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JamesTheClarke

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Everything posted by JamesTheClarke

  1. JamesTheClarke

    1.54 Fatigue is too Unrealistic

    My opinion on the matter hasn't really changed in the last few days, so I'm going to re-post what I've already said in the dev-fatigue thread: I fully agree with Alwarren's BIS forum post and Dslyecxi's tweet. This new system is a quite strange hybrid between very casual / arcade (no penalty on regular movement) and punishing MilSim (sprinting). Neither target audience is going to be very happy with it as it only partially fulfils each interest group's requirements, while heavily infringing on the desires of the other. The previous stamina system was perfect for what Arma does best: provide an easy to use, simplistic platform which kinda reflects real life aspects rarely found in more arcade shooters without going too overboard with the MilSim aspects. The MilSim crowd could always use systems like ACE and ACRE to cater to a full-on MilSim experience without imposing it onto the "general public". All the old system needed was a vanilla UI reflection of how stamina builds up over time, similar to what the ShackTac Stamina Bar does. I'm in the MilSim camp and thus I can at least rest assured that the ACE team will soon provide us again with a usable system, but for the general public mostly playing Altis Life, Wasteland and smaller un-modded scenarios with their friends this system will probably be a huge turn-off. Honestly I'm a bit baffled by the decision to not handle the new stamina system the same way AFM was: add it to the game as a feature which can be turned on either player or server side, but is off by default (old system remains in place). I strongly believe that BIS should not start "fixing" things that aren't broken, such as the simplistic old stamina system or the base medical system. They function fine and do their job, if anyone wants more there are dedicated modding teams working hard on it. Please focus your attention on things that are actually rather broken, but much harder to fix: AI driving (especially when it comes to avoiding obstacles, not driving over friendly infantry patrols crossing the road and movement in convoys), AI suppression, AI rate of fire / dispersion, AI coordination of various elements, AI flying (especially landing without manually forcing it via Zeus / Ares). AI behaviour / performance is something that currently even the best of mods had limited success at improving - especially on the scale of larger, organised community game play.
  2. JamesTheClarke

    Community Upgrade Project - CUP

    According to the imprint of their website this could be a good start: contact@cup-arma3.org
  3. Was that a typo or does Silola now work on MCC's development too? :confused: I thought it was still mainly Shay and Spirit?
  4. JamesTheClarke

    Killoch's MultiNational Pack

    Thanks for still supporting this mod. Our community is currently not using it, but I still enjoy checking out your camo-texture creations in the editor / arsenal. Question: are you employing vanilla damage / protection values for vests, helmets and uniforms or did you modify those values to a certain degree?
  5. JamesTheClarke

    TRYK's Multi-Play Uniforms

    Yeah, this has always been a clothing gear mod, not a weapons mod. There is already a ton of content within TRYK, adding weapons etc. would distract from its original focus and make the update process after BIS expansions even more tedious than it already is. Personally I prefer mods with a clear niche focus instead of trying to branch out way too much, usually makes them way more stable and functional.
  6. JamesTheClarke

    Santa Claus

    Thank you Hem for sharing these jolly fellows with us. Our community will be sneaking them into an update for our annual Xmas event. :)
  7. JamesTheClarke

    ASR AI 3

    Thanks for creating the BIS issue report, up-voted it.
  8. JamesTheClarke

    [IceBreakr/IBIS] Lingor & Dingor for A3

    I'm always releasing my own unit with a FAP too! Bad puns aside, thanks for still supporting these glorious maps. Our community had a couple of test events on Lingor and will be hosting a whole campaign around that island in January / February.
  9. JamesTheClarke

    [MELB] Mission Enhanced Little Bird

    Awesome work on the latest update and hotfix. Thanks for continuing the best LB in Arma 3.
  10. Thanks ACE3 dev team for the speedy update cycle. We really appreciate the extra work going into patching it after update 1.54, especially this close to the holiday season.
  11. JamesTheClarke

