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Thanks for the kindness for answer. :)
About the mower, yeah, was joking. But I hate to lay flat on the ground and be unable to see anything. Thats makes MGs and Snipers near to useless when covering fire from a great distance.
But I forgot we will be able to deploy weapons again.. Oh, all those stone walls... will be great for ambushes \o/.
A question about it, we won´t see any animation as the weapon deploy right? Unfolded bipod or another placement for the hand of the soldier... (engine limitation I guess..)
migkillertwo
Aug 5 2009, 23:04
one more thing that ACE2 needs, more realistic optical sights. In real life, the aiming reticles on aimpoints and eotech sights are projected onto the target, so they move just as the gun moves. ACE managed to do that for the M14s which were upgraded to SOPMODs which had optical and reflex sights, but obviously not all guns had those. So I thought that was a really cool tool for combat simulation.
Inkompetent
Aug 5 2009, 23:28
one more thing that ACE2 needs, more realistic optical sights. In real life, the aiming reticles on aimpoints and eotech sights are projected onto the target, so they move just as the gun moves. ACE managed to do that for the M14s which were upgraded to SOPMODs which had optical and reflex sights, but obviously not all guns had those. So I thought that was a really cool tool for combat simulation.
There is no satisfying solution to this because of engine limitations. All ways attemped this far (that I am aware of) bugs out with graphical artifacts of one kind or another for fairly many players. One solution works on a machine, but the other doesn't, and vice versa for another player.
DaSquade
Aug 6 2009, 00:53
pufu is correct about the attacheble and swapping of scopes. In rl this isn't done afaik at least not with most scope. But indeed still a mayor engine limitation atm. Something not only would benefite players in kitting their own weapon, but from a modelers point of view and sourcing/addon packs it would even be a better thing...
Silencers/suppressors on the other hand would be more realistic and especially for sniper riffles i think it is very common they attach/detach it. It is possible, but has some negative points afak.
About the realistic holo's on aimpoint/eotech. Indeed gives for some (was it nvidia or ati users that had the bug?). Might be nice if we could get more detailed info why some cards have the bug and some don't. Maybe the newer generation cards don't have the alpha bug anymore....(still on a GTX8800 here).
Silencers/suppressors on the other hand would be more realistic and especially for sniper riffles i think it is very common they attach/detach it. It is possible, but has some negative points afak.
Only negative of attaching and detaching a suppressor, especially a QD (quick detach) suppressor is potential for a shift in zero (i.e. your rifle was shooting one MOA groups at point of aim before, and is now shooting one MOA groups high and to left of point of aim. So snipers would probably be the least likely to take them on and off with any frequency. However, some newer designs largely eliminate zero shift.
seba1976
Aug 6 2009, 03:16
I don't think it would serve any practical purpose (gameplay wise, that is). But if it would be only for practical purposes (closing the range of the engagement, for instance) you can always carry a different weapon "on back" with the already implemented features of ACE. If someone needs a more diverse system though, it can be implemented through a change of the primary weapon on the fly. It wouldn't probably look pretty ;), but it would supply the need for attaching/detaching scopes and suppressors. I guess something very similar to the "weapon on back" feature could be implemented relatively easily to provide the illusion of configuring some weapons.
The only "scope" I would want to see attach/detach during the course of a mission would be either some form of night vision device mounted in addition to the primary optic, or a flip magnifier for an Aimpoint or EOTech sight.
seba1976
Aug 6 2009, 22:28
The only "scope" I would want to see attach/detach during the course of a mission would be either some form of night vision device mounted in addition to the primary optic, or a flip magnifier for an Aimpoint or EOTech sight.
Well... I pretty often find myself in a situation where I need to carry a magnification scope like the ACOG for most of the mission, and then the combat range changes to less than 100 mts. and the rifle with the ACOG turns mostly useless. So I've became very used to the "weapon on back" feature of ACE, and I always carry something with an Aimpoint or plain iron sights to cope with that. I hope they keep that feature and only built upon it.
scubaman3D
Aug 6 2009, 22:35
or you can use the CQB sights on some of the ACOGs
Flarmapoint 2
Aug 6 2009, 23:20
any updates, sickboy ?
guiltyspark
Aug 6 2009, 23:47
please ...... we need this in the game!
it will open up so many possibilities for amphibious warfare!
http://sitelife.aviationweek.com/ver1.0/Content/images/store/0/11/10ba9bcf-1923-4129-bb40-9544130dc018.Large.jpg
http://www.youtube.com/watch?v=abWIjfFa26s
Manzilla
Aug 7 2009, 01:12
any updates, sickboy ?
