Jump to content

Angus S

Member
  • Content Count

    210
  • Joined

  • Last visited

  • Medals

Posts posted by Angus S


  1. I wish this forum have age restriction to 21 at least I start feel wrong trying arguing with kids

    You've got to be kidding. Somebody doesn't agree with you and suddenly everyone under the age of 21 should be banned? You are the kind of person who a few decades ago would be criticising young people for their 'rock and roll' music and saying nothing will ever come of their 'flying machines'


  2. Just a thought are all the people who are seeing the standing dead AI using SLX_GL3.pbo in their addons folder ?

    Gunter put this pbo into the problem folder.

    Tested with and without SLX_GL3.pbo and without it no standing dead AI soldiers. Its a shame because this pbo is responsible for alot of SLX like House Garrison, Overwatch etc.

    No I'm not using this pbo and I'm still gtting standing dead


  3. Hey I'll get on to the rocket ballistics sometime over the next few hours

    ---------- Post added at 07:48 PM ---------- Previous post was at 06:54 PM ----------

    I did what you suggested and played a mission with people firing rockets everywhere in all configurations of the game, then I tried out a few of the rocket launchers myself and I still have no idea what the addon does. If it affects the ballistics of the rockets though then it shouldn't be used with ACE, as ACE already does the same thing. It would also render the ACE SMAW spotting rifle useless.


  4. Features Tested

    Muzzle Velocity

    addons that are in concern are:

    - fnc_ballistics_infantry

    - fnc_ballistics_launchers

    - fnc_ballistics_vehicles

    - fnc_muzzlevelocity

    Test Results:

    -Tested the addons with ACE alone, COWarMod with ACE, and COWarMod alone and found no conflicts

    -I found ACE reticles, both scripted and normal, overwrote the fnc reticles and made them unnecessary.

    -ACE muzzle velocity and fnc_muzzlevelocity seemed to both be at work, some weapons would use ACE and some would use fnc. I found when using ACE alone however the muzzle velocity was much more accurate to the barrel length then with fnc enabled

    ---------- Post added at 02:49 PM ---------- Previous post was at 02:24 PM ----------

    I hope I tested and set that out right

    I'm having a problem though, I can't seem to find anything that explains exactly what the Zeus rocket ballistics addon does


  5. You're working fast, I've only just tested the disposable launchers and came up with the exact same results. I'm a bit unclear on what you want me to test next so I might just start with the muzzle velocity

    ---------- Post added at 06:16 PM ---------- Previous post was at 04:36 PM ----------

    Just finished testing the muzzle velocity.

    I used a target range mission on Utes that tells you as a decimal how much damage you do to the target. I tested it first with the FNC muzzlevelocity addon and then without it.

    I recorded the damage done to the target at different distances, using weapons of the same caliber but of different barrel lengths (The M4 vs M16, M9 vs MP5, AK-74 vs AKS-74u, Makarov vs Bizon) and I also tested the difference between suppressed and unsuppressed weapons

    The results were very similar with and without the FNC addon, but the FNC addon does have some weaknesses. For example, The M4 had exactly the same damage value from less than 100m to over 200m, so it actually does more damage at 200m then the M16. Also, with FNC the Silenced AKS-74U does exactly the same damage as the unsupressed version.

    The ACE version does not have these mistakes, the M4 damage gradually drops between 100-200m, and the supressed and unsupressed AKS74U do different amounts of damage.

    I can give you the data I collected on an excel spreadsheet if you want, I'll just need a bit of time to put it together.

    I would recommend removing fnc_muzzlevelocity addon as it does basically the same thing as ACE, just not quite as well


  6. I've found a few bugs while playing the weapons test mission in takistan in single player.

    -The ArmA 2 weapons (not AO) don't show up in my inventory, but they show in my hands

    -The gunners for the T72A and M1A2 TUSK tanks don't get a crosshair

    -I had a script error in the OPS mission in single player that said:

    '...wn5"];

    doorespawnarray = [flag1, flag2, |#|flag3, flag4; flag5};

    titletext ["","bla...'

    Error Undefined variable in expression: flag3

    File missions\__cur_sp.takistan\init.sqf, line 26

    -I had a script error in the weapons test takistan mission in single player that said:

    'eep3;

    while {true} do

    {

    Error 0 elements provided, 3 expected

    File JTD_FireAndSmoke\Scripts\FireDamage.sqf, line 30

    _nearestFire = |#|nearestObjects [_thisObject,["firemarker...'

    Also, how should we test the ACE AI?

×