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serjames

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Everything posted by serjames

  1. hmm we're still pre-hotfix and it's working fine.. anyway waiting for the Pw6 Update and we'll test again SJ
  2. serjames

    ACRE2 Public Beta Release

    Ahh Great news nkey - we're running two servers at the moment Chocolate and vanilla - more choice is always good :) SJ
  3. serjames

    ACRE2 Public Beta Release

    Hey Madman - cheers for testing with us. Very strange - we literally went through every TS setting we could think of, pretty much all the windows speaker/sound properties and nothing seemed to help. We then jumped on our other Server which is running Tfar - latest version from today - and apart from the DREADFUL sound quality that now displays. The Volume was perfect for him. So it's definitely something with ACRE, but gawd know what Still works perfectly the majority of our player-base... With the new TFAR issues we're just swapped the main public BACK to ACRE now we have white-listed the Acre radios from the VA to 1 343 1 148 only. No more bugs and silky smooth ACRE.... Nice. p.s. Thanks for the Pointers BL1P on the white listing. We ended up doing something slightly different in the end, but it seems great coding minds work alike (not mine!) SJ
  4. serjames

    Arma3 - AGGRESSORS

    exactly... we need this for a public. :)
  5. serjames

    Bornholm, Denmark [Terrain WIP]

    backup backup backup lol
  6. serjames

    Arma3 - AGGRESSORS

    That hotfix isn't signed properly as far as we can tell. Couldn't get it to work on the dedi.
  7. serjames

    Smarter tanks script

    Definitely the Prior.. Realistic... As you said Uber Sniper tanks is now what we're looking for :-)
  8. MEC has no arty... the ARTY they can use is part of RDS Static weapons.. Just check you have both - (not that I know if ALiVE will use it, but you will need it for sure to test as it's not part of MEC natively). SJ
  9. ..... Just an addendum Sudden - I wouldn't recommend A3MP - It's no longer supported and indeed Alduric, the Author has explained it's effective retrograded now versus the newer AiA_TP. AiA_TP is the one to use this is based on the All in Armour configs, plus all the islands etc. And is supported by a team of guys building in fixes and upgrades. Anyway hope it helps SJ
  10. serjames

    ACRE2 Public Beta Release

    We're on latest build too. 3.0.16 SJ
  11. Beat me to it Lt. Apollo !!!! Well done Beazley.. !! SJ
  12. Kaelies - we're trying to set your units up as Takistan Military on our Insurgency map like we used to a couple of months ago and we were stoked to see that they were ZEUS compatible. BUT it seems the sounds are still not working for weapons ? Is there a Bikeyed Hotfix ? Or any sign of an update - One of my favourite Unit mods, so I'd be gutted to lose them :( ? Say it ain't so SJ
  13. serjames

    ACRE2 Public Beta Release

    It's the Vanilla Arma 3 Vitual Armoury ? We're struggling with a way to Black-list it or white list the other radios instead ?
  14. Cheers will check. We literally cannot get the dedi to boot into the mission if we lay your key down too. (it might be t'others mind - but we know it was stable and working with them before Beazley) It does function proporly in game by the way which is brilliant - just shame we need to Bisign really. SJ p.s. thinking aloud is it worth offering this as a combined mod with the UI fixes ?
  15. serjames

    ACRE2 Public Beta Release

    Hmm, we get the object created on server re-boot. I.e. Fresh mission. That's under thorough ADMIN only tests - Acre works perfectly as long as no-one touches that Lone "ACRE Radio" in the top of the box. Range is very interesting as some of our player base were complaining about the 148 just not being able to reach out to air assets. We flew more than 14km away from a transmitting 148 and had a very good signal out to about 10 then steady degredation. So it definitely works. BUT is very affected by Valleys and hills. Looks like we desperately need those re-trans-mission stations. I did share the API's link with some of our more clever people and I assume they could pull something together using a "radio tower" object Conveniently placed ? Is that Right Kju ? Or do we need to wait for you to build something. For the volumes issue the ONLY instance where we're getting problems is with a few players who run Windows sounds levels at like 10% then boost volume through their soundcard Amp Channel (not sure why they're doing it - that way) But as long as they remember to turn Windows UP before play it's all fine. Offer still stands to come and test with us. It works perfectly on our server if people wanted to eliminate their server variable ? We can compare settings one for one if it will help ?
  16. serjames

    ACRE2 Public Beta Release

    guys can I suggest to jump on our dev server and test ? If you're amenable to that suggestion send me a PM and I will Co-ordinate. SJ
  17. Hmmm, Apollo and myself are having issues, some sort of conflict between the Key for this mod and ASDG/Trixies weapons. Either works as part of our mod list, but not on together.... Any ideas ? SJ
  18. serjames

    ACRE2 Public Beta Release

    Cheers Toadball... Guess I need to watch your FAQ video again.... I didn't seem to be able to get much of the interface to do anything (I actually assumed we had a degraded UI vs. What had been tested privately) Will test again Chairborne. Odd - we just don't see this volume issue. My In game sounds are set to about 20% of the bar and my Windows volume to 64% with TS locked to that? Voice is perfect, like you were literally standing infront of me ?
  19. serjames

    HAFM ISIS Addon

    Aplion... See here for guidance http://alivemod.com/wiki/index.php/Unit_Mod_Config_Standardisation
  20. serjames

    ACRE2 Public Beta Release

    Nou - in the radio section of the Armoury there is 1 343 that's called ACRE radio. When someone tries to grab that we get a big black popup window top right telling us that that player has "de-synchronised Inventory" What's that all about then ? Is there a way to add a timer to that message as it does ruin Coop play somewhat ? SJ
  21. how about "Burnes' Military Emporium...." Don't limit yourself... :)
  22. serjames

    ACRE2 Public Beta Release

    Nou - just reporting back. We tested the latest version pretty thoroughly on a dedicated last night and all I can say is "Come to Papa - Walk with me into the light!" It's such a breath of fresh air. Positional Speech. Perfect. Attenuation over distance. Perfect Effect on in vehicle. Perfect (though we did notice that if two people are in vehicles they cannot hear each other at all i.e. pulled up alongside in the cab of the HEMMT.) Effect and realism wise it was night a day from what's out there currently (no surprise we came from Acre and hung onto the bugged Alpha for as long as we could before RPT spam meant we had to swap over) We did some range testing with the 148. I wanted to see the effects of distance and Hills etc. Comms don't break-up at that far point. They just cut out. I.e. 3.5 Km away from transmitter with transmitter just stepping over the ridgeline the comms *STOP* no fuzz, no breakup.. Is that right or something that is still being modeled? For all the volume issues guys out there, not sure if you ran with ACRE in A2 but you really do have to drop your ingame effects down.. DOWN like at about 5% to 15% of normal.. That was always the case. Having said that we went into game with no changes to volumes from where the other system plays and voice etc was Absolutely Spot on. No complaints here. Congrats - we intend to move to ACRE 2 as soon as we can migrate the player-base
  23. serjames

    JSRS: DragonFyre -- WIP Thread

    Laxemann, speak with the guy who did RAM - Real Armour Mod; Olds. He's a bit of an expert in the Caliber issue. SJ
  24. Kju, any update on SMD Houses on the Sahrani Maps ? Sorry for repeating myself, but I think this issue keeps getting missed :) Cheers SJ
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