

TigrisJK
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Everything posted by TigrisJK
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So I have a TrackIR, and this bugs me to no end. I've unbound everything under "View" to do with Left-Ctrl, but Left-Ctrl and mouse movement still moves my head around in my cockpit. This is annoying, since I use Left-Ctrl as a modifier for many things. Is there some way to fix this? Am I overlooking a control somewhere?
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ACE3 - A collaborative merger between AGM, CSE, and ACE
TigrisJK replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For some reason I couldn't find the zero adjustment earlier, maybe cause I was still scoped in, but I found it now. Beautiful, thanks J3aLeiNE. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
TigrisJK replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi J3aLeiNe, I'm not sure what you mean. My weapon by default is zeroed to 100m, and I do not have the option in "Self Actions" -> "Equipment" to set the zero (I'm checking the zero by reloading and looking at the top right). Under Equipment I have the ability to Configure/Display MicroDAGR, Check Weapon Temp, Open the ATrag, Open the Kestrel, and put my earplugs in, that's it. This vid illustrates my issue. First few shots hits low on the target/under the target, until I adjust up. But the math should be right... shouldn't it? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
TigrisJK replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ahhh I got it. Gonna do more testing, but I think I should have it then. ---------- Post added at 00:13 ---------- Previous post was at 23:56 ---------- Here's my problem: Here's the data I'm pulling for the .408 that WORKS. This is spot on accurate, for some goddamn reason. This is all just public data about the .408 round provided by manufacturer. Bullet weight: 419 grains (27.15 grams) Muzzle Velocity: 868.68 m/s BC: 0.949 At 1000m it's giving me an adjust of 7.6 mils, which is dead on accurate in ArmA. The data I'm pulling from the sheet says: Bullet weight: 410 grains (26.58 grams) Muzzle Velocity: 910 m/s BC: 0.97 Giving me, at the same weather details, a mil adjust of 6.9, in both ATragMX AND my own ballistics calculator. So the MATH is right. And since I'm pulling the figures from in-engine you'd imagine everything else to be right too... BUT. The mil adjust of 7.6 is DEAD ON accurate, where the 6.9 is obviously off. Why is that? What am I missing from this data sheet that is throwing all that calculation off? And yes, Adv. Ballistics is on. EDIT: This is the part of the sheet I'm looking at. -
2015.07.16 Patch Breaks View Orientation with TrackIR
TigrisJK posted a topic in ARMA 3 - TROUBLESHOOTING
Here's the problem. The current patch adopts whatever head position your character was in as the "CENTERED" position upon entering a vehicle. Best explained by showing you, so here's a vid. This is extremely problematic for TrackIR users, who're rarely centered when entering a vehicle. EDIT: Filed in Tracker http://feedback.arma3.com/view.php?id=24820 -
2015.07.16 Patch Breaks View Orientation with TrackIR
TigrisJK replied to TigrisJK's topic in ARMA 3 - TROUBLESHOOTING
Thanks for voting guys! Keep it up, hopefully we'll get a fix soon! -
2015.07.16 Patch Breaks View Orientation with TrackIR
TigrisJK replied to TigrisJK's topic in ARMA 3 - TROUBLESHOOTING
Thanks! Hopefully this will be fixed soon, it's pretty infuriating. -
ATragMX - Handheld ballistics calculator
TigrisJK replied to ruthberg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well I'm dumb. Atmospheric stuff wasn't making a difference because I wasn't testing on an Advance Ballistics enabled map. Definitely made a difference soon as I did. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
TigrisJK replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Out of curiousity, I'm looking at https://github.com/acemod/ACE3/blob/master/addons/ballistics/CfgAmmo.hpp and https://github.com/acemod/ACE3/blob/master/addons/ballistics/CfgWeapons.hpp now, and the numbers seem to work for the in-game ATragMX, but not entirely so for actual ballistics calculators. I was VERY pleased to find that the .408 Chey Tac is modelled perfectly. The in-game ATrag works great at a speed of 910m/s but with a ballistics calculator on my end I've been plugging in the .408 Chey Tac data from Chey Tac (868 m/s muzzle velocity, .949 bullet coefficient) and nailing shots bang on every time. How am I to interpret the data from this file if I wanted to use it with an actual ballistics calc? UNLESS... I'm not using Advanced Ballistics by accident? Hmm. Gotta check that when I'm less tired. Second edit: Well I couldn't let it bug me all night so I tested it and made sure Adv. Ballistics was on... my ballistics calculator still did fine with the Chey Tac stats... much better than the ingame ATrag did, actually. So... still wondering how to interpret the data. -
ATragMX - Handheld ballistics calculator
TigrisJK replied to ruthberg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Bit of a question... I have been playing around with (and someone else brought this up as well on Youtube) atmospheric info and they appear at the moment to make no difference to the final calculation. I've tried screwing it up by changing between -40 and 26 degree temperatures, changing the barometric pressure, etc, and it's not giving my any difference in the final calculation. Is it broken? Am I doing something wrong? Many thanks. -
ATragMX - Handheld ballistics calculator
TigrisJK replied to ruthberg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I need some help, I accidentally removed a gun from the ATragMX, how can I get the default gunlist back? (okay I think I've gotten it back, just by manually re-entering it from data gathered from a clan-mate... but I'd still like to know how to get the gunlist back, if possible) Edit again: Not fixed. Anyone know how to get the ACE3 gunlist back? -
