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JustMtz

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About JustMtz

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  1. Salut, So how would I go about using this if I want to spawn my playable units with one parachute and one custom backpack in the front? Should I replace "BACKPACK1" and "BACKPACK2" with the names of my parachute and custom backpack? Thanks (merci)
  2. Shay, Bug report on the commander console artillery module of the r12 update (setup is four AI scorchers, 100% ammo and fuel, map is Thirsk Winter, using the console, with a parameter reset between each fire mission): - I still get an enormous amount of spread using the PRECISE spread mode. Like more than 50m (despite what's written in the r12 changelog). So to hit my targets I'm sticking with LASER spread mode. - If I select my four guns and ask them to fire in a single mission (setup is 155mm HE, xx, LASER, For Effect): 3 shells: they fire 2 and then go to sleep mode. 4 shells: they fire 2 and then go to sleep mode. 5 shells: two will fire 3 and two will fire 2, then all go to sleep mode. 6 shells: they fire 3 shells and then go to sleep mode. 7 shells: they fire 3 shells and then go to sleep mode. 8 shells: one will fire 3 shells, three will fire 4 shells, then all go to sleep mode. 9 shells: they fire 4 shells and then go to sleep mode 10 shells: they fire 4 shells and then go to sleep mode Conclusions (so far): - AI artillery won't fire more than 4 shells in a single fire mission. - Cannot assign the same fire mission to four M109A6 Paladins (RHS escalation mod). The console thinks they are four different guns and I get an error message on the top left hand corner (I guess there's nothing to be done here) I will proceed to more testing in the morrow. Great job on the update and the wikia!
  3. I'm going to try to help you. Step 1 - What you do is you go in the editor and open your Altis life map. Edit it with the vanilla editor and then preview and place your zeus/MCC entities. Once that's done use the save ALL to sqm function of the MCC. This will copy the location and nature of any entity on the map (whether placed before of after edit via MCC) to the clipboard. Step 2 - Now alt-tab to windows, and create a new text file where you paste the clipboard content. Save it. Step 3 - Go back to the editor and open a new altis map void of content. Save it as a user mission named "merge1" (for example). alt-tab to windows and look through your my documents folder ArmA 3 - "yourprofile". Find your merge1 mission .sqm file open it with notepad and replace everything in it with the content of the text file in Step 2 and save. Step 4 - Go back to arma editor and click load -> merge1. Everything should be there, plus some parasite entities that you should clean up. Step 5 - Using the merge button of the editor, Merge your merge1 mission and the altis life original mission. Clean up the map. Save and export.
  4. @Mr_IC I don't know what's a "bounding box", but I'm pretty sure Shay meant click and drag the mouse to select several units, then click give to player/GAIA". @GDent Did you create your mission while the @MCC addon was launched? Cause if you did, it might be the source of the problem. It could also be any entity you placed on the map that belongs to MCC. But my guess is an addon bug.
  5. JustMtz

