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astrell

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Posts posted by astrell


  1. I´m pretty proud about our good old weapon systems like G3, MG3 and IFV Marder.

    So yes, i have some attitude if someone is insulting our weapon systems (like, as if we would need downgrade something because of "life time expanding" ... it´s perfect as it is! If you change something than absolutely not because its needed. You just want to. Because "reasons")

     

    Which army use downgraded MG3´s?  


  2. 1200 rpm really isn't needed for a modern LMG role, just a spectacular waste of ammo.

     

    The MG3 is NOT A LMG! It cannot fired from standing position, you have to go prone!

    Its a heavy machine gun like the M2. Not per definition ( larger caliber ) but trough the fire rate! 

     

    This is intentional - in practice the MG3 is almost always used with heavier bolts placing it around 900/1000 RPM and allowing for better ammunition conservation.

     

    No, it doesn't. This is just wrong.

     

    Where does this sh*tty information come from? 

     

    My evidence: 

    https://upload.wikimedia.org/wikipedia/commons/b/bd/ZDv_3-14_Das_Maschinengewehr.pdf

    Official German Army Document 

    Page 9 -> Feuergeschwindigkeit(Fire Rate) -> 1200 Schuss/min (rpm)

     

    Last change in the text was made 2003 because NOTHING CHANGES since then. 

     

    @bars91 

     

    Either way, both the MG-3 and Yugo M53 from my personal experience have lower RoF the the original 42 because ammo/barrel life concerns.

     

       ;) I guess that first hand experience still counts as a "fact"?

     

    Does the experience of my german army comrades count? The guys which shooting with it every week? 

     

    Either way,

    MG42 have 1500rpm,

    MG3 has STILL 1200rpm


  3. I was given the impression that the rate-reducing bolts were more or less standard on MG3s at this point (something something extending barrel life), shows me to believe what I'm told. It's still around the 950-ish mark, which is definitely faster than most other MGs though, so it's not like you're missing much saturation.

     

    Sorry but this is not quite right. I don't know where this information is coming from, maybe some friend which had a maneuver with our Guys but this is definitely not correct.

    Yes, there exists reducing-bolts and are most used for training and maneuvers but EVERY MG3 which is leaving the country for fighting purpose in our troops has THE NORMAL BOLT.

    Every platoon has them, the reducing bolts, but not everyone using it. We have only a strict count of ammunition for training and the reducing bolt can help to educate as much as soldiers on the weapon but this is ONLY for training purpose.

    If it's the real deal out there we don't play around with ammo count and "life time extension".

    • Like 1

  4. Step One: 

     

    Use lower Bandwidth ressource setting. 

     

    The Engine is not made for such big traffic up to 100mb/s and more. 

     

    MinBandwidth = 52428800;

    MaxBandwidth = 104857600;

     

    Step Two: 

     

    Do what i already told you in the other thread. 

    Optimizing the basic.cfg is what are you doing over weeks, not days or hours. 

    Testing, Testing, Testing. 

     

     

    We can only show you the door, going through you must yourself. 


  5. in basic.cfg its mostly 

     

    MinErrorToSendNear (high as possible until warping starts)

    MinErrorToSend (high as possible until warping starts)

    Maxmsgsend (low as possible until desync starts) 

     

    The biggest part in a traffic packet is the position changes of objects. 

    Is it a simpleObject="true" or disableSimulation="false" it will only get once transmitted until some special events are triggered(moved from Zeus or "manually" moved (setpos)) 

     

    I dont know the exactly values of the servers basic.cfg anymore but it was something like this: 

     

    MinErrorToSendNear = 0.3;

    MinErrorToSend = 0.04;

    Maxmsgsend = 12; 

     

    the max. object and terrain view distance was set around 2000-2500m. But i think it was more around 2000m. 

    If the ViewDistance was set to more then 2000 then the warping, coming from the low MinErrorToSend parameter, was visible. 

