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Sacha 'Voodoo' Oropeza

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Everything posted by Sacha 'Voodoo' Oropeza

  1. Hello guys, I HAVE SOME HUGE NEWS !! It seems that we have no more gun desync at all on our Ubuntu dedicated server when flying with two players in the same aircraft (which was the main issue of all time of the bird on A3), everything works almost perfectly. I guess the latest CBA was the fix. Does anyone else had cure the problem ? Some more informations that might be usefull for Nodunit & Franze: - Lasers are no more "tally", but work (I used one of the script that was post few pages before, haven't tested without it though, but the laser looks no more like a flashlight) and are lockable using SAL 1/2 Hellfires. Anyways it looks like there is a 2/3 sec delay when using a buddy lase from ground to air (JTAC/TACP) on our dedicated server. - Removing AFM cures the helicopter explosion when it spawn "airborne" on Ubuntu servers. That way, it can be flyable by handling more damage when the wheels reach the helipad. By the way, as soon as the helicopter got wheels on the ground, doors animations and systems work flawlessly. NB: Deleting the aircraft using a script in the trigger and spawning a new one using another trigger doesn't solve the issue. The aircraft will keep spawning in midair at the first spawn, no matter what you do, until it get destroyed once. Then, the respawn module of BIS does its job and the bird spawns normally. - I wish the blasts and gun effects were bigger and delivers a bit more AOE damage, and also that the guns had some advanced ballistic with deflected bullets due to wind and stuff (oh yeah, I might be dreaming at this point). I would like to add some kind of request to the community, since I don't know how to do it by myself, it would be great if someone could deliver a map texture (.paa) for the right MFD for Kunduz and FATA maps. Cheers and happy flyin' !
  2. Have you check this out yet ?
  3. Sacha 'Voodoo' Oropeza

    ALiVE - Advanced Light Infantry Virtual Environment

    Transport module used to generate sometime a yellow chain and a crash of server. CQB is enable only for infantry, not helos nor jets on our server. I'll give you feedback with the new ALiVE version (0.9.8), since it has new improvements, that issue may have vanish.
  4. I'm pretty sure there's a lot of people that would buy this for 15€ (with an appropriate advertisement), which is not overpriced at all ! Guys, let's keep in mind that ArmA is originally an infantry based warfare simulator. You guys created the first, the one and the only helicopter oriented sim, I mean, BIS DLC is a huge waste and most of real pilots or sim addicts out there would agree. You guys have a great potential since you are the first to deliver such a free product. I would like to believe in some kind of partnership, or whatever it is called, between you and BIS. Concerning the developement aspect of your project, I would suggest that you guys think about "hiring" more devs, with the same dedication, knowledge, passion as you, since Franze don't have a lot of time anymore as far as I understood (and which is 200% understandable, as this is life, and living is the #1 priority). I'm aware that this bird is your baby, and you raised it for years now, but it deserves so much more nowadays. I've already introduced your work to some huge Aussie & USA mil-sim team, as it was (before getting bugged again) our main air support tool. I still believe in this project and I won't let it down, I'll still be checking for updates until it get released !
  5. Sacha 'Voodoo' Oropeza