Yay we got a live one lately and he's all over the forum with it. Bless his heart. ;) :D hehe
Attachable/detachable suppressors would be a damn nice addition. Scopes, sights no practical reason to do it really. I never did it unless it was absolutely necessary for every reason other then doing it in the red zone. I don't know, maybe some do it but it seems a little foolish to me. Just bring a secondary if needed.
scubaman3D
Aug 7 2009, 01:50
the day that BIS gives us a function to check the remaining # of rounds in a mag (like VBS2 has) is the day we'll make an attachment system like the one you're describing.
---------- Post added at 01:50 AM ---------- Previous post was at 01:41 AM ----------
please ...... we need this in the game!
it will open up so many possibilities for amphibious warfare!
Just checked...the EFV isn't scheduled to enter service until 2015 (if it dosn't get the ax before then). Hell - MULE, NLOS Cannon, FireScout, and many more of the FCS programs will be in service before then. This dosn't exactly fit within the scope of ACE.
Maddmatt
Aug 7 2009, 02:41
the day that BIS gives us a function to check the remaining # of rounds in a mag (like VBS2 has) is the day we'll make an attachment system like the one you're describing.
And to set the number of rounds :(
There is a way to check the number of rounds in the current mag and also some stuff can be done with setvehicleammo but it leaves exploits.
Eagle911
Aug 7 2009, 04:35
So would there be a possibility of naval warfare?
And also say, destroyers providing support via artillery
Will tanks/armored vehicles be balanced better than currently?
I just had an M1A2 TUSK taken out by 2 Vodniks (BPPUs), which is kind of ridiculous. BMP3s appear to be the most powerful armored vehicle in the game too ...
I suppose armour penetration simulation isn't possible but maybe there is another way to make an Abrams/T-90 as powerful as in real life.
I suppose armour penetration simulation isn't possible but maybe there is another way to make an Abrams/T-90 as powerful as in real life.
I wonder if there is a way to attachTo an invisible object onto the tank's front armor with "allowDamage false" set and another script added to projectiles that can penetrate (which should be a damned short list) that removes the indestructable object and applies damage as normal?
@<hidden> rounds
Like Lester posted so often ...
In Arma should for every "get" param also have his counterpart as "set"
Don´t know the right param but it should like
get rounds --> set rounds
get fuel --> set fuel
and so on
I wonder if there is a way to attachTo an invisible object onto the tank's front armor with "allowDamage false" set and another script added to projectiles that can penetrate (which should be a damned short list) that removes the indestructable object and applies damage as normal?
So if you were able to do that would it then be possible to have it so that certain rounds wouldn't penetrate or cause damage? 40mm grenades for instance wouldn't be able to destroy the hull of an M1A2 TUSK? Would it be possible to calculate angle of impact too? That would be incredible.
Tozmeister
Aug 7 2009, 11:29
Beagle posted this in another thread :-
Fixe the damned typo in vehicle .cfg
the bmp3 has a value of damageResistance = 0.014030;
while the t90 has a value of damageResistance = 0.003890;
This makes the T90 vulnerable to small arms fire.
T72 shares this problem.
So, would a simple re-balance of damageResistance values be included in ACE2?
RasdenFasden
Aug 7 2009, 15:11
There is no satisfying solution to this because of engine limitations. All ways attemped this far (that I am aware of) bugs out with graphical artifacts of one kind or another for fairly many players. One solution works on a machine, but the other doesn't, and vice versa for another player.
Wouldn't simply turning off the reticule completely when you're not in sight view fix it for everyone?
Inkompetent
Aug 7 2009, 15:27
Wouldn't simply turning off the reticule completely when you're not in sight view fix it for everyone?
Nopes. It wouldn't. The times you saw the reticle instead of the usual crosshairs was a bug of one of the implementations. The designs were so that there either was a transparent plane before the optics with the crosshair on it, or a transparent cone with the crosshair inside of it, both extended some distance in front of the weapon to create a fake parallax effect.