     

    For a Life Server the viewDistance was more then enough. 


  6. Gratulation! You reached the end of the engines possibilitys. Even a faster CPU/Maschine will not make it better.

    There is just a physical barrier, sorry.

    I made bench like this with a Altis Life Admin.

    Only to reduce the network traffic has a chance to increase the fps. The less outgoing traffic, the better. Optimisation of local and global running scripts is important, too.

    Good luck with that!


  7. Hi Silola.

    Bug Report:

    1. Project Export to Mission.sqm works, but import in Eden from Old to New Format result in Empty File.

    2. Replacing Objects with favourite List Replace Function does not correctly refresh Object Information. In the Object Information View (Position Windows) is shown correctly but left corner Window shows old data. Only reload project shows correct Names.

    Also seems the Position not be perfectly the same. I had a wall of 12 Elements and every was alternated in X and Y Axis about 20cm

    3. Replacing Objects over the Miscellaneous Menu "all objects of specific type" removes the Slope Behaviour of targeted objects. Select and Deselect or Save and Load project will give them the correct slope behaviour again. It is not very Bad but breaks my Workflow from time to time :'(

    Question:

    Can I Name Objects in Xcam? After loading the Project as Script into the Mission I want specific objects set to allow damage false. My idea is to name them and from a array set all to this.

    Or do you have some other solutions?


  8. Todays Mission with ACRE i could not join. I was the only one which ACRE didn't worked. 

     

    Same Repository as everyone else. 

    Joining Lobby - all OK, 

    Loading Mission - all OK, 

    Enter Map - Crash! 

     

    Already done:

    Admin/NON-Admin Mode, tested. 

    File Patching, tested. 

    Mod loaded from originally link, tested. 

    Did try to launch with ACRE Plugin deactivated, tested 

    ACRE Plugin several times new installed, tested

    severall PC restarts, tested

    Arma Installation proofed, tested 

    Steam restarted, tested 

    Virus Scanner deactivated, tested

    removed double CBA_A3 entry, double checked Version, tested

     

    Nothing worked so far ... 

     

    My System: 

    Windows 10, 

    2x Sound Cards (Sound Blaster Z and Asus XONAR D2 ( Dont ask why ... )) 

    Mic over Sound Blaster, Headphones over Xonar D2

    i5 3570k OC 

    16GB RAM 

    Arma loads from SSD 

    Teamspeak Version 3.0.19.4

     

    Mods and Game is installed in Steamlib and together in the same folder. 

     

    RPT Files Snipped: 

    20:56:22 [5070,115.195,1.048,"XEH: PostInit started. MISSIONINIT: missionName=33SGAFORMENTF, missionVersion=52, worldName=schuebz, isMultiplayer=true, isServer=false, isDedicated=false, CBA_isHeadlessClient=false, hasInterface=true, didJIP=true isLinux=false"]
    20:56:22 [5070,115.31,1.048,"CBA_VERSIONING: bwa3=1.4.0, ace=3.6.2.0, cba=3.0.0.160713, acex=3.0.0.0, "]
    20:56:22 [ACE] (common) INFO: ACE is version 3.6.2.0.
    20:56:22 [ACE] (common) INFO: CBA is version [3,0,0,160713] [min required [2,4,1]]
    20:56:22 [ACE] (common) INFO: Extension version: ace_break_line: 3.6.0-eef2bb0
    20:56:22 [ACE] (common) INFO: Extension version: ace_parse_imagepath: 3.6.0-eef2bb0
    20:56:22 [ACE] (common) INFO: Extension version: ace_clipboard: 3.6.0-eef2bb0
    20:56:22 [ACE] (common) INFO: Extension version: ace_fcs: 3.6.0-eef2bb0
    20:56:22 [ACE] (common) INFO: Extension version: ace_advanced_ballistics: 3.6.0-eef2bb0
    20:56:23 [ACE] (nametags) INFO: ACRE Detected.
    20:56:24 Unable to get file version size: E:\SteamLibrary\SteamApps\common\Arma 3\@acre2\ACRE2Arma.dll
    20:56:24 116.987 ACRE: Pipe opened.
    20:56:24 Unable to get file version size: E:\SteamLibrary\SteamApps\common\Arma 3\@acre2\acre.dll
    CRASH 
    