    Fatigue Feedback (dev branch)

    I fully agree with Alwarren's BIS forum post and Dslyecxi's tweet. This new system is a quite strange hybrid between very casual / arcade (no penalty on regular movement) and punishing MilSim (sprinting). Neither target audience is going to be very happy with it as it only partially fulfils each interest group's requirements, while heavily infringing on the desires of the other. The previous stamina system was perfect for what Arma does best: provide an easy to use, simplistic platform which kinda reflects real life aspects rarely found in more arcade shooters without going too overboard with the MilSim aspects. The MilSim crowd could always use systems like ACE and ACRE to cater to a full-on MilSim experience without imposing it onto the "general public". All the old system needed was a vanilla UI reflection of how stamina builds up over time, similar to what the ShackTac Stamina Bar does. I'm in the MilSim camp and thus I can at least rest assured that the ACE team will soon provide us again with a usable system, but for the general public mostly playing Altis Life, Wasteland and smaller un-modded scenarios with their friends this system will probably be a huge turn-off. Honestly I'm a bit baffled by the decision to not handle the new stamina system the same way AFM was: add it to the game as a feature which can be turned on either player or server side, but is off by default (old system remains in place). I strongly believe that BIS should not start "fixing" things that aren't broken, such as the simplistic old stamina system or the base medical system. They function fine and do their job, if anyone wants more there are dedicated modding teams working hard on it. Please focus your attention on things that are actually rather broken, but much harder to fix: AI driving (especially when it comes to avoiding obstacles, not driving over friendly infantry patrols crossing the road and movement in convoys), AI suppression, AI rate of fire / dispersion, AI coordination of various elements, AI flying (especially landing without manually forcing it via Zeus / Ares). AI behaviour / performance is something that currently even the best of mods had limited success at improving - especially on the scale of larger, organised community game play.
  12. Generally speaking: make sure the ACE3 folder loads last in your server command line. That way even if there is a minor conflict ACE's settings are the ones overriding everything else (most of the times). 1.a) I would delete ACE AI if you are using ASR. ASR, Vcom and similar AI mods use their own version of what ACE AI pbo does: mainly manipulating the sub skill values and the fire rate behaviour. 1.b We are using SWT Marker System along ACE3 and we have removed the ACE Markers pbo as it is redundant in that case. 2.) Nah, just move optional ACE files into the main ACE addon folder. As long as ACE loads last in your command line you'll be fine. 3.) The ACE3 team has created a useful wiki, shortly summarising what each pbo does.
  13. JamesTheClarke

    Community Upgrade Project - CUP

    Stahp the teasing, I can't handle the excitement any more... I mean continue... I mean stahp... I mean... raaaaaaaaaaaaaaaarrrgh. :ph34r:
  14. JamesTheClarke

    The CSAT Modification Project (Release)

    Thanks for the reply. Yeah, I assumed the fix would be too time consuming, since you announced that you are rather limited atm, when it comes to investing time into the mod development. It could be useful to create a section in the OP "known issues - temporary fixes" for the most reported issues as long as mod development is halted. Anywho, looking forward what you'll come up with once your schedule allows it again. ^_^
  15. JamesTheClarke

    Sweet markers system

    This is a really awesome marker system, we've been using it for a couple of weeks now and it's just pure fun. Our community has noticed one issue though: currently neither Sweet Marker System nor the map marker pbo of ACE3 offer a key rebind function. If you have ACE3 map tools in your inventory and want to rotate a map marker you made (with sweet makers) you'll end up rotating it and drawing a line. This is because ALT+LMB is the bind for drawing lines with ACE3 map tools, and rotating map marker (by sweet markers). Luckily only you can see lines made by ACE3 map tools so it's not a big deal, but still an inconvenience especially when using the map hastily under fire. A solution could be to offer key rebinds via CBA for users to choose their own key binds to avoid conflicts with other mods or their preferred key setup. Of course our community has sent the same feedback to the ACE3 devs. I hope this feedback helps. Keep up the great work, it's very much appreciated!
  16. JamesTheClarke