    East Static Weapons Pack

    The D30 isn't compatible with the artillery module of the MCC when used by AI. The guns will fire in a straight line instead of using the fire solution. Any idea why? Also, could you add a manual elevation and direction HUD ?
  6. @Shay All my questions concern artillery controlled by AI. I can't man the guns because of the limitations on elevation and direction that I evoked earlier, and I don't use virtual cannons because I doesn't feel right and because the shells take forever to impact. Thanks for being open to some feedback. I know that artillery is super inaccurate. And I know that you're supposed to send a dozens shells and hope something will hit. And I love it! Believe me. It is just that I'd like to at least have the option to make it less realistic and more precise. But anyway, now that I've managed to make my squad leader happy by hitting targets pretty well using Ai guns "Laser" precision and artillery that is located less than 3km away, I'm quite content and I'll leave you alone ;). I'm editing the WIKIA as we speak :)
  7. Sorry to dig this thread up from the grave, but is there a way to widen the loiter circle of the Spooky? Cause right now, the circle is really small and thus makes the shooting window very short.
  8. Thanks for taking the time to answer all these posts. You're the best! Yeah. I don't know what I was thinking. It makes no sense now that I think about it. I've been spending my last few nights playing around with the artillery and I think I need some sleep :D I've been experimenting with the different modes of shell grouping (precise, tight, scattered, wide and laser). Here's what I've been doing: I select three guns and feed them the exact xray and yankee coordinates of the target, 0 dist and 0 dir. I shoot three regular HE shells with "laser" grouping. They fall +/-10m around the target. Then I reset all the guns and I click cancel. After that, I'm ready to make another fire mission. This works fine. But if I don't reset and cancel, it seems when I order my guns to fire again at the same target with the same coordinates, they will hit further and further away from the original impact grouping. Is this just me going cray-cray or can you confirm that? Is it on purpose? Concerning the correction +/- distance and left-right, I honestly think it is not usable for now. +/- 50m is way too big of an increment. So far, here's my two cents for making the module more fun to play while keeping a challenging and realistic-ish system of calculations and adjustment: - Grouping: Laser - 5m spread (I would suggest changing the name to something else, since it can get confusing with the laser guided shells and all. Or at least put it at the beginning of the list, before "Precise" so the player knows the list is in descending order of accuracy) Precise - 10m spread Tight - 50m spread Scattered - 100m spread Wide - 200m spread - Correction: Increments of +/- 15m (or maybe 20m, but that is still quite big) - Minimap and ruler: allowing the player to click on the ruler and then use both the scroll and the right click to drag the map along. All this scrolling up and down is not very intuitive at first. (or maybe I'm dumb, which is a possibility) - Laser guided shells fired by AI: After laser designating a target and using laser guided 155mm HE, I can't seem to be able to get a dead on hit. How come? - D-30 cannon: The AI won't use the D-30 cannon properly. If you give them a fire mission, they'll fire straight in front of them. - Fire missions: I don't know if you can alter that, but when a player mans a gun, the fire mission details you receive are much more precise than what you can input as far as direction and elevation are concerned. For example, I'm in a gun and I receive a fire mission. Elevation is 75.56 and direction is 196.43. The page up/down key works in increments of around .15 so most of the time I'm unable to elevate my gun at the exact decimal required by the fire mission. Same for the direction. The vanilla direction doesn't have decimals so you're doomed to miss the target. Super frustrating. Geez, another long post. Sorry! And thanks again.
  9. Thanks for your answers, Shay. Also thanks for the link to the video, but I've already watched it many, many times. Same for your video on the bon forward observer. A few more questions from my part: - Could it be that using the artillery module of the console and the coordinates of a target on a vanilla map works way better than on a custom map? - It seems setting up the artillery gun on a flat surface as close to the sea level as possible help things greatly when it comes to fire solutions. Can you confirm that? - I am using this GPS and a Vector IV rangefinder to directly input the XY coordinates of the target in lieu and place of using the ruler and direction tools to gain accuracy. Do you think it is a viable alternative? - Could you give us an approximate size of spread in meters for each firing mode (precise, tight, scattered, wide and laser), please? - About the correction: does the correction modifies the original point of target or the point of last impact? - Does firing a gun with the same solution several times in a row increase accuracy? (it does not seem to be the case, which is too bad) - When I miss a target, how can I know if my calculations are wrong, or if it is just the shell spread? I love the MCC artillery module and the possibilities it offers, but I it is so damn inaccurate. I know it is inaccurate on purpose for the reasons you mentioned earlier, but I feel so frustrated. I mean, what's the point of doing all these calculations and target designating if your shells are going to impact with a 100m spread even though I'm using the "precise" mode? I frequently play with 50+ people on missions, and we cannot use the MCC artillery as a fire support if the shells are too inaccurate and risk killing our operators. I would be grateful if you could provide the players with the option of either making the artillery roughly as accurate as in vanilla, or realistically inaccurate. Another thing I thought of: provide the commander console with a sixth firing mode, the "on target" which is available to the MCC GM when calling artillery. That way, forward observers can do all kind of fire missions and support, and if they kill their mates, it is because they fucked up their calculations and not because of shell spread/game mechanic. Thanks again for your work on the mod and for your answers. Sorry for being a pain in the ass, but I am truly passionate about this artillery module :) EDIT: I found a way to be precise with the artillery. I use laser guided shells without guiding them. Since they have nowhere to go, they fall right on the coordinates (+/- 10m which is very acceptable).
  10. Hey all. First of, let me thank the team working on the MCC and in particular Shay. Awesome work there. Now, I have a few questions regarding the steel rain module of the commander console and the forward observe module (yes, I have watched both Shay videos about the steel rain and the foward observer module): - When I send a fire mission to the AI through the console it seems to work. I hit my targets (except when they fire from a hill). - What is the difference between fire for effect and for adjustment? - But when I sit as gunner in a mortar, the fire data of the fire mission I receive sometimes varies as I change the direction and elevation of my gun. Why? - Shay said that the correction of distance and direction work in 50m increments. Does that mean that when I want to hit something further on the left of my impact I should input "+1 distance" and "-1 left-right"? - Also, when you correct a fire mission and you want to correct it again, does the fire mission retain the coordinates of the original target, or the corrected coordinates? - How does the height variation work? Why does it go only til 50m? And why can't you input a negative value (if your mortar is up on a hill for example)? - Following this, when I put my mortar on a hill, it seems hitting anything seems rather difficult. When I compare the solutions given to me by the sights of the mortar and that of the commander console, usually, the sights solution is dead on and the commander isn't. Even if I input the distance with the help of a rangefinder. Why? I'd love for someone to make an in-depth video about using the forward artillery module and the correction feature. Thanks.
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