The bug with the plane was that the crosshair sometimes got visible even when you weren't looking through the optics, and the bug with the cone was odd graphical artifacts extending from the sights, mainly when seated inside vehicles.
Without support for parallax textures that can be set to draw something faaar away there is no 'un-buggy' way to create said sights as far as I know.
Eagle911
Aug 7 2009, 19:43
So would there be a possibility of naval warfare?
And also say, destroyers providing support via artillery
Bump.
Manzilla
Aug 7 2009, 22:00
Sorry, answer moved to his other thread.
SaBrE_UK
Aug 8 2009, 10:20
Inkompetent, no doubt you've seen it but:
-vcZs2AZWqc
I guess it is still buggy for some?
DaSquade
Aug 8 2009, 14:41
Well, i was chatting with Chris last night (or was it the day before...short memory here) about the alpha bugs.
Afaik the alpha bug (alpha bug not inside an model, but alpha bug between two individual models...witch was afaik the problem) was only a problem on previous generation GPU cards, like the 8800GTX etc (at least i have that one and had the bug). But according too other players with other and newer cards apperently this alpha bug isn't present anymore.
Witch makes me wonder, since we are all in some way forced to replace our old cards by a newer one to be able to play ArmA2 decent, maybe the bug isn't relevant anymore so this allows us to introduce it again.
Maybe a poll or even better some quality research on why and how is needed.
seba1976
Aug 8 2009, 21:51
Well, i was chatting with Chris last night (or was it the day before...short memory here) about the alpha bugs.
Afaik the alpha bug (alpha bug not inside an model, but alpha bug between two individual models...witch was afaik the problem) was only a problem on previous generation GPU cards, like the 8800GTX etc (at least i have that one and had the bug). But according too other players with other and newer cards apperently this alpha bug isn't present anymore.
Witch makes me wonder, since we are all in some way forced to replace our old cards by a newer one to be able to play ArmA2 decent, maybe the bug isn't relevant anymore so this allows us to introduce it again.
Maybe a poll or even better some quality research on why and how is needed.
IF it will always led to some people not being able to use it, woudn't it be possible to include the two versions, one with the cool but risky trick and the other without it?
BTW, the feature looks awesome in the video. I wasn't interested at all but now I see I didn't know what you were talking about :thumb:
That looks juicy and i would really want that, but does it have any advantages? If it doesnt work on some cards and doesnt have any advantage except looking cool/real then it seems the usual (boring) one is as good as any. Or am i wrong?
I personally want it though as it looks brilliant. Just checking. :)
PS. Maybe as a additional PBO (modular) with effects working on latest cards only? And servers can have it acceptable so people withouth those videocards and those with can all play together. Maybe doesnt work?
Alex
PS. Maybe as a additional PBO (modular) with effects working on latest cards only? And servers can have it acceptable so people withouth those videocards and those with can all play together. Maybe doesnt work? Alex
You will have 2 different models for each weapon with that feature...not really worth it.
Alpha Bug was present on:
ATI 19xx - tested
NVD 88xx - heard
NVD 260GTX - tested (not really an old card this one)
So, while on some cards alpha bug might not be present, on MOST, it still is, including some of the latest ones....
Does it worth it? Hmmm...
scubaman3D
Aug 9 2009, 17:48
That looks juicy and i would really want that, but does it have any advantages?
Very small advantages for very small amounts of people. It really only has utility for people with TrackIR but even then, I think the difference is insignificant. In ArmA, you're 100% perfectly alligned down the sightline of the barrel while aiming. IRL, you're not always well alligned, thus the utility.
While I would also like to see the paralyx effect implemented, I simply will not do it because of the number of people who experience the bug.
Others feel differently - as evidenced by aimpoint's addon from A1.
As for the list of which cards work and which don't - I have an HD 4850 and I do not have the bug.
What about when nightvision is up you see the lasers from peoples' guns?
As long as I can turn my lazer on and off
GunSlingerAUS
Aug 9 2009, 23:11
You guys must include Opticalsnares amazing new weapon fx mod. Absolutely gorgeous.
Trauma.au
Aug 10 2009, 09:08
You guys must include Opticalsnares amazing new weapon fx mod. Absolutely gorgeous.