    
    21:05:37 [ACE] (nametags) INFO: ACRE Detected.
    21:05:38 Unable to get file version size: E:\SteamLibrary\SteamApps\common\Arma 3\@acre2\ACRE2Arma.dll
    21:05:38 108.916 ACRE: Pipe opened.
    21:05:38 Unable to get file version size: E:\SteamLibrary\SteamApps\common\Arma 3\@acre2\acre.dll
    CRASH
    
    
    21:16:04 Unable to get file version size: E:\SteamLibrary\SteamApps\common\Arma 3\@acre2\ACRE2Arma.dll
    21:16:04 Unable to get file version size: E:\SteamLibrary\SteamApps\common\Arma 3\@acre2\acre.dll
    CRASH 23:28:08 [3241,91.578,1.381,"XEH: PostInit started. MISSIONINIT: missionName=33SGAFORMENTF, missionVersion=52, worldName=schuebz, isMultiplayer=true, isServer=false, isDedicated=false, CBA_isHeadlessClient=false, hasInterface=true, didJIP=true isLinux=false"]
    23:28:08 [3241,91.696,1.381,"CBA_VERSIONING: bwa3=1.4.0, ace=3.6.2.0, cba=3.0.0.160713, acex=3.0.0.0, "]
    23:28:08 [ACE] (common) INFO: ACE is version 3.6.2.0.
    23:28:08 [ACE] (common) INFO: CBA is version [3,0,0,160713] [min required [2,4,1]]
    23:28:09 [ACE] (common) INFO: Extension version: ace_break_line: 3.6.0-eef2bb0
    23:28:09 [ACE] (common) INFO: Extension version: ace_parse_imagepath: 3.6.0-eef2bb0
    23:28:09 [ACE] (common) INFO: Extension version: ace_clipboard: 3.6.0-eef2bb0
    23:28:09 [ACE] (common) INFO: Extension version: ace_fcs: 3.6.0-eef2bb0
    23:28:09 [ACE] (common) INFO: Extension version: ace_advanced_ballistics: 3.6.0-eef2bb0
    23:28:10 [ACE] (nametags) INFO: ACRE Detected.
    23:28:11 Unable to get file version size: E:\SteamLibrary\SteamApps\common\Arma 3\@acre2\ACRE2Arma.dll
    23:28:11 94.416 ACRE: Pipe opened.
    23:28:11 Unable to get file version size: E:\SteamLibrary\SteamApps\common\Arma 3\@acre2\acre.dll

     

     

    Of course, all DLLs are in place. All DLLs are in Mod folder. 

    Modfolder has originally name. 


  9. Hi,

     

    I'm afraid the mod is now deprecated due to lack of usefulness and feedback. This project will not be developed any further.

     

    Thats really sad. Your mod was one of the first with a exceptional high quality in function and texture. 

    I hope your Mod will work for a long time until some patch will break it. 

     

    The time on Nziwasogo was nice, delivering ammo and first aid stuff to the boys with ya drone. 

     

    There wasnt room for feedback, at least for critic. Always working and everything was there what ya needed. 

     

    Logistic Matter! 

     

    And now on Tanao your drone will be still usefull! 

    • Like 1

  10. Nice work! 

     

    But Dude ... your BTR-80 have some serious texture, clipping and config problems  :huh:

     

    Outside and inside textures seems "color broken" and are slightly transparent, does hurt the eyes really bad. 

    On the rear is a hole on the side with them i can look through the whole tank! 

