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heidelbergensis

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Posts posted by heidelbergensis


  1. Thats Awesome! What do you think about integrating all the new content, basically my IFA3WarModSA into the new full version?

    I'm working on getting the information and files up on the MR, so I should have it there this week!

     

      That´s wonderful, Gunther!

     

     Would be easy to you to add to  that version of IFA3WarMod a "texture replacement" for the uniforms of all sides,  based on GEIST set ? ;D 

     or maybe this could be an independent modpack...


  2.  Hi .kju. Thanks a lot for your support another time.

     

     The only failure with GEIST_A3 is the appearance of a warning window at the start; it states that :

     

      "Addon ´GEIST_GER_BAG´ requires addon ´AIA_Characters_IF¨ ".

     

     Then, normal load continues; I´ve been hastily testing both the editor and the arsenal, and no additional failures seem to appear apart of the already known and reported in your post. The  editor show no retail units for choice for F1 single units and the Arsenal  in clothing and equipment , only the IF WWII items are shown ( Including hi_res Geist  ones, that work right :D ) ; but I guess that this is intentional.

     

     And I can´t find any log file reporting errors neither in the game directory or in the user directory; 


  3.  After the first try, I find this edition really promising. Specially after learning that we will be allowed to raise the texture quality in the near futur... ;)

     

      And speaking about textures, probably you´re already aware, but, in my installation all the panzer troops uniforms are mismatched ; the figures show unalligned another german feldgrau uniform and misplaced all over their body.

     

     Besides this , I´ve tested the Geist A3 texture pack and I found that it nealry works, only with some alerts about some other .pbos claimed and misssing. 

     

       I don´t know if this is the proper place to request it, but upon your offer above, I propose here to adapt both the IFA3Warmod from Gunther, and this texture pack to this version. Since I´m using the IFA3 from Gunther version to run them, I have not yet conducted  a further test but i´m ready to write more specific issues based on this version if you find it helpful.

     

     Thanks another time for this initiative, .kju!!!


  4. It's not documented yet, but you can enable it in ACE Options or a mission module, which can be exported as a config.

    Still a noob...;)

    I found the activation module in the mission editor, but in the ACE settings menu I can´t find an entry for enabling advanced ballistics or any of its characteristics. Is it that it has not yet been implemented, or i´m having an installation error, maybe? I have only the latest CBA and ACE enabled for testing this...


  5. Hi, Ruthberg; Outstanding achievement with this mod; Kudos. I´m using it and it works excellent. Thanks a lot for your effort!

    Just for our technical curiosity enjoyment, ¿would you mind to introduce a short explanation about how do you make this conversión from the real life BC tables to the Arma AirFriction value for calculating the retardation? I´m fond about physics, formulae, and external ballistics, but I haven´t a clue about programming..(My english is neither perfect :o )

    I suppose you have in your mod the G1 and G7 tables arranged for velocity values, you read in each time interval the current velocity, then search for the proper G value, apply the BC coefficient to have the real drag, then convert this value to a suitable ArmA airFriction and let the engine calculate the retardation; This is repeated for the next time step . ¿Is it so?

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