Links man, links.
ck-claw
Aug 10 2009, 09:34
Here (http://forums.bistudio.com/showpost.php?p=1395540&postcount=345) you go Trauma:cool:
JW Custom
Aug 10 2009, 09:39
Here (http://forums.bistudio.com/showpost.php?p=1395540&postcount=345) you go Trauma:cool:
That looks awesome :cool:
You guys must include Opticalsnares amazing new weapon fx mod. Absolutely gorgeous.
No one "must" include anything really...especially since you are linking towards a WIP project, where no one knows much about (unless you have tested that yourself)
Hehe i guess a lot of us have seen some amazing addons being made and all of us ACE addicts are hoping for these seemingly great addons to be included. :)
I dont think thats anything strange, and at the same time we who do not work with ACE can only give some subtle pointers and hope for the best.
What matters the most though is that we know that ACE2 will be bloody fantastic. Im pretty sure of this.
Alex
Cionara
Aug 10 2009, 13:09
Hope there will be a release soon and not that they want to have it perfect and develope some years ^^
seba1976
Aug 10 2009, 22:14
Hope there will be a release soon and not that they want to have it perfect and develope some years ^^
I think we can all wait whatever it takes though. BIS has taught us all to be patient, one way or the other ;). Besides, the game engine is being heavily patched right now, and one release today may not work tomorrow. BIS is still in the phase where they can change core parts without compromising too many community made content. We have to give this time to BIS also.
GunSlingerAUS
Aug 11 2009, 02:26
No one "must" include anything really...especially since you are linking towards a WIP project, where no one knows much about (unless you have tested that yourself)
Sorry mate, let me rephrase:
"I'd love it if you could perhaps investigate the inclusion of Opticalsnare's mod, as the WIP videos look simply amazing. If you could include it into your mod, that's one less mod I have to worry about installing, and one less mod that may cause compatibility issues with yours."
Trauma.au
Aug 11 2009, 06:07
Here (http://forums.bistudio.com/showpost.php?p=1395540&postcount=345) you go Trauma:cool:
Sweet, hope they do add that. Keen as for ACE2.
jhoson14
Aug 11 2009, 16:16
Would like to see the insurgents using G3A3 if we have some Desert maps.
How can we donate a gun to the game?With who i must speak?
A friend of myne sayd he would love to model the G3A3 for ACE mod.
He made some model to Project Reality Mod (BF2).Here a SS with some's:
http://http://i279.photobucket.com/albums/kk151/exec_4ever/rdr5-2.jpg
-----------
If the image dont load: http://i279.photobucket.com/albums/kk151/exec_4ever/rdr5-2.jpg
@<hidden>
please send a PM to sickboy (http://forums.bistudio.com/member.php?u=13213), scubaman3d (http://forums.bistudio.com/member.php?u=13540) or myself (http://forums.bistudio.com/member.php?u=10605) or all with details (file format, polys, uv maped or not, number of lods etc etc).
Thank you for your interest
scubaman3D
Aug 11 2009, 17:13
sure, we'd love the donation - like pufu said, you can PM any one of us.
Yokhanan
Aug 12 2009, 19:30
do you guys have an estimated release date yet? :)
:icon_ohmygod:
Callsign
Aug 12 2009, 20:07
I think you ace peeps should really just set a release date of 2030 and say "if it gets released before we'll let everyone know".
Manzilla
Aug 12 2009, 20:36
I think you ace peeps should really just set a release date of 2030 and say "if it gets released before we'll let everyone know".
Damn good call. I love the release question.
With the new announcement of the new Expansion I was just wondering where ACE is going be in the future. I have Arma2 and I personally have no interest in getting the new Expansion and so my question is if we don't get the new standalone expansion will we be able to play the ACE MOD still? I'm hoping that you guys will just stick with Arma 2 rather then adding in the Expansion so that people like myself who don't want to upgrade don't have too. Any info on that would be awesome.
Lolrade
Aug 13 2009, 19:15
Quick medical system suggestions:
First, I think there should be two types of wounding: First one, you fall and squirm around with default ArmA 2 animations. This could be treated quickly with the good old ACE mod 1 morphine and bandages. Second one, you fall with default death animations, and are very close to death. You would have to "examine" like in the first ACE mod to see if they're still alive. Medics should have the ability to sustain them, but not revive. Possibly another class could be used to revive these severely wounded soldiers with some sort of equipment?
