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bullhorn

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Posts posted by bullhorn


  1. I realize this is an intended mechanic, because by default Zoom is bound to RMB, and Ctrl+RMB is switching between Optics Modes, so when you're holding RMB to Zoom and then add Ctrl (in order to perform one of the many other actions that are bound to Ctrl+?, like changing stances, optics, etc), the game decides to zoom you back out.

     

    Years ago I had a solution to this problem but after losing my key-binds profile, I have no recollection on how to fix this without having to bind Optics Mode to anything other than Ctrl+RMB. Suggestions?


  2. We're having a meta/oversight issue with DAC:

     

    When you create any group, it always takes the unit defined in the first row (So SL for example) and then chooses everyone else randomly. So in most cases you get seriously random (and unrealistic) fireteam and squad compositions like AT/AA/AR soldiers without anyone to resupply them or like numerous Grenadiers, etc.

     

    Any tips on how to avoid this? Perhaps reduce the randomness and use more pre-defined compositions?


  3. What I'm trying to understand is why BI, having such limited manpower resources, spends all this energy on 'fixing' what's not broken while the things that the player-base has been complaining about for years appears to rarely be solved.

     

    I have to agree with pretty much everyone; the new fatigue system is an absolute deterioration. 

    • Like 8

  4. Having 2 folders with the same name in subfolders - always loads the 1st alphabetically. This is a huge annoyance when you have for example \Arma III\@CBA\ with one signature and \Arma III\Other\@CBA\ with a different signature.

     

    A3S always loads the first, even if you intended it to load the 2nd one. The only workaround is having to manually rename mod folders that share the same name or cut-paste them away and rename/put them back before every repository update.


  5. We had severe issues on our first 30+ player ACRE2 training mission where people were stepping each other over direct speech. You had like 3 guys talking about combat and contacts, 3 guys talking about their pets and lunches and 1-2 guys trying to communicate commands over the radio. It was a mess...

    I tested the direct speech ranges to get a better idea of which setting out of the 9 should be used for which situations. For testing purposes, I disabled all game audio and my Post-Mix slider was set to x3 (the setting that myself and many others in our community use):

    hiA18ji.png

    "LOUD" stands for where does the voice sound identical to how it did from point-blank

    "QUIET" stands for where did I notice a severe drop in volume so that anything beyond it means that speakers no longer interrupt.

    "BARELY AUDIBLE" stands for where you last hear the speech, a few steps beyond this range and you can't hear the speaker at all.

    Measured with a Vector.

    1/9 is good for radio silence or private discussions, sometimes in PVP.

    2/9 is good for quiet private or small talks, especially things that aren't really important for anyone else.

    3/9 is identical to TFAR except the audio doesn't magically disappear at 20 meters, it gradually fades out but quiet enough not to bother anyone. This is a good setting to use when talking about general things and when outside of combat.

    4/9 and 5/9 are very different but I can't really define anything specific for it. 5/9 all the way to 9/9 is almost identical. Basically, I'd say that 5/9+ should be used only in emergencies like calling out contacts, calling for help or a medic, giving orders to a somewhat far buddy team, etc. Use common sense.


  6. I definitely remember CSAT dying from 3-6 hits in the past and I can't find any changelog that describes anything that might've changed it.

    Perhaps me seeing the animation that happens when AI is being hit was only played client-side while it was ignored by the server due to poor net-code? Something is really weird, I can't explain it.

    It's weird but it's good. :p


  7. I just tested and my assumptions were based on 0.3.6/7/A31.42-1.44(maybe?)

    CSAT infantry die from 1-2 RHS M16 shots which is awesome.

    RHS MSV die in 1-3 shots which is also quite good.

    I tested again with ACE_Protection.pbo and it was pretty much the same thing. I'm assuming that BI made a big change with damage/protection values with 1.44 or 1.46 and I just didn't notice...


  8. I was shot and killed by RHS Russian AI roughly 10 times, most of the times by one-shot, once or twice by 2 shots. I never went unconscious. Then we removed ACE_Protection.pbo and all issues were solved.

    However this means we're unable to use other mods in conjunction with RHS, not even vanilla because for example, CSAT then take 4-7 bullets to kill with an RHS M4/M16.

    I'll try to provide more numbers by the end of the week.


  9. I'm in the process of that, as well as learning a programming language but I think the skills required to make a system work are a bit beyond my current level. As far as I understand, he'd have to replace whatever system he's using currently with Microsoft's DirectX XAudio2 if he wants to get good results.

    Don't get me wrong, we love TFAR and we want it to improve, but how can you motivate a project that pretty much had no competition for a couple of years? ...by creating competition, I guess?... Maybe it's just me, huh?


  10. Greetings everyone,

    Our community's main focus right now is making a switch to ACE3 and ACRE2. We've been testing ACRE2 since around January and we feel that it's finally ready for deployment. The official switch to both mods should happen sometime next week, if all goes well.

    On our latest community meeting we decided on a game-play change:

    Fire-teams now have only 1 AR, instead of 2, which in turn means Squads only have 2 ARs, instead of 4. Looking at the previous numbers, with 4 ARs in a squad, each of them carrying seven 100Rnd belts and an AAR carrying two more, we ended up having 3600 rounds total! That was an insane amount of firepower, especially in PvP.

    Now the 2nd AR is replaced by a Rifleman, creating an interesting distinction in each fire-team - One buddy-team has a lot of firepower, the other buddy-team is a lot more agile. It might sound minor but now leaders are much quicker to react to situations, always knowing how to move, which element should provide a base of fire and which should bound or fire & maneuver.

    I wanted to share a couple of very (seriously) old videos. I would like these to be here as a reminder of how we played when we just started as a community. In the future, I'll also share newer videos to create contrast, as well as content from our community's branches, including but not limited to mission makers, graphic/web designers, etc.





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