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sancron

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Posts posted by sancron


  1. 6 hours ago, lionhawk123 said:

    There's a problem with the G36A2 top sights. It would seem that no matter how many times you save a loadout with the top rail sight attached, it will randomly delete that sight from the loadout.

     

    Edit: Also added this issue on the issue-tracker.

     

    Afaik when i was use the ACE-Arsenal, there are 2 Versions of the RSA, one is especially for the G36A2 the Classname is "BWA3_optic_RSAS_G36A2" maybe this will fix your issue.


  2. SteamWorkshop delivers both 0.4.5 and 0.4.6 bikey and bisign files on my Side btw. but this is a small issue for such a big release.

     

    Just a Question about Vehicle-Damage, did RHS now use the Arma 3 Damage System witch was introduced with Tank-DLC finaly, becaus i was something read about it, that this will happen but don't see any Infos on the Changelog regarding this.

     

    But thank you and congratulations for your Release :-) keep up the great Work.


  3. @lionhawk123 did you use ACE? Maybe you can try to use the ACE-Arsenal there you have the abbility to give you loaded PzF3. An if you want to Script it, try to use setUnitLoadout instead.

    @AZCoder when we go real, a PzF3 Round would also not fit into a Backpack ;-) because the Round is the Warhead including the Tube. You only keep the Aiming-Device of the PzF3 after a Shot excluding the Tube.

    • Like 2

  4. About the MG3 i can only say, the default MG3 which is used by the German Armed Forces has a theoretical performance of 1200 RPM at max which should be correct (without changing the barrel). The MG3KWS has an Option to reduce the RPM from 1200 to 800 this inforamtion was provided directly from Rheinmetall on their own homepage.

     

    Quote

    MG3KWS

    Rheinmetall has developed a combat performance upgrade kit for its tried-and-tested MG3 machinegun. MIL-STD-1913 rails mounted on top of and alongside the receiver as well as on top of the feed cover allow all standard optics and optronics to be used with the weapon. A length- and height-adjustable shoulder stock with integrated buffer and adjustable ground spade, a combined carrying and assault grip, a height-adjustable bipod and a new carrying sling significantly enhance its ergonomics in dismounted operations. Moreover, the receiver can be fitted with a camouflage-coloured coating. Still in development is an interchangeable pistol grip with selective trigger (single-shot and sustained fire); a new internal safety mechanism that can be put on safe while the gun is uncocked (not only while the bolt is cocked as before); a device for reducing the rate of fire from 1,200 to 800 rounds per minute and a built-in round counter to be integrated into the pistol grip, which will record mechanical stress. The upgrade kit can be retrofitted during the course of routine maintenance.

     

    The MG42 has a minium performance of ~1200 RPM

     

    on this Video, they talk about a RPM from 1500 to 1800, which should be correct because the 1200 RPM are the performance with changing the barrel between 250 and 300 Shots which take arround 5 Seconds. So for 1200 RPM there was a minimum of 3 to 4 barrel changes. Which shoudl reach a theoretical RPM arround 1800.

     

     


  5. 4 hours ago, major_shepard said:

     

    Are you using ArmA3Sync 1.6.90? If yes you should see the relative path like (from /dir/@mod) for each duplicated addon into the addon groups section. When you add a group from modset button, arma3sync will look into the destination folder of the corresponding repository (connect to repository -> default destination path).

     

    Shure this happens with the latest Version. After the Update this Problem was caused the first time. I will explain it a little bit more

     

    I have /mods/myclanmods/@* and /mods/myclanmods_1944/@* as Mod-Directorys also the Repos are on different locations, but they have some idnetical Mods like @ace and @acre2

     

    I was check the Repos, Update and completly delet all Addon-Groups and was add a whole new Addon-Group by add it from the Repo-Preset using Mods from /mods/myclanmods/@* but Arma3Sync was take a few Mods that are duplicated from /mods/myclanmods_1944/@* but they have different Versions. Then i was try to delete this Mods and add the right one from the first Folder, all looks fine, but when i start the game, it changes back befor Arma 3 Starts and uses again the Mods from folder 2 instead of using it from folder 1.

     

    This Problem is reported by several People in our Community.


  6. If found maybe a Bug,

     

    I have multiple Mod-Directories, but on the Mod Groups, it won't save the path if I have duplicated Mods. Every time I read the Modset from "Modsets" id adds Mods from Directory B to the A Modset instead of using the Version provided with Modset A. If I change it manually I see that it uses the right directory on "Launcher Options" but when I start the game, it changes back to the wrong Path for some Mods and uses Mods from Directory B instead.

     

    I hope i have it explained enough.


