I did lot of testing. Looks like no matter what I do, every time I call for scorcher support, first salvo is on target, all subsequent one are off target. I tried changing the sheaf. Tried calling FFE without SPOT. Tried grouped units, solo units. Made no difference, issue still happening. I didn't found the pattern with mortar but it looks like it's not always happening as its the case with Scorchers. Sometimes all subsequent shots are off target, sometimes they all are on target. Need more testing but mortar are lot less buggy.
  6. @Drongo Here you can see what I mean in this screenshot. The Ifrit was my target. All SPOT rounds fell approximately 100m from the designated grid, first salvo of FFE was also on target but all subsequent ones were like 1.5ish km off. http://cloud-4.steampowered.com/ugc/486686236637325766/DF5047EBB9B507915183477AC910682D5FA5F8BB/ EDIT: It's consistent. Everytime I call FFE on that spot, every salvo after the first always hit the same grid. Here's the mission file if you want to try to reproduce (ask for permission, I will give it). https://drive.google.com/file/d/0Bwei_ZFWBYlPUGJXX3BhckxIeUE/edit?usp=sharing Try few SPOT shot at the grid where the Ifrit is and adjustments. Everything seems fine. Ask for FFE. Notice first salvo is fine. Notice all subsequent salvos are off to grid approxi 188 138.
  7. Great, I'll do that right now. I'll upload and give you the link in few minutes. I'll deactivate all mods beforehand, maybe one of my mods doesn't get along with yours :P @EricJ Well, I guess one could use the laser designator and point at the hit zone, register the azimut in degrees and then point at the desired impact spot, check the azimut and calculate the distance (left/right) with the difference in degrees. I know that at 1km, 1 mil equals 1 meter on the actual terrain (formulae is Distance = Size / mil) and that there is 17,78 mils in 1 degree (6400 mil / 360 degress). So I guess you can say : D = Size / Angle (degrees) x 17.78. Dammit, it's not as easy and intuitive to calculate lol. I wish Arma was using mils instead of degrees!
  8. Thx Drongo for the quick answer. Nah, I don't think it's the bug you mention because it's not a single gun or a single shot that misfire way off, it's all the shots after the first salvo for each of the guns. I tested it with a range of 2 km and 4km with a sheaf of 100m with low angle (battery was placed on top of a very high mountain and each SPOT shot was on target, as the first salvo of FFE so they are not firing in a mountain flank or something). Each time all the shots after the first salvo were falling in the same zone (which is outside the targetted area, even when you don't apply any adjutments). At 2 km it was off EXACTLY 300m to the right and 300m too far. At 5km it was about 500m right and short (I didn't checked more precisely). I'll try more testing and report back what I find if you'd like. What's DTA Debug module? It is the module that trace the trajectories of bullets/shells? Would be helpful but I can't find it when searching for DTA :S Regarding the rounds, I guess what confused me is that when you are calling for a SPOT for 1 round, it fires a single round and when FFE for 1 round, it fires 4. But I guess it makes sense when you know it? I'm infantry so I'm no arty pro hehe. I've learned how to call arty in my leadership course but in all honesty, I use my template sheet so I don't fuck up, lol. It's partly why I'm using this mod (with my template sheet besides me) so I can practice a bit! ;) EDIT: Is there binoculars with integrated rulers in miles for Arma 3 so you can better calculate the adjustments?
  9. Awesome mod Drongo! This is very close to the way you call arty support IRL :) I got a problem with the mod though, each time I call FFE, the first round shot by each artillery unit falls where it should but afterwards all rounds are off and keep falling on that same off position until the fire mission is completed. EDIT: Happens in SP and MP. I aimed at a point, rounds always fall where it should on PLOT then as soon as I asked FFE, first rounds fell where it should but then succeedings fell off by about 500m to the right and ~200m farther. Tried with mortar and scorchers, issue happended with both. Also noticed that if you ask a group for FFE, they will each fire the asked rounds. So for example, if you ask a platoon of 4 scorchers to fire 1 round, they will each fire 1 round (for a total of 4 rounds). It should either state that you ask a number of shots instead to make it clearer or make it so that they effectively shoot only the number of asked rounds. Thanks again and keep up the good work!
  10. Great mission! The only thing that bothers me a bit is that it seems impossible to encounter enemies outside of zones (unless you go to a zone, shoot at them than flee, they will somehow chase you for a while). I'd like to have players stay frosty at all time when travelling to a zone and have a chance to meet random patrols instead of them just starting to focus when entering a red zone. Is anything planned for this (or is it already possible and I can't figure it out?). Thanks!
  11. This is by far one of the most interesting dynamic mission around! Great job on this Sa0k! Here's just an idea (that might be bad, but sharing it anyway, you decide :P). Would it be better to have a kind of linear threat progression in a way that in the first hour(s) of playing on this map you get to face only infantry than after a while enemy vehicles start appearing then escalate to armored vehicles, then chopper, etc? The problem I got so far is most of the time, I start the game with my puny 5 man squad then immediately face several APCs and Mobile Artys and even tanks and get squished pretty fast. I'd like to have time to do few fights of the level of a 5 man squad then from there build up my forces so I can eventually have more AT and 1 or 2 vehicles to be able to face the enemy properly. An alternative would be that players always start on the peninsula south of Altis (and have multiple objectives to accomplish there) and that part of the map is enemy infantry only so you know that once you leave this part of the island, you'll be facing greater threat. Thanks again for your great work and keep it comin'!
  12. Nice idea! You might want to add-in the coordinates of the unit at the moment of contact, since it's (IRL) one of the information that you give in the contactrep. Keep it up!
  13. Excellent mod! One question though, what "Enhanced Conditioning" does?
  14. I'm an active canadian infantryman with 6½ years of services (and still counting). I'm qualified in leadership (team commander), reconnaissance, marksmanship, expert urban combat, expert radio operator amongst few other things. I'm looking for an hardcore realism unit with a bit of roleplaying elements. In the week days, I'm available only from 1800 (EST). You can reach me through PM.
  15. PM me if you find something interesting! I'm all for your idea! I'm an active canadian infantrymen for 6 years so I can bring a lot to the group!
  16. silverwave

    Medevac Module

    It doesn't seem to work for me (I've got only OA and 1.55 patch). Well, more or so. I've synch the module with the team leader (player) but if the player dies and switch to a new member, the new actual gains the Call medevac action but when you activate it, it does nothing (well, action switch to Abord medevac), the audio 9-liner don't play and the chopper never comes. Any ideas what's wrong ?
  17. I'm having a similar problem. I have a trigger that creates few ennemies and I want one of them to destroy the players' humvee. Well, it doesn't work. I've tested the code a bit and I've noticed that the dude isn't switching is weapon to RPG7V at all. I've read that you should put the muzzle name instead of the weapon's name, that's what I did. Still, the ennemy doesn't switch at all. I've also tried the name of the weapon instead of the muzzle, still doesn't work. So you know, TK_GUE_Soldier_AT_EP1 starts with a RPG7V and PG7VL ammo. Here's the code. "TK_GUE_Soldier_AT_EP1" createUnit [getMarkerPos "ambush1", Group1, "rpg = this"]; rpg selectWeapon "PG7VL"; I also want this unit to use it's RPG and shoot at a humvee. I've tried ordering doTarget and doFire at a humvee named "Humvee". The unit do target the vehicle but never shoot at it. Why the hell ? :( rpg doTarget Humvee; rpg doFire Humvee;
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