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10 GoodAbout nICe_Kuehl
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niCe_Kuehl
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Hey Leight, After the shitstorm about changing faction names and removing the ISIS reference has calmed - we love using your mod. It's an incredible enrichment for middle eastern scenarios and i did not really come across any issues yet! I was wondering if you plan on adding more diverse civilians. Using the ALiVE civilian population module with your units works flawless. So, all in all, really a great mod and we are using it a lot. Greetings niCe Kuehl
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Gotcha. Playing with AGM you can just take over the group clientside, so i forgot about the fact that it doesnt work in vanilla. Maybe a simple script could do that instead which is executed upon respawn? Did you already think about the armor overkill issue? Greetings
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Hey. Good to hear about an update incoming. are you addressing any of the issues/things i wrote? The loss of command is simply arma engine. when you die, another team mate takes over the squad and then lists you as a regular member after respawn. You can actually even hear it (when radio chatter is enabled) the AI says something like "2:we lost 1. 2: Taking control" So sort of - confirmed. You would have to re-establish the leader after he respawns.
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Hey maquez, we have been going through quite alot of testing this weekend. Talking 20hours+, on a dedi, with mainly a group between 6-8 players. Recruitment disabled Revive disabled - used AGM instead Everything worked quite well and we enjoyed it a lot! Though, of course (it's ArmA :D) we encountered a couple of issues as well. Those are not always technical, some just didnt appeal to us. 1. Bugged Cache There was one bugged cache. We found multiple intel items and they all pointed to the very southwest corner of the map. We sweeped the area from a heli and on foot for about 30 minutes, six people searching. No cache there. 2. Hint upon destroying cache We were missing a hint when a cache is destroyed. As it is right now, you blow the cache and wonder why nothing happens, while you do get a hint when you find intel. Just a little confusing, no big deal. 3. Vehicles in hangars, bad choice of spawn points The planes and drones tend to blow up upon entering them, which in case of the A-10 leads to destruction of the hangar, thus again, destroying the A-10 and so on. I recommend moving the A-10 outside the hangar, or blocking damage to said building. In case of the drones: I think they blow up due to objects too close to them when they start up. The RHS A-10 does it because... Arma... Similar problem with the UGVs, the are under a roof and the Drone AI seems to have problems driving out, especially with the boxes etc. nearby. 4. Enemy Tanks The spawning system and the AI Virtualisation work flawless! But there are some problems concerning balancing. We came across a lot of tank groops, mainly on the streets. The tanks were usually in pairs. Two T-72s pack hell of a punch. Same goes for the BTRs and BRDMs. We encountered a situation in Timurkalai with 6 or more tanks against us. Even making use of the CAS-module we got our asses ripped off. TL;DR: In general, too many armored vehicles when playing as infantry - like rlex wrote earlier. 5. Baserape The enemy atttacked the base at least 5-6 times while we played. Mainly it were just single motorized groups but once, we came across a massive tank raid, talking about 6 vehicles here. There seems to be no AI-driven base defense, and the enemy seems to keep sending reinforcements. They do not only attack players when they see 'em, but mainly aim for the UAVs and UGVs, which leads to large amounts of unnessecary explosions. Two possibilities: I. stop the enemy AI from going for the base completely II. Add a bit of base defense 6. Unrestricted arsenal It would be nice to restrict the available things in the arsenal box to BLUFOR-gear. This prevents that players run around in foreign camo/gear and get rekt by their own mates, due to recognition issues. Not a problem when playing with a clan, but for public servers for sure. Wrong uniform? - BOOM - 7. Loy Manara Objective Is there a way to remove Loy Manara as "red objective zones"? We cleared it twice with extreme caution until i found out its in the blacklistmarker. 8. CAS Maybe it would make sense to replace the CAS-support-helicopter by an A-10. The chopper is not as powerful against armor. 9. Arty We noticed that the support artillery (I think it was Bravo 2-1?) drove west (heading roughly to chak chack). They stopped in the middle of nowhere instead of comfortably staying within the base. Don't know if its on purpose. Also we noticed they are not that precise. We ordered a couple of rounds on armored targets, but they missed by 50+ meters. In general i must really say that all of us loved the mission. Total oldschool insurgency feeling. But please - try to do something against the excessive amount of armor! FYI - we added the ALiVE civilian placement and civilian population modules to the mission, worked great and added a lot to the feeling If you like, i would really appreciate to talk about this mission with you. Maybe in Teamspeak or so? PM me if interested. Keep up the good work! Greetings from niCe Kühl and the german niCe-Team Multigaming e.V.