  7. For my personal opinion, the new "Featured Game" System is anoying too. I was like the Style before. Now it's much more "complicated" and i need more clicks to get to the same Section.

     

    Old Style

    Complete Forum Overview where i see what's new and where

     

    New Style

    Non informative "Landing Page" where i need to Pic a Game first or go over "Browse" -> "Forums" but if i do this i don't have the same informations as i was have with the old Forum, but i have already do more clicks.

     

    From a usability point of view, this isn't a perfect solution in my personal opinion i don't want to speak for some other people. The way to get informations is longer and i need overall more clicks for less informations. It has a more structured way, but i want the old Style back to be "productive".


  8. I've got a intresting Feature/Bug today, yesterday i was play with People using ACRE without problems. But today i want to give some advice, my buddy was only hear my Voice like a Robotic when i was activate the Plugin. I was understand him clearly (We was use direct Speech no Radio). I was try several things, restart TS, Restart Server, Reaktivate Plugin but nothing was help to resolve the Problem.

     

    TS 3.1.1.1

    CBA 3.21

    ACRE 2.4.0

     

    Edit

     

    We've found the Problem, it was dedicated to the Channel Codec Setup. My Buddy was use Opus Music instead of Opus Voice, after switchting back the Channel from Opus Music to Voice, he was hear me normally.


  9. 10 hours ago, Macser said:

    I don't know about you, but any of the modders I'm familiar with are not shysters and con artists. They aren't suddenly going to change. And I wouldn't see them any differently should they avail of such an option. But that's just my take on it. And of course that's an assumption we're making. It's as likely the uptake wouldn't be anywhere near as widespread as some of us think. If it ever happens

     

    I won't say all modders are "shysters", i know we have some very talentet and nice Modders arround, but look at Kickstarter Campaigns or Steam Greenlight. There should be enough black Sheeps outside they start something where you think this could be nice. And when they have collect some money they grab the Money and go away.

     

    Also look at Skyrim, Valve and Bethesda was try to establish a paid mod System and was only earn Shitstorm for this. Even if there was some Mods which was have the Quality of a Paid DLC like RHS as big Example for Arma. Also what happens when someone take the work of others and sell it. There should already enough morons outside, that just take others work and think that they can do whatever they want and Modders already fight agains. So Modders need also better Support to protect their Work.

     

    And i know how hard and long it can takes to made a Mod, personally i was start using Blender to create simple Assets for Arma. And it's a hard approach when there are limited informations that help somebody to made it right (i know that there are many tutorials on YouTube but some special Topics are hard to find). And if a Modder is familiar and make great Mods, spend his free Time for this, they should get some appreciation for his work and respectful handling with his rights on his work. And when there is money involved, there are also some illegal activity which will follow (What also exist alrady on free Mods by people using other Content to gain Money). And Modder need to fight even harder to protect their riights.

     

    Correct me please if i see this wrong.


  10. On 24.2.2017 at 1:07 AM, Macser said:

    @sancron

    Ok. You're suggesting that your beliefs should be applied to something you had no part in creating? Am I correct? Or misunderstanding you?

     

    Why do you assume that a responsible person wouldn't want to support their work? Or couldn't?

     

    Why can't a donation system co-exist with a fee based model? What makes them mutually exclusive?

     

    I think you missunderstood something i wrote. Donations are okay, but like @kiory wrote before, there are not many people arround that using it maybe.

     

    Also when some Modder provide a service for creating some special Mods is also ok. I only mean, that whe don't need already created Mods, which we need to pay for. I make a difference between a Service and a Produkt. If a Mod is already created and someone will sell it. I buy a Product where i also want as customer some warrenty and support, i think that is some thing every customer wants.

     

    But when i buy a Service, maybe i go on and ask @kiory to build me some special Mod and pay him some money for this. The Service ends when he finished the Work. So i know what i get, when i invest my Money in a Service. But when i buy a Product and the Modder says, sorry i am not longer intrested to invest my time in Arma, i have maybe a Product what is buggy or gets buggy in the next Arma patch.

     

    That is the problem which i should see personaly, if we have Paid Mods in the Community.


  11. In my opinion, Mods for Arma should stay free for all.

     

    Because, when i pay for a Mod, i also want Support and Customer-Support can be very frustrating. So if people sell Mods, they should need to Support it until the last official Patch for the Game is released. That's my personal opinion and i know, creating Mods for Arma can be a full time work. But if people want to make money with their 3d-Work as example, there are other ways they can be collect some money (cgtrader, etc.).

     

    But what should be with Donations or Patreon, that Creators can use to collect some money from Fans, that would like to say thankyou.

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