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doveman

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Everything posted by doveman

  1. I'm confused by the new ToH content license ToPL-SA. Here it says the content can only be used in ToH https://www.bistudio.com/community/licenses Where here it says it can be used in ArmA games as well https://www.bistudio.com/community/licenses/licensed-data-packages
  2. Not the same at all, they can add something new like a command rose without disabling the number key functions and taking away the option to use voice control. They can change the menus if they can be improved and we'll have to update our voice profiles but it would suck if it became impossible to use voice control at all.
  3. nkey, having tested the "tf_same_sw_frequencies_for_side = 1" option, it's great that it makes everyone's radio have the same frequencies set for the channels, as it means we can easily use Ch.1 for Alpha, Ch.2 for Bravo, etc and have players easily switch to the appropriate channel if they are later attached to a different squad to the one they start on. It also makes it easy to set the additional channel to one of the other squads', if there's a need for intra-squad comms without LR. It's a bit of a problem that everyone starts on Ch.1 though, as it means we have to tell everyone to switch to the appropriate channel for their team at the start of the mission, which can be a problem especially with new players and JIPs, where the player will start on Ch.1 regardless of which team they're on and there might not be anyone around to tell them to change channel. Perhaps you could consider either changing this or having another option (i.e. = 2) where not only does everyone have the same frequencies set but each team starts on separate channels, to eliminate the need to have everyone manually change channel at the start of each mission?
  4. Looking at it another way, you could say if this tweak is not needed for other games, only ArmA, it is in fact an ArmA problem that just happens to be "fixed" by changing some Windows setting. Even if some other games are affected, if most aren't it suggests that the ones that are have some bug or bad coding in common that's responsible, although I guess it might be that they're using a valid approach that just isn't working properly due to a Windows bug.
  5. I thought the problem manifested when binding an axis to multiple controls, not when binding two axes to the same controls, as you're doing???
  6. Firstly, I hope whatever better option is implemented, like a command rose, the number menus are kept, otherwise all our voice control software will no longer be usable. Secondly, regarding identifying vehicles, instead of doing it from the map, perhaps we could have a letter or number appear above each vehicle when the relevant menu is open, so that we can be sure we're directing the AI to the one we intended. The map idea could work though but we might want a key that will open the map zoomed in to show around our current location, as having to scroll around and zoom in to find it would very much slow down the process.
  7. So if I bind my stick to helos and planes, let alone any ground vehicles, I lose full travel for both? If so, that just sucks!
  8. Sounds great thanks, apart from being a PITA for you to manage of course!
  9. I've checked the bindings and there's nothing mapped that could cause this. Other people have reported the same issue and I've confirmed it happens with vanilla, no mods. So there seems to be a hidden mapping that causes Ctrl+mouse to move the pilots POV around in the cockpit, which is very annoying. Can BIS fix this please, or someone please mod it out?
  10. doveman

    Arma3 Launcher vs 3d party Mods/Addons

    Whilst I think the A3 Launcher should copy the idea of having all the mods listed in one box, with another box showing the currently enabled mods for a profile, so that we don't have to scroll through a massive list looking for stuff when we want to temporarily disable stuff, IMO a better launcher than that one was Spirited Machine's ArmA II Game Launcher http://www.armaholic.com/page.php?id=8241&highlight=A2%2BLAUNCHER It likewise had one box for Available addons and another for those added to the current profile but also had the great groups feature, so that several mods could be grouped and quickly disabled/enabled with one click, which was great for testing and just disabling all sound mods for example. The ability to hide mods from the Available list was great as well and meant we didn't need to move them to another folder to hide them. It's a bit depressing when BIS doesn't recognise these great ideas and gives us a much less user friendly and less useful official launcher.
  11. Can't you do this on a global scale by going to Power Options - Change plan settings - Change advanced power settings and set "USB selective suspend setting" to disabled? I don't know if that does the same thing, just wondering if there's an easier way?
  12. I wouldn't say ArmA sucks but having started with A2 I soon realised that there were a lot of deficiencies with it that were corrected by mods, for which I'm very grateful. I doubt I would have bought A3 if I would have faced having to also buy all the mods I need to fix the deficiencies I knew I could expect to find. So IMHO, the great free modding community is a big part of why people are willing to buy ArmA games. Probably you could say the same for Skyrim, would that have sold as well if there were no mods or people had to buy them? My other concern is if some people in a clan want to use some weapons or vehicle mods but other members don't care about them or can't afford them, either the mods don't get used or people leave the group. So either mods end up getting used less than now, meaning there's less incentive for modders to put the effort in making them if not many people are using and appreciating their work or players leave the group which slowly reduces the number of people playing ArmA, at least online. I'm quite easily satisfied and pretty much one version of each type of weapon (rifle, MG, SMG) is enough for me as I'm too busy trying not to get shot to worry about what my weapon looks like! So I'd be reluctant to spend anything on weapons packs but other people love having lots of weapons to choose from. If it was just a couple of quid I guess I'd pay that to be able to keep playing but not if it started to add up significantly. You've also got a potential problem with missions. If mods have to be bought, then a clan either forces everyone to buy certain mods or only vanilla missions are played, which in turn leads to mission makers not using mod content as they want to maximise the number of people who play their missions.
  13. Yeah, I'll probably just unmap the LR channel keys from Ctrl+Numpad and use those for SR channel keys as I never use more than one LR channel. I still don't think it's necessary to switch SR channel as you describe though. You can have the command channel on the additional if you want more information and it's surely not good to mute your leader by switching from the squad channel to the command channel (at least I wouldn't be happy if I was the leader and people kept deciding to do that and made themselves unable to hear my orders). I'm not sure you'd even be able to reach air units with the short range unless they're right above you but they'd presumably be on the LR frequency anyway and you could contact them on that if you have it set as your additional by pressing T without needing to change channels. ---------- Post added at 18:25 ---------- Previous post was at 18:23 ---------- Same thing. If you have the LR frequency set as your SR additional channel, you'll be able to contact any of the other teams that are on LR by pressing T (assuming they're within the SR transmitting distance but that applies if you change channels as well. If they're further away, all you can do is try and retrieve the LR radio).
  14. Why would someone do that though? If your squad is on Ch.1 for instance, why would anyone change to Ch.2 during contact with enemy? If they did, they'd no longer be able to communicate with the rest of the squad.
  15. doveman