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Chompster, your theory is as ridiculous as it is insulting. We all appreciate the work done by leight and there are many easier ways to get the mod to work for us than contacting the BRITISH press to diffamate the maker... And for the sake if god, please just keep politics and your personal morale out of this thread as it has been totally derailed by all your posts. @Leight, don't panick, everything is gonna be alright ;)
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Hey there haters, no i am not some kind of troll. i am playing this game with the german gaming community www.niCe-team.eu We are a registered society, hosting several dedicated servers from which you can publicly download our preset via our website. If we dustributed the mod that way, we would, as Belbo explained a couple pages earlier, commit a crime. You wouldnt want to host illegal content on a public website neither would you? simply saying no one is going to find out is too easy, as it would already be enough if some random asshole who doesn't like us reported it. We are a little more official than 3 friends randomly playing arma in their basement and thus cannot and do not want to do anything which is against the law.
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Hey Leight, it's the annoying german again. Our testing crew went over the pack, and besides it being a really great mod they found that the ISIS logos are still visible on the shemags. The vehicles seem to be "clean" so far. Would you do us that second favour and remove them from the shemags as well? :) Greetings, keep it up! niCe Kühl
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Hi, thank you alot for hearing me and removing the logos! I'm on vacation right now so I can't check it out right away but I'm pretty happy to hear about it! Though i can understand that other players might have a different opinion on this. Maybe the "alternative version" would be the way to go. The only concern about this is that the logo file cannot be in the download at all because it can't be distributed here at all. Again, thanks alot. Keep up the good work. Sincerely, the german players ;)
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Hey Leight, I don't want to annoy you with it, but I'm still hoping for an answer on my post from some time ago. We still can't use your pack due to legal issues in Germany. Will you be so generous to do a version of the pack that doesn't include the forbidden ISIS insignia and other politically complicated symbols? We would really appreciate a statement. Greetings from german niCe-Team Kuehl
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Hey Leight, as your pack is getting more and more interesting, i'm starting to really want it. There is just one major issue with it, which isnt even your fault. In germany the insignias, signs and symbols worn by the ISIS faction are forbidden. Any distribution, such as spreading the mod in a custom repo or else, would be a violation pretty similar to having the nazi swastika on a website. Thus we are not allowed to use your mod in its current form. Would you consider doing a "censored" version, without any/with fantasy insignias or something like that so the german community can enjoy the pack as well? The pictures look really good and we have been looking for a mod like this for a long time!
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
nICe_Kuehl replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, we are currently testing your mod for possible use in our coop-events. Many of its features like the 3D-Editor, the implementation of UPSMON and so on are great, and we would really love to see those in our missions. Though, we are encountering weird performance-problems. It seems that the server is doing non of the AI calculation by itself. In our tests we had stable, very high Server FPS, while the clients had monstrous frame-drops upon spawning multiple AI-units. My conclusion was that the MCC redistributes tasks to the clients, leaving the server in "idle" and making the game unplayable for the unlucky guys who receive all the units. By unplayable I mean unstable 4-5 frames on good gaming computers. The AI becomes pretty stupid when the client running it drops to low FPS. Why is the server not doing the work it's supposed to do and why is this "feature" of redistributing AI nowhere mentioned? Is there any possibility to deactivate it? Maybe some variable concerning headless support? We made the same experiences with MCC for Arma 2. If there should not be a way of bypassing this mechanism, the mod sadly has no use to us. Greetings from Germany Kuehl from niCe-team.eu -
F/A-18 Super Hornet and Su-35S Flanker E
nICe_Kuehl replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys, congrats on the 1.5 release. Awesome work so far! While testing, we encountered serveral issues regarding the external tanks though. All planes were flown by human players on a dedicated server. We were using v1.5 of the mod, in combination with CBA, JayArma3Lib and ACRE. 1. Issue: When i refueled my F/A-18E on my buddies F/A18F he had no additional tanks except the buddypod equipped. So the refueling action returned me the correct message: The "tanker" had no fuel to pass. So the plane disconnected and everything seemed fine. On my F/A18E i had three external tanks equipped. The plane did no longer consume any fuel while flying around even with activated afterburner. I noticed that and went to see what would happen when i drop all tanks. The pods were dropped, in the IGUI they were still shown though and the plane continued flying emmission-free ;) 2. Issue: Later, same session same conditions. I got in an F/A 18F with 4 tanks and the buddypod. I refueled two buddys (F/A18Es) who had no external tanks equipped. It all worked fine, but returning to base again my plane did not burn any fuel. Maybe you could look into that, a plane with infinite fuel makes refueling a little pointless ;) Great work on the eject function by the way. The WSO on F/A-18F can't eject when the pilot is out already. Is it meant to be like that? Works perfectly the other way around. Greetings from the niCe-Team.eu-Community Keep the good work coming!