Koj
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Everything posted by Koj
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LAxemann's A3 Artillery rangetables and manual firing crash course
Koj replied to laxemann's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hi ! Finally, someone got interested in this ! We found some equations to provide data for accurate motar fire : https://docs.google.com/spreadsheet/ccc?key=0AjJW8d6Ffy2ndEQyaF9SSUdpVWZvWk1jaFc4WGcwT1E#gid=70 It's in french, but i think you guys could understand french words like "Elevation", "Distance", "Altitude" and "Angle" Good ! you speak French now ! Anyway, from any flat terrain, it's OK. But when there's a little angle, you just can't check this inclination and adjust the values. So i tried to make a simple addon that levels the mortar but couldn't find a way. I've never done that anyway... For the love of air resistance in ballistics, would you help me with it ? -
Awsome pack you got here, thanks for your work. Do you plan on making rolled sleeves version of your uniforms ? (which would look incredibly badass). As for Helmets, and everyone asking for it, i think AlexVestin's ones are the best at the moment. As for the Night Desert Vest, i think the "Guerilla Smocks could do very well, (U_BG_Guerilla3_1)
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Toadie's SmallArms and Animations for Arma3
Koj replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Actually, it's kinda relative to weight since the last update and the new fatigue system. Setting up the "mass" of the things your carry is rather difficult because it's also relative to space indeed. As for the weapon in your hands, space isn't much of a deal, and when your M60 is supposed to weigh 23 lbs but weighs 0.1, there is a real impact on fatigue and your avatar's movement capacity. But it's actually a big change in addon configuration. -
Toadie's SmallArms and Animations for Arma3
Koj replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, Just like for Robert Hammers M4 pack, I noticed since the last Bootcamp update that the weapons of your awsome pack have low weight data. I made some internet searches for actual weight and added these masses to the config file. I'm not releasing it to public, but was wondering if you were interested in this file for any future update ? Let me know ! -
Hi, I noticed since the last Bootcamp update that your weapons have no weight. I made some internet searches for actual weight and added these masses to the config file. I'm not releasing it to public, but was wondering if you were interested in this file for future update ? Let me know !
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I'll try to get it, but i've found the source : The issue come from BW_LoadCalc, it works fine on clientside only but when launched on the server, it disabled the SW radios... Hope this helps gienkov ! I'll post this issue on the mode thread. Edit : Oh, i think i got it, and the author is aware of it. This mod calls a disableserialization command for whatever reason, but your SW radios need it to work. Conflict.
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Hi, we have the same issue over here. It only started yesterday, after some mod updates. (Kyo MH47, HLC AR15, Trixie's UK Weapons, PepeHal's Massi's pack audiofix and BW LoadCalc). @ Gienkov : did you update some other mod, one of these ? Note that we have no problem when launching on local, i'll try to load back before these updates and keep you informed.
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AN/PNC-212 : Simple Military GPS Receiver
Koj replied to [CORP] Sacha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi there ! thanks for your work and the update, we've been using this mod for some times now and we were expecting this update, especially for the compatibility. I've tested it this morning and i have to say i'm a little disapointed, let me explain in blue color quoting your changelog : Would it be possible to have two versions of the GPS, one simpler with the old design and no compatibily with Laser Designator (and maybe less setting options like refresh rate stuck to 5 or 10 sec, no auto-cycle waypoint...) and one with the new design and all the cool new features. I hope you guys can sort this out, i'm actually french so let me know if i can help you in any way or if you need testing with a lot of players (we play we 30 - 55 dudes every night). Thanks again for this addon ! -
XMedSys - Improved Medical System for A3
Koj replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It works fine in version 0.3.6 here. Our settings are : Hearing_Multiplicator : 0.14 Hearing_CureValue : 0.00095 Hearing_earPlugManipulationValue : 0.8 But i change it directly in the .pbo. I got this habit due to previous bug with the serverconfig.hpp, maybe you should try this way ? Hope you can find out. -
XMedSys - Improved Medical System for A3
Koj replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi ! Still playing with XmedSys here, i think we've found a bug, or at least it's an issue. So we tweaked the audio variables so you become deaf more quickly, but some guys began to complain that it was too quick. They were only shot once and became deaf. So i checked, made a few tests and it seems that some shots in trees or the floor near you are "louder" than your own shots, and it make you deaf almost instantly. Is that possible or am i making a mistake. I hope you could find that out. I also made a request in the feedback tracker for more variables in the audio scripts. We'd like to be able to set the quickness of the loss of hear, the length of deafness and the time of pregression while your hearing is back. Also, when you're deaf, i think it'd be more immersive too still hear loud and low sounds, kinda like in the water. I hope i'll be implemented in XMS2 -
