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DaViSFiT

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Everything posted by DaViSFiT

  1. DaViSFiT

    [A3][COOP-32] ALiVE TAKISTAN NATOFOR

    would be cool. thx! we didnt find the error that caused this massive spam.
  2. I still have 2 little problems, think i already reported a year ago? :P 1. when adding several arma3 folders (to check repo update for our dedi servers, several installations), the 2nd, 3rd (and so on) folder dont get (and even CANT) rechecked when switching path inside the repo. 2. The repo changelog writes a log even when nothing is changed after a new version is builded. perhaps make the empty CL entrys invisible? my clanguys (should) read the changelog but when i test around or forget several things, the last entry with a mod update is 300m past the changelog ;) and a little wish: perhaps for a repo another checkbox for "auto update autoconfig on program start" to get event modsets and new server entrys instant and no "repo login" manually needed.
  3. Hmm would be cool if you could kick inactive clans out of the warroom (pause/disable them). I saw several clans that are inactive since years. Its crowded ;) Perhaps also a region zoom would be cool to see only e.g. german clans ;)
  4. With RHS C130 only 1 person can enter the aircraft while backpacked? Would be cool when directly implemented into ace3, its open source! ;)
  5. Hey arkhir, did you look already @ ace3 open source project? ;)
  6. DaViSFiT

    ASR AI 3

    Did you change your ai precicions for all ai's to 0.5 and you dont get killed? :P Or didnt you change anything? And is somewhere set that at this ranges the accuracy is only e.g. 30% of the default hit skill? Beside that this dont help me at all, an ai with 50% hit chance would be to much for us and would make it even more pointless. we normally dont fight against robocop that can hit me with iron sight on 700m.
  7. we have a very rare bug that someone with a gun point 90° to the sky or 90° complete down to earth and while wearing a gun he cant change this view. He can walk but only with 90° angel. fix headbug dont fix it. I hope i can past to rpt next time this happens. Shooting the player to unconsciousness and revive him fix this problem. this bug happen after beeing revived :P Another problem we have: ace3 increases the fire range to ~700m which is good. but what happen to the skills set for the ai for that range? we have the problem that: - ai is returning fire too fast on increasing ranges. Without termal/tracers a normal person wouldnt find the enemy so fast on that range on open terrain. - ai hit skill modifier for bigger ranges? with normal gun they can hit really good on 700m. On wind this is a bit unbalanced. we use this range e.g. for pinning the enemy but thinking about real damage would be a waste of ammo. - we use asr ai.
  8. DaViSFiT

    ASR AI 3

    Hey Robalo, any news on the rhs comp. config? Can i / we help you with that? are rhs units completly unaffected by your mod atm? perhaps a "default act" for none known ai units would be good. better low values with your mod than using the normal ai routine. Last problem ;) We use ace, they increase the engagement range for units so they now attack/return fire from bigger ranges. But what about the accuracy combined with your mod? They now attack from 700m away and do hit. While your mod have e.g. hitskill 0.2 with 400m in mind, ace increases the range but 0.2 still is set on the unit right? On that range 0.05 (0.02 with stronger wind but after 1 MAG they better stop fire because of wasting it) would be better but what can WE do? I mean, 700m is okay for suppressing, we also use mg on that ranges to pin them down but not everyone can snipe them away like the ai can.
  9. But an older version of ALiVE it shows only red when enemys are controling the sector. also it was more "red" if there where more enemys. 1 enemy = 90% transparent, 3 enemys = 50% transparent. Is this all gone? :/
  10. When i set a CQB modul with taor marker over a city, why the TRACE option overlays over the hole map? Is it possible to mark only the taor area? I just want e.g. an insurgency in a specific area and mark it. I also builded this over a year ago with an older alive version and the red color differs on how many enemys are there. Is this gone? For the first test i placed taor over the ghost hotel complex. cqb to mil-c to aicom. the most ai is spawned south of the houses near the beach and completly ignore the hotel and most of the houses (not meaning the patrol ones - Probability)
  11. What about a bug with ace3 and RHS? should i write this in the feedbacktracker? Since compatibility pbo for rhs isnt supported by ace team neither by rhs team :( when repairing a tank with era the era explodes on repaing parts of the tank.
  12. DaViSFiT

    TAW View Distance Script

    Exactly like this :P will check the new addon/v. with ace. hehe
  13. DaViSFiT

    JSRS3: DragonFyre

    wow! :blink: :D :wub:
  14. Is there any spectator script around that works? The vanilla stuff is hmmm...
  15. DaViSFiT

    TAW View Distance Script

    I was and i still be a big fan of your addon. As usefull as TFR/Acre, needed as much as islands, big content and gameplay mods and all the other things that make arma enjoyable. What do you think about Ace3? We use it. They also implemented VD stuff but far away from what your tool (can) do. Somehow it would be great to see your stuff there, like in the ace3 options menu, game modul or directly in the ingame self interaction menu. Atm in ace3 you cant really manage the view distance, cant really intuitive use sliders (some older players with us cant even find it), crowded but still misses tons of options. Its open source :wub:
  16. Same here, no fps drop on frag. Frag is wonderful.
  17. Wow thx! Would be wonderful if someone would work on rhs compatibility pbos. I think you have done a perfect job, most clans out there use ace3+rhs.
  18. did you try active/passive ftp with your client? there is nothing wrong with A3S ftp upload, when you setup the upload data in options right it work right away.
  19. DaViSFiT

    RHS Escalation (AFRF and USAF)

    Hmm ok the FCS works this way on the 89 model? We now tried again, we need to activate laser, choose the weapon and then lase. And that everytime the distance differ. Its good way, i like it. Thx ;) But just press T wont work or im doint it wrong?
  20. Okayyyy. We builded a new repo, did it much faster but now with the new jar: 10seconds. ;) Looks really good.
  21. DaViSFiT

    RHS Escalation (AFRF and USAF)

    question about e.g. T-72 1989. is the sight already as it should be? very hard to hit even when the range is known. For e.g. 1100m with AP the sight must be lined in @ 7,5, with HEAT @ 11, with HE-FRAG @ 11,5 and so on. So every ammotype has its own ranges but i cant know what it is. Or im too stupid to calculate 3 ammotypes with 1 sight/number table? :P And for the commander, the distance sight is different to the gunners? Btw. it would be cool if all the sights gets explained in the wiki one day (inf/tank/arty/helo....) ;)
  22. Im not sure if this is a 100% ace topic but is there anything changed about repairing/rearming with truck/vehicle? We place 1 truck beside a tank but we have 50% of the time strange results. Sometimes it only works when 1 person get in the tank to resupply, Sometimes in the action menu "rearm AMMOXYZ" dont appear. Sometime we cant get it to work completly. we have no idea ;)
  23. We have 2 root servers, both 1GB Internet conn. I build the repo on the windows (gaming) server and upload it to the linux (webserver) server. You mean the verify button (the last button)? work instant. Or do you mean while "upload" process? This took a year ago only 10sec, 4 weeks ago it took about 6min ONLY to check the remote content, 3 days ago it took about 12h. We cant find an error on the ftp/connection/server load/firewall side. 2 days ago i tested again and it took ~23h to check remote. We will now delete the hole stuff and rebuild the repo i think?
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