    ALiVE - Advanced Light Infantry Virtual Environment

    Hello there ! I notified that the Transport Module takes a lot of performance on an Ubuntu dedicated server, sometimes make the whole server lag and stucking everyone in the chopper in midair. Is this an already know issue ? Force size by the BLUFOR OPCOM is 100MP+100CP and the OPFOR OPCOM is set to 200CP. Profile limiter is set to 35 and civilian limiter is set to 20, profiling distance is set to 1500m for infantry only (choppers & jet spawn disabled), CQB spawn distance is set to 1000m. Here is our config file: Cheers !
  6. Alright. Yes it does switch, but I wanted to manage my navigation by switching from different set waypoints (on different IP/BP) and the target area. As far as I do, I usually reset the waypoints on my TSD page when vertical to the IP/BP so I get the WP 0 on it and then put the WP1 on the target area. It's a bit tricky so that's why I wondered about having steerpoints or the ability to select the waypoints at will.
  7. Hello Nodunit & Franze, I got some news regarding my Apache spawn elevation issue on Linux/Ubuntu. It appears that the problem isn't solve either by using Wine on Ubuntu or a full Linux dedicated server ran inside terminal. The issue remains. I guess this due to BIS update because months ago, we didn't have such issues with the AH64D (and then appeared the slide problem) on the Ubuntu server emulated via Wine. By the way, if you shoot the AH64D once it's spawn in midair, it will slide in the air, just like it did when the first sliding issue appeared. Furthermore, it appears that we have a laser issue with the bird, which means, we can't see buddy laser anymore (using the TADS camera) and it appears also that we "shoot" the laser now it pops some kind of "torchlight" instead of a laser. Not to mention, no lock on it is possible of course. http://image.noelshack.com/fichiers/2015/18/1430653162-screenshot18684.png (2770 kB) http://image.noelshack.com/fichiers/2015/18/1430653213-screenshot35692.png (2400 kB) Finally, got a question, is it possible to cycle trought waypoints ? Or use steerpoints ? Cheers.
  8. Hello there, it did happen even before CBA update. Might be a placebo, but if you get an AI as a gunner, it should work normally. Were you flying alone without any gunner ?
  9. Plot twist: Nevermind, even when using "this allowdamage false;" the helicopter is still vulnerable and able to explode. I've also figured out this: http://image.noelshack.com/fichiers/2015/15/1428691154-screenshot880427.png (2350 kB) Once you're in, the aircraft spawn with that throttle configuration which is absolutely abnormal, that results also with frozen MFDs (whiches stay black). The only way to cure this is to force a respawn using the vehicle respawn module and a trigger, so the next time you get in (if you don't explode yet) you'll have a clean normal configuration with working MFDs
  10. Tested on a clean mission, on Altis/Takistan/Zargabad with a clean helipad without any objects nearby. Same bug happens. At first sight I was affraid it was caused by our ALiVE systems which involves "virtualisation", but the bird wasn't being virtualized in any way, so I just wanted to be sure ALiVE wasn't the cause - well it's not. When you shoot the bird, it doesn't even land back on the pad, it just stays a bit lower, but still in midair. Actually if you get in, you have 1/2 chance to get blow up with it. Anyway, everything works good on editor and I suppose, on Windows servers aswell since we had a virtual server last month. Might be related to a new BIS update ? Five months ago I was running the same mods and exactly the same Ubuntu dedicated server for my squad, and everything was alright (until the infamous aircraft slides on the ground issue). This new issue affects only the AH-64D. Mods involved: All in Arma Standalone, AGM, ALiVE, TFR, RHS. NOTE: I used to put those following lines in the chopper's init field to get our maps and stuff. Those animates functions don't work anymore (eg. previous screen) on the spawn wheareas it used to work for months. Something is wrong here. Even when it will respawn (when destroyed), it will still float in midair, even if you shoot it, and with doors close. Furthermore, even with an empty init field, the bug occurs. EDIT: Found a workaround, using this allowdamage false; pretty cheaty, but at least the bird don't explode when falling from midair, however animate function does still not work on Ubuntu dedicated server (while it works on the editor), but the bird lands on his wheels when you shoot a bullet at it. Arma logic.
  11. Good day everyone ! I might have found out a new bug, concerning our lovely bird. It was tested on my Arma 3 Ubuntu dedicated server. Dunno if it is specific to all Linux/Ubuntu servers, but there it is... http://image.noelshack.com/fichiers/2015/14/1428021447-screenshot18684.png (2770 kB) It appears than the bird spawns everytime at half a meter from the ground. When you manage to get in, of course the bird get back down, but explode as the height is higher enough to make it self-destroy with you on board. Any clue gentlemen ?
  12. That is normal, a radar echo is a radar echo. So, there's no distinction between friend or foe. That's why PFZ exists. ;) However, I wonder if there is an IFF fonction on the real bird.
  13. You got the wrong topic dude, it's NOT related to Franze & Nodunit's work. Simply delete all the Mi8 files from the LOP folder. I don't know why you posted here seriously, get on the Leight's topic for further help.
  14. I didn't mention that there was NO target at all spawned on the map which was the desert part of Zargabad. The LOS was only acquired on the aircraft's laser in the middle of nowhere. :) Thanks again for your work guys, I've been introducing the AH-64D for the past weeks to many huge ArmA 3 milsim teams and some of them are really interested into this bird and are planing to give it a try. More and more people are getting involved into this wonderful bird.
  15. Absolutely sure, I was really surprised aswell ! Had spawn an empty default AH64D, with one AI bot and myself. I order the bot to get in and I went for gunner, RF 114-L hellfire checked. Made him take off w/radar off and laser on. Switched to TADS/HMD as SIGHT, whatever on the ACQ, you will get LOS on the laser while into LOAL-DIR firing mode if you're not into the minimum range. Firing the 114-L will act exactly as a laser K,M,N,A which will follow your laser designation. Tested on editor.
  16. Hey Nodunit, Will you rework on the gun and missile area of effect damage ? They are way too low, it appears that if you don't hit straight on the badguys, they are just running around, whenever gun or missile (any kind) is used. It happens also when sitting in as a pilot (via dedicated server), because the slight offset (I believe) of any FCR/G targets, the missile lands a bit further which sometimes destroy the vehicle but not instantly (basically wheels missing) and tiny explosion. Plus, I don't know if its a bug or else but, is it normal that you are able to lock targets by self or remote laser with TADS/HMD SIGHT & ACQ using Hellfire 114L RF ? Tested on solo as a gunner with AI pilot.
  17. Sacha 'Voodoo' Oropeza