AN/PNC-212 : Simple Military GPS Receiver
Koj replied to [CORP] Sacha's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, It's a very nice mod, i love playing with it, for direction as well as Artillery Designation (finding coordinates). But there's a huge downside for playing it in multiplayer, it's the fact that you're still able to use the Vanilla GPS when equipped. So i changed a little thing in the config and made it a Watch. I hope you're OK with it, and that it may help some users. -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
Koj replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, Really nice addon, i was wondering if these buildings were implemented yet, and if so where were they ? Thanks ! -
XMedSys - Improved Medical System for A3
Koj replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dude ! So cool you got help from nkey and other people. We are using XmedSys almost every evening on 30/50 players coop, i try to report major bugs and things that make the mod hard to play, but we're using it with the VTS, so there might be some special issues due to (un)compatibility. Keep on keeping on ;) -
XMedSys - Improved Medical System for A3
Koj replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok, simple as that ! Thanks for the info, it's much simple to configure now ! -
XMedSys - Improved Medical System for A3
Koj replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, I tried to figure out how to use serverconfig, followed the link in the file but i finally have not a single clue on how to use it. Could anyone help with this, juste a simple explanation or where to find any info (besides http://x39software.unitedtacticalforces.de/wiki/index.php?title=XMedSys_serverConfig) Great Mod, a bit harsh to configure but i think it's worth. -
New ? Really ? we're playing with a "Game Master" since ArmA 3 came out... http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3 http://forums.bistudio.com/showthread.php?147821-VTS-4-0-Live-Multiplayer-Mission-Creating-Tool-for-A3 Hope these guys will get credit from what comes out. Beside this point, it's looking really good.
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Houra ! Thanks for the info, hope there's soon a stable update.
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Hi ! Just checking if you guys had some news about this issue. During Christmas and New year's eve, the community was much smaller but it starts to grow again and the Headless Client is lacking hard ! Do any of ou have fixed it ? Dwarden : Thanks for your reply, Hope you can sort this out ! And Happy New Year to you all.
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Hi, I know i'm a bit late and that the discussion has moved on but i didn't find any post that shared my opinion, so i just wanted to share it with you. For context, i'm just a videogame jerk who has never served in the military neither ever shot at any living thing. Like many others I'm not really glad with the actual wounding/ballistic system, and i think the TPW Fall gives a good compromise for the situation right now. I also trust BIS for the will to upgrade the existing situation. But we need steps. In the game right now there are only two states : Alive or Dead. It seems to me that an alive AIs is shooting at you with the same precision with 0 or 5 bullets in the body. I'm sure EricJ's friend (hope he's fine now) wasn't jumping like a squirrel and shooting like Chris Kyle with 6 bullets in his body. So, as there is no inbetween state in the game right now i think step 1 would be the dev thinking "Able to move and shoot" or "Incapacitated" instead of Alive or Dead. As a videogame jerk, I assume you could take 1 to 3 bullets max before your aim and movement are affected by the wounds. Of course depending on the caliber and location of the wounds. But not 5 bullets... PCP is bad m'kay so let's only talk about "ordinary" situations, i also really think we need a reaction to being shot. A significant reaction, that lasts for at least 5 sec, wether you fall or you can't aim or both, i don't expect my video game avatar to take a bullet with so few reaction as it is now. We could also imagine a step 2 where BIS implements wounding localisation. Also with the Able / Not able state but with independant parts of the body. Like when you get shot in the legs, you can't stand/walk/run; shot in the arms, you can't aim/shoot; shot in the vest, you loose stamina and aim, etc... All this could be implemented alongside with a new armor system as it is only AI and player reaction.
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Yes, just after the last update.
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Hi ! The HC wrong password bug from early Alpha seems to be back on our server, does anyone has encountered this today ? I've tried with several pass, only letter, only numers, both... it only works when there's no password. Thanks for any info !
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Hi, someone i play with thought it might be FOV related, could it be the case ?
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Try to erase temporary files in user/???/appdata/local/Arma 3 It worked for someone i know.
