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ross514

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Posts posted by ross514


  1. Well the M72 was never that powerful to begin with (real world application) it was intended to deal with thin skinned APC not tanks (although when first introduced in Vietnam they thought it should be able to take out tanks - they were wrong). It could benefit from an in game increase in power perhaps, I think the "future" vehicles like the Ifrit may have high armour values for what is basically a car. I don't know.

    Personally I avoid the future stuff of Arma3 as much as possible (some exceptions) and use mods that bring in current hardware. I haven't done much with armour but the RDS Tank mod looks promising I already use the RDS static weapon mod. Anyway M72 for attacking supply trucks and the Carl Gustav for APC/MICV types is my plan :cool:.

    Okay I tested the M72 on the APC's from the RDS mod (cold war area armour- I don't know if the in game armour values for this mod are realistic) and the M72 had zero effect on a BMP. I could have shot it all day. A Carl Gustav took it out with one shot. The Ifrit took 2 shots from a M72 to disable and cause critical damage but trucks blow up 'real good'. Basically if you can disable it with a magazine of 5.56 then your LAW works. I don't know but I think for a M72 to be effective it may actually take several shots and a fire team would have to volley 2-3 shots to insure a hit and effective damage.

    Just my observations.

    Witch is how their employed against light skinned targets IRL anyway ;)


  2. Any chance you can release a new version (1.6) that:

    - doesnt have 2 hotfixes released separately

    - adds a recoil to AK74 (all factions), currently has none.

    - it takes 5 shots(!) to take out BLUFOR vanilla Rifleman with 7.62 AK... while only(*sic*) 3 with Katiba 6.5mm.

    Thanks!

    Nope, Were going for at least four hotfixes this time.

    we hope to achieve this by Not testing anything whatsoever and keeping configs polluted with as many typos and misc errors as possible.

    As for the rest probably not, Were all SUPER hooked on Goat Simulator and cant be bothered at this time

    Thanks:) :icon_wink:


  3. Due to recent updates on the AI some issues may arise with their reaction to contact as well as the ranges they will engage with certain weapons systems, this is an incredibly dynamic issue and it is going to take time to properly test to confirm as well as sorting them. in most cases the AI is still effective but individual cases may vary so please be patient as fixes are released


  4. So let me get this one straight L0ckAndWTF your super creative original username is. You paid for an incomplete game with little content plagued with bugs to the point where stability was just a dream and have said nothing about that but your inquiring why a community of people who have provided complete and stable releases FOR FREE with zero playability issues haven't ensured weapon textures and handling placement be the utmost of priorities? I'm ashamed that you've had to suffer the hardship of downloading and installing something that doesn't conform to your Free Content Standards, Please for your own sake discontinue any use of this dreadful content so it doesn't clash with the magnificent beauty of the myriad of better mods your running


  5. This is exactly what we want. Is there anyway to make it a static line type jump where it automatically deploys the chute within several seconds of leaving?

    thats exactly what the script is intending to do

    Does anyone know if there is a non-steerable chute in A3 yet?

    Either way, nice work on the port.

    no but one is coming ;)


  6. Again this isn't the place for it,get it back on topic. Voices will not be changing any time soon and EXTREMELY doubtful if at all so be thankful their not speaking Greek or English at this point and enjoy shooting them.

    Everyone is very busy getting additional content out and polishing what already is so look at the opening post under future plans and tell me that all needs to be put aside to nail down redundant crap.


  7. Interesting observation. I know that using 5.56 on the Iranian faction and many community mods, takes several rounds to put them down. One reason I am told is because BI is simulating body armour. I would then conclude that many of the Aggressor/guerrilla/terrorist factions don't have body armour and therefore can be killed at close range with one shot from a 9mm (as would anyone). Unless there is a better location system that says a shot to the foot isn't fatal then I don't know what the answer is.

    Armor ratings were removed in general so that talitubs weren't standing up to 4+ rounds through their man jammies ;)


  8. Probably reported before but we discovered some problems:

    First of all: We start with an extrem morphin overdose.

    And there is: After somebody got hit and gets unconscious he keeps getting unconscious since then.

    That are the most annoying ones

    We use 0.2.0.1...

    One thin I notice is, when I give someone a morphin a console message pops up...something about "Remote" something....

    I was just thinking sending a Bug report

    Then submit one via proper channels as requested? over and over and.......


  9. Just created a config somewhat like yours that created a similar issue. "changeGearMinEffectivity" is holding it in gear due to the drastic change in ratio. reducing each value and testing until it shifts should correct it.

    my issue was as follows

    GearboxRatios[] = {"R1",-5.67,"N",0,"D1",8.05,"D2",3.58,"D3",2.09,"D4",1.39,"D5",1};

    changeGearMinEffectivity[] = {0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95};

    condition was vehicle tachs out in first gear no shift, vehicle unwilling or random shift on decline

    config change=changeGearMinEffectivity[] = {0.95,0.15,0.65,0.78,0.5,0.75,0.75,0.65};

    vehicle now shifts appropriately through gears


  10. If i lower the transmission ratio i have to increase either engine torque or the gear ratios. Neither makes a difference, i tried. And if BIS uses higher ratios then 8 ( in Sample Tank its 15) then there is nothing wrong with using high values. I didnt just pull the ratios out from thin air after all.

    not saying theres anything wrong with high values, your engine parameters are fairly powerful and shouldn't require a ton of gearing. maybe try a closer ratio for second gear? I know the engine doesn't play well with steep torque curves so maybe its too much step in between gears


  11. try {"R1",-3.231,"N",0,"D1",2.462,"D2",1.870,"D3",1.241,"D4",0.970,"D5",0.711};

    and transratio no higher than 5.35

    short explanation on gearing ratios, gearbox ratios are dividing engine RPM into usable RPM by REDUCTION. few transmissions(gearboxes) will reduce more than 4:1 in its lowest gear nor "overdrive" more than .60

    the "transmissionratio" or differential ratio overcomes the vehicles weight and tire circumference<witch multiplies prior ratios. small passenger cars run a high ratio for fuel economy like 2.78:1-3.43:1,

    light trucks 3.73:1-3.78, medium duty commercial start at 4.11 and so on depending on their intended task. as you can see small differences in diff ratios make a huge impact on driveability. most trucks run identical gearbox ratios and only diff ratios change between them


  12. I have similar problem with my vehicle engine and gearbox configuration. I followed this Tutorial-Creating-Custom-Engine-Gearbox-and-Suspension-Vehicle-config.

    It seems like vehicle is driving at 1st gear and is unable to shift up to second gear. I tried to set clutchStrength parameter to different values with unsatisfactory result.

    I've had downshift issues (stuck in third on incline) but not upshift, pm me your config I can take a peek if you like

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