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fraczek

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Everything posted by fraczek

  1. Best thread ever on the WarZ forums. ROTFLMAO. In a thread about their map size (which had been disputed from claimed 100 sq.km to about 10sq.km), a guy claims that (sic), and defends it through about ten posts...Finally, the developer steps in and says Made my day...
  2. Such a "helpful" and mature reply. Perhaps you would like to enlighten us - if you can't lock laser guided bombs, how are they to be used? With default Arma HUD not even having a CCIP display ? After all, the magic word is GUIDED bomb... And when an aircraft has GBU fitted, we can safely assume it also has got a LANTIRN or another targetting pod fitted or built-in.
  3. fraczek

    Army of the Czech Republic DLC

    Hi,please see the Windows 8 and Arma http://forums.bistudio.com/showpost.php?p=2166361 thread. There is discussion about W8 64bit and DLC installers with working solution. I am running it on W8 64bit fine.
  4. Hi. Having problems running ACRE and TS. TS crashes with ACRE loaded. (and Arma as well afterwards). Latest versions of both (TS 3.0.92, ACRE 1.4.10). TS crashes upon connecting to any TS server with ACRE plugin running, doesn't crash without it. Running as admin. JayArmaLib updated via PwS. TS crashes with crashdump on some servers (BierAG), or at least gives me this error: insufficient client permissions (failed on i_channel_needed_subscribe_power). Any ideas please?
  5. "give it a shot" :D Sure, especially with a discount it's well worth giving it a try. Even, as GRS wrote, I am too not looking forward to playing it again anytime soon. And to those interested, I can't recommend enough Brendan Keogh's Killing is harmless, a sort of subjective critical essay about the game and his experience playing it (warning, only after you finish it - it contains all the spoilers).
  6. fraczek

    Foliage cover and drawing distance?