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VanZant's Extended Grenade & Throwable Items (EGTI)
Koj replied to VanZant's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Vanzant, thank you for your very nice addon, we were trying it this afternoon and everything went fine but we have an issue. We are playing with the VTS, and the mission allows to change class in game, and when you do so, your addon is not active anymore. Hope you can sort this out because it's great work ! -
VTS 4.0 - Live Multiplayer Mission Creating Tool for A3
Koj replied to l etranger's topic in ARMA 3 - USER MISSIONS
Ok, so our simple mission for tonight : Map : Altis Players : -/+ 10 Description : Airborne insertion (3000m) on a point of your choice North Eastof the civilian. You must find him as he is a shop to fully equip yourself. You must find documents (fictionnal, roleplay it) kept at the base on 099194. You must then steal the two helos and reach FAROS for extraction. Rain : 0 to 3 on connection, then 7 at insertion (it should rain around the time you get to the base). Time : Players' choice [[1,[9.79544e+007,1e+008,1e+008,1e+008],[],[],[],[]], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,50,[9912.26,19424.1,0],[0,0,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,50,[9947.61,19360.4,0],[0,0,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,50,[9755.6,19439.4,0],[0,0,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,175,[9854.1,19405.8,0],[0,0,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,250,[9844.9,19408.4,0],[0,0,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,500,[9851.68,19396.7,0],[0,0,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,500,[9855.66,19411.6,0],[0,0,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","UPS.sqf",0.2,"NO CHANGE",0,75,[9759.5,19441.7,0],[0,0,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","UPS.sqf",0.2,"NO CHANGE",0,75,[9932.23,19387,0],[0,0,0],"",""], [0,true,"WEST","BLU_F","Empty","B_Heli_Light_01_F",9,"SAFE","LIMITED","",0.2,"NO CHANGE",0,75,[9900.1,19423,0.240204],[9900.1,19423,0.24028],"",""], [0,true,"WEST","BLU_F","Empty","B_Heli_Light_01_F",9,"SAFE","LIMITED","",0.2,"NO CHANGE",0,75,[9915.54,19422.7,0.230789],[9915.54,19422.7,0.229034],"",""], [0,true,"CIVILIAN","CIV_F","Man","C_man_1_1_F",1,"SAFE","LIMITED","",0.2,"NO CHANGE",360,75,[8258.62,19423.8,0],[8258.62,19423.8,0],"","[vts_this,WEST] call vts_isShop"], [0,true,"CIVILIAN","CIV_F","Man","C_man_1_1_F",1,"SAFE","LIMITED","",0.2,"NO CHANGE",360,75,[8227.3,19021.4,0],[8227.3,19021.4,0],"","[vts_this,WEST] call vts_isShop"], [0,true,"CIVILIAN","CIV_F","Man","C_man_1_1_F",1,"SAFE","LIMITED","",0.2,"NO CHANGE",0,75,[8322.46,19742.3,0],[8322.46,19742.3,0],"","[vts_this,WEST] call vts_isShop"], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[8005.82,20460.1,0],[7600.67,19271.3,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[7643.32,19367.2,0],[8970.74,18924.8,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[8832.13,18967.4,0],[9406.39,20301.4,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[9390.67,20301.2,0],[7910.57,20509.9,0],"",""], [0,false,"EAST","OPF_F","Land","O_Truck_02_covered_F",6,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[9694.49,22268.5,0],[9198.83,15911.5,0],"",""], [0,false,"EAST","OPF_F","Land","O_MRAP_02_F",2,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[5805.41,20095.7,0],[12872,19590.9,0],"",""], [0,false,"EAST","OPF_F","Land","O_MRAP_02_F",2,"SAFE","LIMITED","Partol2points.sqf",0.2,"NO CHANGE",0,75,[9961.38,21199,0],[8958.57,17022.8,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,800,[9841.08,19400.4,0],[8958.57,17022.8,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfSentry",11,"SAFE","LIMITED","Patrolcircle.sqf",0.2,"NO CHANGE",0,1200,[9862.77,19387.7,0],[8958.57,17022.8,0],"",""]] Once the assault on the base is on, you can add these reinforcements for OPFOR [[1,[9.79544e+007,1e+008,1e+008,1e+008],[],[],[],[]], [0,false,"EAST","OPF_F","Group","OIA_InfTeam",14,"AWARE","FULL","Gotopoint.sqf",0.2,"NO CHANGE",0,1200,[10139.8,19195.6,0],[9758.77,19437.4,0],"",""], [0,false,"EAST","OPF_F","Group","OIA_InfTeam",14,"AWARE","FULL","Gotopoint.sqf",0.2,"NO CHANGE",0,1200,[10209.7,19326.6,0],[9899.1,19405.9,0],"",""]] Simple but nice sightseeing.