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SAS_Raptor

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Everything posted by SAS_Raptor

  1. SAS_Raptor

    Urban Patrol Script

    Nop, no solution here. Though it doesn't happen all the time. And oddly I encountered the same bug using a different AI mod, namely the GAIA thingy from MCC Mission Control Center.
  2. To be honest I think range cards are not really necessary because the player can create his own by using the ATragMX. What would be more helpful are some detailed infos, for example does the ATragMX already correct for spin-drift and coriolis effect? How exactly does enviroment temperature affects the burn rate of the gunpowder und consequently the muzzle velocity? How does one correct for this factor in the ATragMX? The ACE Wiki doesn't go into detail. Mb it would be beneficial if you could link some of the sources you used to model all the cool stuff? Btw it seems like the muzzle velocities stored in the ATragMX for 0.338 LM 300gr and API are not correct when using the MAR10: I measured with a script approximatly 765 m/s (stored 800) and respectivly 845m/s (stored 895). 250gr seems to be correct though. Last but not least: a big thx to the whole ACE team for this fantastic mod! Really appreciate all the work you guys put into it. And a particular thx to Ruthberg for Advanced Ballistics. You raised sniping in Arma to a whole new level :)
  3. Most users simply don't recognize that developers are working with Valve Time ;)
  4. First off, I really like to play Arma in a very realistic way. Hence I'm pretty excited about ACE, like most people here. However it’s a game and there is a line. For me personally this line is visual dismemberment. Nothing against blood. It’s a game for adults after all. But people ripped into pieces? Flying body parts after an explosion? No thx, don’t need to see that in my free time. And imho it doesn’t add anything neither to the atmosphere nor the gameplay. You want a broken leg that can’t be easily fixed by a medic and force you to evac a comrade? Fine by me, but no reason to visualize the whole horror of war. Ofc one could make these visual effects optional. But they don’t come for free. The development team would need to put time and effort into this, which both can be used better if you ask me. IIrc mutilation was not included in ACE2 on purpose, just like children. I think ACE3 should go the same way.
  5. We haven't updated yet, still running the old CBA version from before the DLC.
  6. Yes, with both MCC and Task Force Radio running (plus a bunch of additional mods).
  7. @deVilspaWn: works fine at my server. I'm using the latest MCC version but haven't updated CBA yet because it's marked as alpha.
  8. Excuse me, I thought this would be a place to discuss and share opinions. My bad. I'll leave your place of worship.
  9. Omg. Imho it would be a shame if a mod without clear scope or boundaries would win any contest... I'm waiting for GAIA standalone so I can get rid of the rest of MCC.
  10. SAS_Raptor

    AGM Spotter App: WIP

    I fail to see how in-game range tables would be simpler than an all-knowing ballistics calculator app. As I said they force you to do your own calculations with a basic understanding of ballistics. Ofc one can write down his own range-tables on paper. But you need to redo them after every change to ballistics or the weapon, so after every Arma, AGM or weapon mod update. Basically every 2 weeks. Moreover I'd feel kinda stupid to use range-tables and calculated stuff on my own, while an enemy sniper (e.g. a 13-year old who can't spell ballistics) simply uses this app to score hits from 1000m distance like the worlds best sniper ever.
  11. SAS_Raptor

    AGM Spotter App: WIP

    That’s really a nice tool. But imho a range table in-game, like in ACE, would be much cooler and more authentic. Correct me if I’m wrong, but the point of the AGM improvements of ballistics and the ability to adjust your scope is to make sniping more authentic and challenging. With only a range table one needs to have a basic understanding of ballistics and do some math before taking a shoot. With your app on the other hand one just needs to measure some stuff, feed it into your app and adjust the scope like the app tells you to. Imho zero challenge, consequently zero knowledge of ballistics and zero training required. To me it feels almost as simple as the vanilla system of dialing in the distance directly at the scope :( Wouldn’t it be possible to use the algorithms of this app to create an in-game range table “on the fly� If the player picks up a weapon, your fancy algorithm quickly calculates the scope settings for a default temperature (e.g. 15°) and a default crosswind (e.g. 4 m/s) for certain distances in steps of 100m (e.g. 200m, 300m, …, 1200m). The results are saved in some variables, and the player gets an option to look at a range table like in ACE filled with these results (either via a special key or an item in the AGM menu).
  12. I use AGM and MCC as well, and there is no light injury neither at the start nor after proper treatment.
  13. That's a great goal, no doubt. And I do see your point. However I also see the danger of a mod/project/tool getting to complex. There are a lot of pieces of software out there, which have done a great job in early versions. And then the developers started to add bonus features, always with the best intentions. But every new feature adds complexity, which increases the risk of bugs and compability issues. It gets harder for the user to grasp the full functionality, and sometimes at the end the program isn't as good and efficient for the intended (core-)tasks as it used to be. So I hope you consider these risks while further developing MCC. I apologize that I didn't read 345 forum pages. Nevertheless I noticed that the features can be turned off. However by default they are enabled. Wouldn't it be better to disable some of them by default? People who know about and want to use said features could simply enable them. Everyone else wouldn't be bothered.
  14. I'd like to see more focus on mission control. How exactly do a custom interaction menu, a Squad Leader PDA and a key to make enemy AI surrender fit into a mod called Mission Control Center? Seriously, when this interaction key was introduced by an MCC update, people randomly yelled (sometimes during stealth missions...) because they didn't realize that MCC suddenly had this feature bound to a key used by many players for other things. So please stop overloading this great mod with unnecessary features, before it becomes completely unusable. Focus on mission control. If you really want to improve general things or create fancy features, put them into a separate mod or join one of the existing enhancement-mod teams (like AGM or CME).
  15. SAS_Raptor

    Urban Patrol Script

    Fyi: there is a conflict with the Mod "Explosive ordnance disposal suite" . When EODS is loaded, UPS doesn't work 90% of the time.
  16. SAS_Raptor

    Lost isles

    Will you release the island as stand-alone addon without all the roleplaying stuff?
  17. SAS_Raptor

    D.U.S.T. and The Possibility of Similar Advances

    AGM does exactly this. About the advanced, more realistic weapon handling like operating the charging handle: I'd already be happy if someone fixes the CoD-style instant grenade throwing of Arma3...
  18. SAS_Raptor

    would you still buy any BI product ?

    I'd buy Arma4 if it at least maintains the degree of realism of previous Arma titles, and does not turn into a BattleField or CoD clone. Imho some aspects of Arma3, like the instant-grenade-throwing, go into the wrong direction. I really hope BI doesn't follow the general trend of over-simplifying games for the new console/casual-gamer generation. There are already enough games available that can be played by 12 year olds. Whereas mature players looking for a fairly complex and realistic military game have no other option than Arma plus the right mods.
  19. SAS_Raptor

    Moss Targets

    Really nice work. I support the idea of enabling/disabling the monitors via user action to save FPS and also to avoid the issue with the Virtual Arsenal. Imho the 3D sphere as hit-indicator is good. This way one can at least see clearly where the bullet hit, in comparison to many other scripts which make the shooter wild guessing where/if he actually hit.
  20. SAS_Raptor

    Urban Patrol Script

    I have the combat mode issue too. Units patrol fine as long as they are on their own. But as soon as they see any other unit, be it friendly or civilian, they go into combat mode. However they don't react that way to the player or other UPS patrols. Makes this nice scripts quite useless :(
  21. Well, the licence model might not be perfect. But it seems pretty solid to me, and is for sure better than what many other developers offer. Thx BI
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