    The CSAT Modification Project (Release)

    The error is caused by the Keftar.pbo. Our community removed it from the addon as a temporary fix and since then we do not get the error message any more when spawning RHS Blackhawks. Hope that observation helps in identifying the root of the issue. Keep up the great work, without your mod we'd never run missions with or against CSAT. Death to bumble bees from outer space!
  17. JamesTheClarke

    [MELB] Mission Enhanced Little Bird

    These birds are hands down the best representation of Littlebirds in Arma 3 so far. We've been using them for a couple of months and just loving their flight behaviour and armaments. Our community has a feature request though: In several ShackTac videos we've seen they have edited the mod to reintroduce the A3 crossairs for the vehicle itself. Are there plans for an optional .pbo file to introduce a similar feature for those who would like to use it? The marker dot on the wind shield looks great, but especially with TrackIR I've noticed many moments where I had to reset the "center" of the track IR a lot, because I've shifted ever so slightly during game play but now am very much off-target. The 3D crossairs of Bohemia do communicate with TrackIR quite well and cause this issue a lot less often as they are not tied to the helo model themselves. Thanks for all the hard work, definitely looking forward to the next update! :)
  18. JamesTheClarke

    TF47 Launchers [WIP]

    I forgot to add the disclaimer that we are using ACE3 and RHS (latest versions). We are not running the RHS patch as it nerfs the launchers too much for vanilla vehicles. Also I did make a minor mistake in describing how to achieve said bug, I've updated the procedure in my previous post. I'll ask some of my community members to capture it on video and post it here, toghether with our server command line so you can see what mods were in play. We'll try a vanilla run later as well.
  19. JamesTheClarke

    TF47 Launchers [WIP]

    I don't know if it has been reported already but one can fire up to three shots with all AT4 variants if the trigger is pulled quickly enough. In order to replicate this bug you need to pick up an AT4, do not press "R", fire it even though the launcher should be not prepped, now press "R" then fire again, press "R" once more and fire a third time. Our community loves the details of the TF47 AT4s and obviously a lot of work as gone into them. Unfortunately, we won't be able to employ them until this is fixed due to worries of players being able to abuse this in PvP and Coop. Kudos on this pack, it is really a great collection!
  20. This month my community is going through two larger changes: from AGM to ACE3 and from TFAR to ACRE2. We'll be also revising a lot of the community structure so tons of work ahead. Long story short we'll be able to do some proper larger scale testing of ASR and MCC in the 2nd half of July. I'll post our findings here. If you guys have time please investigate the issues I've raised with the screenshots a couple of pages back. They are quite vexing and currently force me to use R13 instead of R15. *sob* This might cause some issues during testings as R13 is not as compatible with ACE as R15 is. Keep up the great work! ;)
  21. Hey there HLC team Congrats on the latest release version, gonna test it soon. Just a short issue report: in the OP the main links for G3 and M14 are swapped. Not a big deal though, just thought I'd bring it to your attention. Keep up the awesome work!
  22. Ossum! Those would make PvP night missions without NVGs really enjoyable (especially if you guys use RHS flares). Keep up the great work! PS: the new M249er variants are baller. ;)
  23. No worries mate, I only got weekly notifications too. ;) I'll do some testing with my communty next month, we usually play coop with 25-30 people and a 3:1 ratio of AI to players. Hopefully ASR and MCC together won't impact performance too much.
  24. JamesTheClarke

    RHS Escalation (AFRF and USAF)

    Congrats on the latest release version. Awesome work!
  25. Thanks for your feedback, this encourages me to invest some serious time into testing this as well. How large are the operations (number of players and AI) you are usually playing when using ASR in combination with MCC?
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