Left Control still moves head after unbinding
TigrisJK replied to TigrisJK's topic in ARMA 3 - TROUBLESHOOTING
Thanks Jimmy! That fixed it. -
I don't know when this has been happening, since, but my group and I discovered a strange problem with suppressors. Zeroed for the same distance, one would expect suppressed weapons to fire at a lower velocity, and thus lowering point of impact. Contrary to this expectation, they now at a higher point of impact. http://cloud-4.steampowered.com/ugc/48730002156062824/FCBCCD2F08A522F013488ACBA4E4928F687C603C/ (488 kB) Here's a test using hynomatic's bullet trajectory module. Weapon setup is a Mk18 ABR with a DMS scope, range to target 600m. Point of aim is the lower edge of the window frame. The two lower shots, which are on target, were made without a suppressor. The two higher shots were made with the suppressor attached, with the same point of aim. This has been repeated across multiple weapon platforms through many play sessions, and we've finally gotten around to actually testing it. This is totally weird. Ignore the shot in the center, the new sway put my point of aim slightly off for that shot. Anyway, one would expect a lower velocity from suppressed rounds and for them to drop more, rather than shooting high. If we could get dev comment on this, that would be rad. Thanks guys. - Tigris
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This was actually a great mission IMO. Tough, but forces you to really think about it. Took me a few tries, but in the end it all came through. What I did was sneak to the complex (easy) and then tell my men to hold outside, waltz in sneakily with a couple dead guards to my Mk18 (no silencer needed, the AI are dumb as bricks as long as you take out the whole patrol) to get in and out of the truck (just enough to know it's empty), regroup with my team. Took out an MRAP with a PCML, then explosive charged the AA tank on the way to the next objective, having my AI take out the crew when it was disabled. Got to the town, where things proceeded to get harder. Formed a line near objective, and told my men to advance as soon as the reinforcements hit the town. Drove the truck off with another truck carrying most of my men, stopped that, took out the Ifrit carrying the HVT with the PCML and returned the fuel to the locals. My favourite mission of the bunch. Where the heck did you guys get a Kuma? Or force the occupants of the Kuma to abandon their vehicle!? I want one!
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It was good, but had problems. I'd say... 7/10, if I'm giving it an honest score. Problems: Plot thoughts:
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Had I known during that elite warriors mission that I could've loaded all their loot into a car to bring it home, I would've. Lots of good loot that mission. Oh! Protip! On actual misssions, if your teammates come home with gear it'll be added to your stash. If you've got the time you can use Function key - tilde (~) - 6 - Inventory.... but it's a little janky. Sometimes they won't go to what you're looking at. But if you manage to get it work, plenty of good loot on the main missions you can get your guys to bring home. Slowly plucking my way through. Made it to the third base. I have a nice stash of PCMLs and Titans now as well as some seriously huge firepower in 12.7mm and .408 form. (and a *lot* of Zafirs...) I wish I had more Vermins... the Vermin is my favourite handling close combat weapon in the game. Sweet little pinpoint accurate bullethose. I think I ran myself short on mags just doing side missions. =D OH! Question! Does anyone know if giving optics to the AI actually improves their accuracy over distances? I mean, I would hope so, but I'm not 100% on it. Also, never ever restart a mission if you've given your AI a special loadout in the briefing, they reset to default.
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I wasn't clear on how to save all the loot. Now I know... you have to actually bring it back ON YOUR PERSON, and then deposit it in the armoury crates. Only guns/optics/mags will save, but that's at least stuff you can gear your squad with. I totally didn't RTB until I cleared the map, so I only came back with what I had on my person... tried depositing everything and that seemed to work out okay. I have a DMS/Mk-18 now doing the (second base)'s missions. And... sadly... not nearly enough AT for the amount of shit I'm running into. Anyone know if gear given to your squad in the briefing screen comes back to you? Or do you lose it? I was thinking about finding enough guns and launchers to gear up my entire squad next time I get to do side missions... but I haven't had the chance to test it and don't want to waste my time if I don't get the gear back. Oh. Not really a spoiler, but I found a mortar on the map while I was out exploring. I disassembled it, chucked it in my ATV, and then carted it around to places I wanted to blow the crap out of stuff at. It is... the best feeling.
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I may be missing something, but is there a point to these tasks besides exploring Altis for fun? I reverted my game back to Bomos once I realized I was missing out on scouting missions (after beating the next story mission, so not too far... no spoilers though). I went off on one, picked up a medkit, a new vest and backpack, and some first aid kits, a new optic for my gun ... then went to accept the mission to see what would happen. All of these things went missing. My gun was replaced, as expected, but the optic on it disappeared, the vest was gone, not to be found in the chests ... and so were all those first aid packs and the medkit. It was a little disappointing, tbh. I was assuming you'd be able to hoard gear this way to prep for your missions.