I think this system could add a lot to ArmA 2, for players would actually have to medevac wounded comrades, AND those wounded wouldn't be stuck out of the rest of the game.
Callsign
Aug 13 2009, 20:02
@<hidden>,
Although I can't speak for the ACE guys, I would think they would finish their work on Arma2 before making any decisions, although if the new engine features in the expansion mean much more mod-ability then who knows?
@<hidden>,
Although I can't speak for the ACE guys, I would think they would finish their work on Arma2 before making any decisions, although if the new engine features in the expansion mean much more mod-ability then who knows?
Thanks for the reply.
It'd be nice to have a level of injury where the casualty must be CASEVACed back to a field hospital or forward ambulance, once stabilised. Otherwise with MEDIVAC choppers and field medics, there's no call for CASEVACs, which our unit at least and I suspect others would enjoy implementing.
I'd say for gameplay's sake, have them back to full strength there, maybe after a mission determined duration.
guiltyspark
Aug 14 2009, 00:46
Is there any info on what type of stuff we will see in the realease thats coming in the next couple weeks?
Callsign
Aug 14 2009, 10:54
Who said anything was being released in the next couple of weeks?
Manzilla
Aug 14 2009, 11:32
I doubt they are gonna focus on the Expansion when we don't know when it's coming out. Seems sticking with what's been released would make more sense.
bootneckofficer,
sickboy mentioned "some weeks" or "few weeks" or something to that effect in a thread some where. That was a couple weeks ago. I was hoping other people didn't catch that so we don't have to have a bunch of posts yelling about "you said a couple weeks, now where the hell is it."
NoRailgunner
Aug 14 2009, 11:57
Roadmap: http://dev-heaven.net/projects/roadmap/ace-mod
Arent some of the ace devs on holiday, enjoying time with :drinking:and :don6: ?
Evil_Echo
Aug 14 2009, 12:31
ACE people are fully aware of the expansion pack. We are still on the same timetable as before the announcement came out.
We know people are antsy about a release. Have patience, cool stuff is on the way and we want to do our best to make sure it works right.
CaptainBravo
Aug 14 2009, 12:53
I am one of those who will not get the expansion (till issues with Arma2 are fixed like CTD) so I hope ACE is relaeased for plain Arma2.
Last time i saw some announcement was "maybe in a couple of months - but not too many". Couple of weeks sounds nice. :)
Now let them work folks. They never disapointed before.
Alex
My whole thing is I just wanted to know if Ace was sticking by the original for now and then maybe down the road in the later future they may upgrade to the new expansion.
Inkompetent
Aug 14 2009, 15:12
You can be 99% sure they don't have a clue themselves if they are going to make anything for the expansion or not, and I'm confident that they won't have a clue until it is released. And since the expansion isn't released and they don't have any code for it they can't develop for it anyway, and thus have only original ArmA2 to develop for.
If Operation: Arrowhead turns out to be another Queen's Gambit I'm sure they won't make it a prerequisite for the mod, while if it becomes another Resistance then I on the other hand think they *will* convert to it.
As such: Of course they are sticking to ArmA2 for now. What else would they develop for? OFPDR?
You can be 99% sure they don't have a clue themselves if they are going to make anything for the expansion or not, and I'm confident that they won't have a clue until it is released. And since the expansion isn't released and they don't have any code for it they can't develop for it anyway, and thus have only original ArmA2 to develop for.
If Operation: Arrowhead turns out to be another Queen's Gambit I'm sure they won't make it a prerequisite for the mod, while if it becomes another Resistance then I on the other hand think they *will* convert to it.
As such: Of course they are sticking to ArmA2 for now. What else would they develop for? OFPDR?
Ok well thanks for putting my concerns at ease. I don't know how modding works so thanks for the input.
Now that the tools got released, i suppose you ACE guys are working 100% on it?
guiltyspark
Aug 14 2009, 17:22
I was wondering if you guys are going to fix the MLRS ?
and possibly make additions to it ?
I just joined a domination server and while it did have the target artillery thing , it wouldnt let me target anything on the map. I dont know if it was a range thing (i was at the ass end of the airbase and i was at full elevation)
But it kinda upsetted me that this awesome peice of firepower cannot be used.
are you guys going to fix the arty stuff?
and make them easier to reload and such
scubaman3D
Aug 14 2009, 17:23
The lack of tools never slowed work on ACE2 down. The old tools were sufficient for the most part.