    RHS Escalation (AFRF and USAF)

    I've noticed that some of the Raven keys clash with TFAR, which uses the numpad for changing the SR channel, so I was wondering if it might be possible to allow us to remap the functions assigned to Num4,6,8 and 2 to the arrow keys next to the numpad to avoid this problem?
  16. Thanks, that fixed it. It also made PwS prompt me to update African Conflict from v1.2 to v1.3, despite having it set manually to v1.2 but switching collection and back sorted that out! ---------- Post added at 00:03 ---------- Previous post was at 23:26 ---------- nkey, just a suggestion but I've noticed that some mods clash with TFAR's keybindings. RHS' Raven uses them for example. I know that we can re-bind the TFAR keys but I only think I use them when the radio interface is open, to quickly switch to a different channel before setting it as alternate, so I was wondering if you might be able to make the numpad keys only affect TFAR when the interface is open? Then it wouldn't matter if other mods use them the rest of the time. Maybe others are using them to change channel frequently without the interface being open but I personally can't imagine a situation where this would be necessary.
  17. Launching PwS doesn't show any update to the 0.9.7.3 I already have installed and launching A3 still doesn't show an entry for TFAR under Configure Controls - Addons. The main screen shows "TFAR Hotfix available" in the top right.
  18. Maybe you could also have a setting to use a large amount of RAM at high quality, for those who can spare it, to improve performance when panning?
  19. Yeah, PwS files not showing an entry for TFAR in Configure Controls - Addons for me either. Hopefully they'll update their files soon.
  20. I'd say b might be the best option. ACE is clearly going to be widely used, so your work will likely be used by more people if it's added into that and no doubt you want your work to be widely used, as all modders do. You'll have to find out what compromises, if any, that will require though and decide whether they're acceptable or if you'd rather keep your mod as you want it, even if less people are likely to use it.
  21. I'd like to see BIS concentrate more on the things modders can't do. For instance, AFM is a great addition and I'm sure will get used more as people have time to get to grips with it. Bipods we already had with VTS weapon resting or AGM. Maybe BIS have improved on those with their mplementation but I find it hard to get excited about features being added which I already had via mods. Likewise changing weapons on the move advanced ballistics, etc. There's already several medical mods but what modders probably can't do is add animations to make people fall back, flinch, limp, writhe in pain, etc when hit or wounded, so if BIS could add stuff like that, the modders could utilise it to make their medical mods even better. Problem is, BIS couldn't really sell some new animations as DLC as everyone will need to have them.
  22. God please! I've been asking/begging for this long before A3 and did so again in the Launcher (dev) thread recently but got no response. It doesn't even strike me as particularly difficult to implement, for SP/offline missions at least. It clearly doesn't help to encourage user-created content if mission makers won't use it because they know a lot of players won't want to manually download and install a bunch of mods to play their missions and manually create and manage a ton of different profiles to launch A3 with the mods needed for each mission. Grr, it makes me mad that A3 is still so lacking in this respect and I never get to play all the great missions I see as it's just too much hassle. :mad:
  23. Perhaps there's a simpler way to achieve what I've suggested, that will provide most of the functionality. On getting into a vehicle/helo: 1. spawn everyone an intercom radio (doesn't need to actually be visible in the inventory, if it's possible not to be) which is activated with the UW transceiver key. Ideally this key would toggle it on/off rather than being a PTT. Even if it were possible, I don't think it would work to only spawn them for the players in crew seats, as the squad leader in the passenger seat will need one to communicate with the crew as well. 2. If in a crew seat, mute the player's SR radio (and unmute it when disembarking) That way, the passengers can use the SR to chat amongst themselves without distracting the crew (or alternatively they can use local chat if it's audible), whilst the crew can communicate with each other on the intercom, which the passengers can hear but shouldn't use, unless they're the squad leader and need to talk with the crew.
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