    How about AToC? Alpha To Coverage? It's already implemented in engine, could it be somehow helpful for blending the 3D objects over the 2D ground texture?
  7. Re: https://dev-heaven.net/issues/62196 & https://dev-heaven.net/issues/14436, may I ask what's the state of that? The 9M119 Refleks and 9M117M1 (T90's and BMP3's) missiles are still unguided in game, while expected is a beam-riding SACLOS missile. Running latest 100056 beta. I thought the CCP changes were incorporated into the beta, right? Not needing another CCP.pbo or something. At least the TAB issue with AutoGuideAT off seems in.
  8. I have a suggestion about under-barrel attached grenade launchers sights. In their current state, they are unfinished and lacking in useability. For most Arma weapons with them, they are unusable, limiting their use especially with crosshair=off. Is it possible and in scope of CCP to have them at least as 2D sights model? Something like GDT mod and TGW ? The EGLM on Mk16 & Mk17 rifles seem to have something akin to DNS, a holographic sight (although unlike the real DNS the one ingame seems to lack the rangefinder unit), so should these perhaps be zeroable instead?
  9. Beagle has some good thoughts on that, I even liked the old A2 radar more (it used to be not a circle but just a line depicting your fov and some units around it, right? Or is it too long I played vanilla A2 to remember :)?). As long as right clicking on target under reticles works even with autoguideat off, that would be great.
  10. Groove_C, just to clarify, SACLOS is not F&F. Only manportable F&F missile ingame is the Javelin & NLAW. All others are either unguided or operator guided - SACLOS (like you mentioned Metis) or MCLOS. That's a difference. So perhaps you misunderstood me (or I misunderstood you :). The best way would be to add another difficulty setting like AutoGuideAT, something like EnableVehicleRadar, which would be enforced by the server. Everybody would be happy. Although I don't know if this requires some engine changes or not....Kju, is that possible? BTW, good job with the A2 weapons zeroing and back-up iron sights (I assume you mean the backup sights on Dragunov/PSO-1/... optics equipped rifles, right?). This is something I will definitely enjoy in CCP.
  11. I think I am not reading you correctly, Groove_C. The crosshairs is a server difficulty toggle, you don't need any mods to disable it? Zeroing, which, IMO, would greatly benefit from CCP, as most rifles don't have it in A2 while even the ironsighted AK47 and Sa Vz.58 have in real life (which has been corrected in OA, and I am sure there is a ticket for A2 weapons ironsight zeroing in CCP). Again, you would like to impose your way of playing on everybody, if taken to extreme, akin to ACE becoming default (which I might actually like, so there would be more ACE servers to play on :) And I am getting tired of the arguments and ad-hominem attacks along the lines of "you don't like it, go play CoD". I play with ACE mostly, I can enjoy a good COOP tank battle with the crew yelling target bearings at each other like you, I have crosshairs off in every SP game I play (and prefer MP the same), usually with ASR_AI and TPWC_LOS, yet I still see a place for more casual play. The problem I have with TAB lock being tied to AutoguideAT setting, is that it makes the game either Veteran or Easy, nothing inbetween. You don't want magical SACLOS missiles that behave like F&F? Too bad, now you loose modern tank FCS and improved ability to communicate with your subordinate AI.
  12. Exactly. Also, may I remind you all of Maruk's several quotes when he announced the initiative? (emphasis mine)These changes are IMNSHO definitely not about upgrading A2 to OA and not breaking existing campaigns. SP campaings are gonna suffer, even official ones - how about Arrowhead's SP tank campaign, where you have plenty of tank action with AI subordinates? All the BLUFOR armour in OA campaign has advanced FCS as well, which will be nonexistent now whenever one decides to not play in veteran mode with AutoguideAT off. Also, to some of the naysayers in this thread: Writing "If you don't like it, write it better" is directly breaking spirit of BIS "Player acceptance" as a need of CCP. Writing "You should have complained before" is certainly not valid either. Not everybody of us on the forums is a talented modder with deep insight of how the engine works. But we can certainly be allowed to take part in evaluating the proposed changes. Especially as it directly concerns us, and this is supposed to be a community project, after all? As much as I dislike the tab-lock radar, it is not A BUG to be removed on a whim. It is a FEATURE. Perhaps unbalanced, perhaps one that could have been done better, but still an integral part of the game. As such, it should have no place in CCP. You can after all easily change the configs as part of a standalone Addon, NOT something that will be part of official BIS patches. This is akin to parts of ACE becoming official. While I would certainly love that, I can't imagine playing the SP campaign and SP missions which were not designed with it in mind. And I can imagine the uproar from other players. Another thing, there are conflicting reports about this in this very thread. One time, you say that right-clicking to select target will not be affected, elsewhere, you say it will disappear as well. Questions like "is it possible to remove the tab-lock radar without removing the FCS" were ignored. Not everybody of us on the forums is a talented modder with deep insight of how the engine works. But we can certainly be allowed to take part in evaluating the proposed changes. So, while I am certainly glad CCP brought plenty of enhacements, obvious bug fixes and removed many errors, this I feel is a bit beyond the scope CCP should IMO adhere to. As this is potentialy a very deep change to how the game works, I certainly feel we should have a bigger discussion about its inclusion in CCP, along with detailed explanation of how it is gonna work and how it is gonna affect existing game. I see neither (and don't tell me about the old tab-locking threads, yes, but we are discussing its inclusion in CCP, and these turned into a flamewar quite quickly)
  13. build 99806 is up already on the download site, though no thread yet? Is it officially out? No changes in the changelog visible (last are still for 99700)
  14. Hi Sickboy! If I may have an UI suggestion, it would imho make sense for the Server Info pop-up of Signatures accepted to stay onscreen until you at least move the mouse away, or to be a toggleable list. On some servers (especially public ones) which do accept additional mods (FX,etc) it makes it hard to read through the whole list before the list disappears, to see if I can use that mod or no. Thanks for consideration.
  15. Although Seany's posts sound a bit agitated, I am concerned about this change as well. For example, "you can pick targets over '2'" is not much reassurement - how do you pick targets from menu when you want to target that specific Shilka right next to that building? Which you can plainly see, and would be able to, as a tank commander, communicate to your AI gunner in seconds (just like you do with COOP teammates - by saying over voice comms "Target that Shilka on our three'o'clock, by the red barn, quick!". Well, you can't do that with AI gunner, could you? So you get the reticle (or freelook / TrackIR e.g. as chopper pilot) over it and press right mouse button (or whatever button you have assigned for 'lock', I use a thumb button) - simulating how you can quickly tell a human coop player aproximate location of the target. If I understood the changes wrong, sorry. His comments about FCS in modern vehicles are still valid as well, even though the FCS in OA is oversimplified over ACE, ain't it still better than no FCS at all? I am not writing from my Arma computer so I can't test the latest CCP version to see the changes myself right now, but I would like to know more about them before they are "set in stone"... So, does this get rid of the radar tab-lock spamming with AutoGuideAT off? Is it possible to have radar tab locking off for all vehicles not equipped with working radar (probably only AH64D and ZSU/Tunguzska have one)? While leaving the ability to select targets (and thus communicate them to AI gunner) via right-click when target is under my reticule? Obviously getting rid of tab-lock spamming to cheat on seeing targets would be great, but I wouldn't want it to break other basic functionality. For a suggestion, removing radar from all vehicle configs that don't have a real one (I do think there is some hasRadar or something like that, is there?) while keeping the ability to lock on target (if at all possible, unless it is tied together in the engine) would be IMHO better... Thanks
  16. If anybody already played it and is interested in some critical reading, there is a 50,000 words ebook here. I have yet to read it, but the first chapter looked nice enough (free read at the link). BTW, I am still gathering courage and time to replay it all again to notice some of the finer details :D From those who played, I am much interested in what your reactions were to that infamous moment or other moments you either liked or disliked or remember in some way. I will start -
  17. fraczek

