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Everything posted by Reptilienski

  1. Got an Amphibious Vehicle that tried to make, already made is moving on land and water. The on land speed works all good, but the on water speed is too low, no matter how I setting the vehicles speed the on water speed seem capped at 30km/s. I tried set waterspeedcoef and maxSpeed to a higher value, but the on water speed of the vehicle do not changed and kept at 30km/s. Which attribute would affect the vehicle on water speed? and is it possible to make the on water speed higher than 30km/s?
  2. class complexGearbox { GearboxRatios[] = {"R1",-4.84,"N",0,"D1",3.43,"D2",2.01,"D3",1.42,"D4",1,"D5",0.83,"D6",0.59}; TransmissionRatios[] = {"High",8}; AmphibiousRatios[] = {"R1",-4.84,"N",0,"D1",3.43,"D2",2.01,"D3",1.42,"D4",1,"D5",0.83,"D6",0.59}; gearBoxMode = "auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; }; this is the only thing I changed in complexGearbox, I just make the AmphibiousRatios all the same with GearboxRatios, and then all the waterspeedcoef, waterSpeedFactor, waterResistanceCoef, etc, they just works after I did that. Before I dont have a AmphibiousRatios that was not same with GearboxRatios, and with that all the changes in waterspeedcoef, waterSpeedFactor, waterResistanceCoef, etc, do not works, only after I give the boat a right AmphibiousRatios value it works.
  3. turned out, all these setting would not have effect, unless you have define a amphibious gearbox for the vehicle, I added one and now all works.
  4. none of these value changes anything for the warter speed, it just simple not work, I attached my config below, don't know where is gose wrong, maybe you may have a look and find some thing
  5. So simulation = car no longer works in Arma3 right?
  6. Thx, gonna try this after work, really there's no such thing about water speed for Amphibious Vehicle on BIS wiki, which makes it a lot of harder for me to understand it.
  7. so basicly I just need to take down the value of waterResistance and maxFordingDepth the water speed would go up? like waterResistance = 0.09 and maxFordingDepth = 0.1?
  8. Try to made a MG turret that controlled by AI or UAV operator, made everything working, but the muzzle flashes never showed when firing, I already had a selection called zasleh in my P3D, also made the model.cfg all working but there is just no muzzle flash, only some smokes that appears when firing.
  9. sloved, turned out for a vehicle ( turret is vehicle), you need AnimationSources to make all the animation works right.
  10. He got a clean version years ago, and still got taken down from workshop so he uploaded 4.0 with everything in it and it existing on workshop until now be fake reported by some kids, so we know what really happened here.
  11. Hey, pookie, I am sending you DM about some ways we may assist, I know you are busy right now, but when you are free plz considering what we can provide for you mentioned in the DM okay, we are willing to help you.
  12. too many issues left without fixing and I think that had anrged some kids so they issued a complain about this mod, and you know that steam never checks the complains, they just go directly delete it. PS. check your DM pookie, I think I know what real happened here
  13. I having a issue that one optics zooming works on some weapons, the bullets hits where the optics aiming, but on some weapons the bullets can not hit where it aims. It looks like the old issue happens when you mounted a rifle optics on a SMG so the zeroing is fcuked up. Is there a way we can changing rhe zooming value or something like that to make the optics zooming correctly on everyweapons? Which attributes should I loking at? I the tweaks should be made in the optcis config or the weapons'?
  14. I fianlly got time to further testing the Z-20's landing issue, now i can confirmed that the gunner slot of the Z20 is broken it. I tested only loaded this mod and CBAA3, and i put a Z20 in zeus with full crew members ,and the heli can not land when give the AI the land waypoint. They i tested i loaded only one pilot into the Z20, and the AI would normally land the heli in given waypoint. It is clear there is issues in the gunner sets cause the AI can not land the heli, ever time i loaded a gunner into the heli the AI pilot would not land it.
  15. So the wired thing happens to me after the 2,0 update, let me explained, it really confused me. First before the 2.0 update, me and my firends playing 1.98 version on our private without any performance issue for months, when the game was in 1.98 my average frame rate in my private server is around 35-90 fps depends on the location on maps(which is pretty good, without other performance issues). And after the 2.0 update, I noticed that my average frame rate when playing in my private server dropped to 15-50 fps(I checked, V-sync is not on), and very unstable. And then there was a wired sutation, after playing with my friends in the server for around 20 mins, my frame rates suddenly boosted back to its 1.98 time, around 35-90, this lasted for around 5 mins, and then the performance gone bad a again, with the frame rate dropped back to around 15-50 average. This issue confused me alot, from my understanding, if it is due to a optimization issue, the performance should always stay in a bad stage right? so how this sudden Frame rate boost/ perfromance back to normal happened? I never heard any other ARMA3 plyers had such wired issue before. And we are playing in the same private sever with same server setting back in 1.98, and all my friends using same mod sets with me, anyway I can confirmed nothing on server side or client side had changed afrer I updated to 1.98, and i never changed any seting on my windows, nor on my pc hardwares, but this wired performance issue just happened and confused me. It is like my CPU forgot to performance when i start playing the game and suddently the CPU remember it need to boost the game and then go to lazy mode again. Any one got any ideas how this happened and any possible fixes?
  16. Do we have a ETA on when to fix the Z-20's landing issue, AI never would land it...
  17. would be useful when try to created some boss unit for a boss battle, like when using with Operation: TREBUCHET or Terminator mod. Means can make only selected units/vehicles to be hard to killed, and all other unit stay as normal. So far from I know only stay the overall AI hard to be killed using ace3 medical setting, but this works on all AI in game, not only the selected ones.
  18. Reptilienski

    EricJ Release thread

    wait, EricJ is still working on this, I'm having Deja Vu back to 2013 lol. Keep up the great work!
  19. Find a issue that should be related to Z-20, the chopper can not land itself when given the landing command via Zues, tested with all other chopper from this mod, Z-9, Z-18 Z-10 etc all worked fine and landed normally when give the landing command by Zeus, only the Z-20 can not land , it would hanging near the landing waypoint in middle air.
  20. Is there any way to fix this without reinstalled the missing addons? Which i can't due to the author of the mod has completely remove the addon from the mod.
  21. Right now the only noticable issue from the appearance is the small glasses' shapes on the side face, should be a little bit smaller and the shape is more like a square than the original S-70.
  22. That's just a BlackHawk LOL! I'm kidding, XD. looks good, and glad to see you still working on this mod!
  23. So the situation is that, I want to make a mission in which centaint unit would not died from falling from a high building, but the other units would still die if they fallen from buildings. So is it possible to only make 1 or 2 certain units that are not recevice fallen damage?
  24. TBH i jsvrnt understand anything about the MTL file because i have no experience on working a 3d model XD, but what you said sounds really promissing, so good luck on it, looking forward to your final work!
  25. update from the model aurthor, he said that there should beUV mpas in MTL file, have you try to tweak the polys in 3DSMAX or other tools? He think that maybe the original UV maps could not be use after you tweaked the polys, in this case a new UV map may need to be mapped.