    As Gunner, if i move the turret the cannon stays in the spawn position and the camera does not move, but the turret is moving. 

    Difficult to describe .... 

     

    And the commander has no rangefinder. 

     

    Not playable at all. But they have a nice rear camera  ^_^

     

     


  11. Hi, its me again ;-) 

     

    We found a strange behavior with another mod we tested. Its AGM_Armour - pretty damn old but works still fine. 

     

    The Mod does this:

    If a explosive Ammo hit a Truck it will explode. If it´s ballistic ( like APFSDS ) then it will not Explode. 

    If you hit the turret where in the most cases the Ammo is stored then it will cause a cookoff effect - and it will explode. 

     

    The damageHandler script behind this is looking for the HitPart and VehicleClass of the Objekt which is getting hit. 

    Cars do not Explode at all, Tanks and APC do. 

     

    Now the interesting part: 

    All of your Pandurs will cook off after getting hit with 105mm APFSDS, but it shouldn't unless the turret is getting hit. 

     

    The Question now: Is the Hitbox of the Turret fine and correct? 

     

    This is irritating me but in the other hand, in the case of the Pandur RCWS, SP30 and Mortar version this is the most plausible effect. The Ammo is stored in the body - but it has a pretty negative effect on the gameplay.

     

    It will explode EVERYTIME and it doesn't matter where i hit it.

    Hitting Infantry Cargo Room, explode.

    Hitting Engine, explode. 

    (All getting hit 90° from the Side)

     

    My Suggestion: Carefully reduce the Hitbox of the turret so it covers only the parts with Ammo Cargo. 

     

    One more thing:

    The RWS(M2) Version and Carrier Version(M2/M240/Mk19) do not storage enough heavy Ammo to cause of cookoff effect, even if i hit the 

    weaponturret. But its exploding, too. In this case only because of the config: Its defined as APC and not as Car. 

     

    Yes of course, its still a APC even without heavy Weapon on top, but from the script side its the only way to let it not explode. 

    Sadly i don´t know what effect it will have to just change the VehicleClass and its too late here in germany to test it right now ( i fact, my bed is really loud crying for me ) but i will test it. 

     

     

    I´m aware that all this is not related to your work, at least not from the scripting side - but it would be very nice from you if you would tune up/correct the size of the Turret Hitbox. 

     

     

    I still love your APCs!  :wub:

     

    /Edit 

    The vanilla Pandur behave the same way, but why not make it better?

    The only one which is work correctly is the CSAT IFV ( forgot the name right now ... ) 


  12. Sweet! 

     

    If your interested: We have some wishes for Config-Tweaks and Fixes. 

     

    ALL VEHICLES: 

    Driver Position - Left Monitor -> Current: Forward Looking Thermal View // Suggestion: Backwards Looking Daylight/Nightvision View (Backward Driving Camera!) 

    Commander Position -> Current: Zooming factor in and out is to much // Suggestion: Reduce Zooming (Orientation on Vanilla Version) (Gunner is fine!) 

    Smoke Launcher -> Current: too big Smoke angle(180°) // Suggestion: Reduced Smoke Launcher Angle (Maybe ~120° ?) 

    All Turrets -> Current: Indestructible // Suggestion: Make them destructible; not working anymore with too much damage

    Vehicle -> Current: Ladder not working // Suggestion: Make it work again! ;-) 

     

     

    Pandur MGS:

    Gunner Position - Weapon Turning Speed -> Suggestion: Reduce Turning Speed at 50%

     

    Pandur ATWC:

    Gunner Position - Weapon Turning Speed -> Suggestion: Reduce Turning Speed at 20%

     

    Pandur RBS-70:

    Gunner Position - Weapon - Current: Missile Launch is nearly unhearable // Suggestion: Increase Sound Volume for Launching Missiles(Inside)

     

    Pandur Mortar: 

    Mortar Position - Weapon -> Current: can shoot while driving // Suggestion: Make it Stop! 