    ACRE2 Public Beta Release

    Hmmm, 2 AGM boxes, 2 physical R3F boxes, 2 VAS, and 3 RHS Virtual.
  18. Sacha 'Voodoo' Oropeza

    ACRE2 Public Beta Release

    Mods aren't the cause of this. I simply removed ACRE 2 from our server and my client, we moved to TFR again. No more stutters at all, no more AI lag at close/mid/long range, so it's not from our mods nor the mission itself. There's definetely something down there.
  19. Agree on most of the things, especially the 6. however concerning the 2. did you use PFZ ? Haven't encountered any lock problem. Check your binds aswell, there are multiple "cycle targets" button in Arma 3, which can lead to confusion. The bug that I've encountered today was the IHADSS that stopped working in midflight (shut down by itself and couldn't reboot it) and then the tiny green cross vanished. Had to land, cut everything, jump out and get back in to get everything working again.
  20. Sacha 'Voodoo' Oropeza

    ACRE2 Public Beta Release

    By saying bots, I was takling to the others AI on the dedicated server. Client side on dedicated server is fine, no stutters at all, but the AI seems to get the same kind of lag (those 2 sec freeze playing into a loop, which is repeated constantly every 2 seconds). So, if I would resume this into a scheme, it would be like: Local (editor) = stutters on client side, every 2 seconds, perfectly timed, acting as a "loop" (it never ends until you abort the mission). Multiplayer (dedicated server) = No freeze at all for the clients, however the IA seems to suffer this kind of " 2 sec freeze". You'll notice the bot running then, running in the "void" for 2 secs and then resuming on its course. The issue is even more noticed when the AI uses fast movers (planes), choppers, or even tanks. Tested with following addons: CBA 1.09 ALiVE AGM ACRE 2 All in Arma Standalone JSRS Dragonfyre RHS Escalation Leights OPFOR ASR AI3
  21. For those who are interested, I found out my answer into the config file. this animate ["pdoor",1]; this animate ["gdoor",1];
  22. Sacha 'Voodoo' Oropeza

    ACRE2 Public Beta Release

    Hello mate. I confirm this happen even when TS is closed completely. The ONLY way to cure this is to turn off ACRE 2 mod in Arma 3 and remove those "acre.api" lines which got injected in the mission.sqm. However when you launch any mission you made with ACRE 2 on a dedicated server, the freezes are gone but on CLIENT SIDE ONLY !! Which means, bots are suffering THIS ISSUE aswell. You can see, visually, that they got this loop problem (every 2 seconds), which make them "stop and move" or even rollbacking. This issue is to be considered as a MAJOR issue and should be fixed as soon as possible. Any other feedbacks would be appreciate. If you need more details, ask me, I'll try to explain it even more. Edit: jaynus may you add these details also in your bug tracker's report ?
  23. Sacha 'Voodoo' Oropeza

    ACRE2 Public Beta Release

    Hey guys, my mates and myself are experiencing stutters on the editor every 2 seconds (loop) when using ACRE2 while editing, any clue to stop this ? Thanks by advance.
  24. Hey guys, my mates and myself are experiencing stutters on the editor every 2 seconds (loop) when using ACRE2 while editing, any clue to stop this ? Thanks by advance.
  25. Thank you for your work kju. You'll always have my support.
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