    My trip of Chernarus

    Sorry to plug in an old submission of mine, but if anybody wants to plan a trip there, perhaps this quick mashup of .kml showing Chernarus map over RL area of Czech Republic in Google Earth might help you...:D http://forums.bistudio.com/showpost.php?p=2131206
  18. Yeah, spoiling it with wiki or an article like this is a bit bad for the "enjoyment" of the game... But I "enjoyed" it even though I read that (big warning, your mileage may vary). After all that's a beauty of a game - unless its really bad even though you know the plot the gamishness will draw you in, and it works pretty well with The Line. Even though the gameplay is modelled along the basic TPS lines , it's at least not so forgiving at higher difficulties and the action can be pretty intense. Almost too much at times... Still, I think it was not perfect by a wide margin, but nevertheless, along with its opposite (like players make the stories in the sandbox DayZ or strong community Arma), it makes them IMHO the two most important games or mods to come out in 2012 (please note I wrote DayZ AND community Arma, no place for discussing diff between DZ and AII tactical here please)
  19. Although I don't prefer HC missions myself, it's pretty nice to see any new ACR missions. Downloading now :)
  20. fraczek

    WINDOWS 8 and arma 2 oa DLC

    It might be this problem with the last two DLCs installers on 64-bit W8. See this thread for a solution: http://forums.bistudio.com/showthread.php?131764-Arma-2-on-Windows-8&p=2166361&viewfull=1#post2166361 Worked for me. Don't forget to remove the temporary installer files afterwards.
  21. fraczek

    What is the future of this franchise?

    Iceman, as had been said, do you run the latest betas? Because these hide DayZ servers from the browser if you are not running DayZ mod.
  22. fraczek

    Weapons Switch

    There is, IIRC, exactly such a mod for weapon selection. I am not at my PC so I can't find what it was named but I think I used it few times. More later.
  23. Yes, you can use it with manually installed mods as well, just use the normal A2 modline specification -mod=something[b];[/b]somethingelse . But it will not be much needed in the future once PwS incorporates support for more and more mods just like SixUpdater did.
  24. It seems it more of a bug with ACR itself, as IIRC it loads correctly on its own (as specified in Expansion game menu or what's it called) only if there is no modline present (and all mods are loaded through ingame Expansion menu, which writes the mod state into Arma2OA profile cfg file), and obviously PwS launches the game with -mod=... The solution is easy, in PwS, go to Arma 2 tab, and there is an option for additional commandline parameters, just add -mod=ACR there. It should run fine then. At least it does on my system.
  25. True. And my opinion had been, I admit, a little tongue-in-cheeky. It is all just games, after all :) So I am looking forward to what Chris Roberts unleashes upon us as well as any other, and silently hoping for a project of similar magnitude if only with laser beams ;)
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