    Mortar Weapon - Weapon -> Current: can only shoot from 700m above // Suggestion: Should be able from 200m

    Mortar Ammo: Flare Ammo is not bright enough

    Mortar Firebase: Cannot be removed 

     

    Pandur HQ: 

    HQ Outpost: Cannot be removed 

     

    And, of course, FFV in the Hatch Positions would be nice, too. But - i know - sadistic work. But keep in mind ;-) 

     

    For some of the wishes i made a config fix for myself, but for the red one its not possible and is very Important to me. It would be very nice from you to consider this! 


  13. Very nice work! Thank you! The perfect stuff for a new faction mod! 

     

    Bugs found so far: 

    • It seems that the raise and lower turret feature on the HQ is inverted. If i press E(raise) the tower lower :)
    • And with ACE on the CWS Version the Spike do not work for players. I cannot log on target or use wire control. TOW and HOT works fine. 
    • ACE Logistic is a problem for wheelchange, too. Some Wheelposition seems reversed, mixed up. If i sit in front of the wheel on the left 4th the menu is for removing and changing the first wheel and so on ... 
    • The iron sights from all "on top" Weapons are not working, i´m just zooming in but cannot really aim. 
    • The two big hatches from the mortar version are not closing if the engine is on. 

     

    Reloading speed of all weapons is way to fast! Rockets should be increased by 300%, Mk19, MG-3 and M2 should increased by 200%

    The moving speed of the HQ Optic is way too fast, too. Possible to make it slower so it needs 3sec to raise and lower it completely? And if i shoot the optic with a tank i can destroy the whole vehicle trough it. 

    Weapons spray of the MG-3 on the RCWS Version is too big, too. Should be "half". You should be able to shoot up to 800m pretty precise :)

     

    It would be nice if you make a Medic Version and a RWS(Mk19) Version, too :)

     

     

    Absolutly great work! AAF is finally a good Enemy and this open a LOT of TvT potentiall! 


  14. @theothertaylor

    Thanks for the Stuff! Very Useful! 

     

    I made some stuff for me, too. 

     

    //Ares--------------------------//
    
    
    if (isClass (configFile >> "CfgPatches" >> "Ares")) then
    {
        ["ext_opt", "Move OFF", {[[[(nearestObject [_this select 0, "allVehicles"]) disableAI "move"]],"BIS_fnc_execVM",true, true] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
    ["ext_opt", "Move ON", {[[[(nearestObject [_this select 0, "allVehicles"]) enableAI "move"]],"BIS_fnc_execVM",true, true] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
    ["ext_opt", "Simulation OFF", {[[[(nearestObject [_this select 0, "allVehicles"]) enableSimulation false]],"BIS_fnc_execVM",true, true] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
    ["ext_opt", "Simulation ON", {[[[(nearestObject [_this select 0, "allVehicles"]) enableSimulation true]],"BIS_fnc_execVM",true, true] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
    ["ext_opt", "Engine OFF", {[[[(nearestObject [_this select 0, "allVehicles"]) engineon false]],"BIS_fnc_execVM",true, true] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
    ["ext_opt", "Engine ON", {[[[(nearestObject [_this select 0, "allVehicles"]) engineon true]],"BIS_fnc_execVM",true, true] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
    ["ext_opt", "Invisible OFF", {[[[(nearestObject [_this select 0, "allVehicles"]) hideobjectglobal false]],"BIS_fnc_execVM",true, true] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
    ["ext_opt", "Invisible ON", {[[[(nearestObject [_this select 0, "allVehicles"]) hideobjectglobal true]],"BIS_fnc_execVM",true, true] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule;
    };

    But sadly the HideobjectGlobal doesnt Work on Dedicated Games, only Coop. 

    Maybe someone can help? 

     

    If some of the Animation dont react to enemys, can you make one Module for "leave animation", too? 

     

     

     

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