SaBrE_UK
Aug 15 2009, 09:51
Can't wait to see what you talented devs have in store for us :)
just a thaught here regarding sounds.
Why havent Mark been asked to do sounds for the ACE mods? We also have more talented soundmodders like Chammy for example. But im thinking, or actually i always thaught ACE was a super group reaching out to the best creators in the community, and i have to say that Mark is definatelly one of the best in sound making. I think many agrees as well. Just check all his work. You understand pretty fast that there is a lot of time behind that quality.
And no disrespect to the ACE sound guy. You did a lot of great sounds for ACE1! Im just curious why ACE didnt reach out to Mark to ask him to help out. That he wasnt contacted at all so to speak. As i thaught, or had this romantic vision of the ACE team reaching out to the best to complete ACE in the best possible way.
Whatever you do im sure it will be, well ACE. Just checking. ;)
Alex
Blechreiz
Aug 15 2009, 13:35
I guess Vopsound would cooperate too
ParaGraphic L
Aug 16 2009, 21:25
I actually thought ACE didn't have any sound guy at all, at least not for the default sounds... because sound mods where really up to people their taste and such so you could just add your own sound mod when you like, without touching any of the mods stuff.
SuperRat
Aug 17 2009, 02:04
may i ask how far ace mod for a2 is complete
i cant wait for this mod
so good
best regards
jhoson14
Aug 17 2009, 04:14
Paragraphic you may notice modifications of the M249 firing sound on the last 2 updates on ACE mod for ArmA1.
They really use somes custom sounds, but almsot every 1 has been using Vop sound becouse of ArmA1 default sound has really weird and unrealistic.
"Some"? I changed every stock sound in ACE 1, except footsteps and cars. ;)
ParaGraphic L
Aug 17 2009, 13:01
okay sorry about that tpM never knew that, I thought that atleast at initial release the mod came without any huge sound alterations?
DeaDNoTLiFe
Aug 17 2009, 13:59
When mod is going to be released???
CplBlakeman
Aug 17 2009, 15:13
Is the ACE2 team in contact with some of the modders currently putting out content for Arma2 like Operation Northstar? I was wondering if we are only going to see conversions of Arma1 content or if all this wonderful new modding is going to be included as well.
Thanks!:)
jhoson14
Aug 17 2009, 16:34
Holy Hell!!
Why people dont read forum rulez?
The Mod will be released when its ready.
PS:Ty for the info tpM.
Sky_Line
Aug 17 2009, 20:33
Great idea! As for me ACE mod in ArmA had one really dissapointing defect: when you hit somebody he becomes stunned for a while and then he stands up and continue fighting no matter how hard the wound was. I think, this is the only serious problem this mod has
jhoson14
Aug 17 2009, 20:45
This isnt a problem.
Its the wounding sistem.On real life 1/4 of kills are from Blood loss, isnt like a shot on the chest and voala...U have a instant dead guy.
Even bleeding, depending on the wounds he can even try to use his gun agaisnt you.
Have read some relates of a insurgent on fallujah who took more than 5 shots, almost lost a leg, has blind, all screwed up and has still breathing 6 hour after that.
Drugs on battlefield (insurgents use adrenaline direct on the heart to become Rambo) are like this bro.They can take more than 5 shots and still fight.
usarmy19dsniper
Aug 17 2009, 22:20
This isnt a problem.
Its the wounding sistem.On real life 1/4 of kills are from Blood loss, isnt like a shot on the chest and voala...U have a instant dead guy.
Even bleeding, depending on the wounds he can even try to use his gun agaisnt you.
Have read some relates of a insurgent on fallujah who took more than 5 shots, almost lost a leg, has blind, all screwed up and has still breathing 6 hour after that.
Drugs on battlefield (insurgents use adrenaline direct on the heart to become Rambo) are like this bro.They can take more than 5 shots and still fight.
so then every opfor soldiers should be like this? A soldier injected with adrenaline? Based on my own personal experiences, this effect should be toned down a bit. Maybe have guys only have a 10-15% chance of being able to continue to fight instead of what seems to be a 50% chance.
I've seen an insurgent with a leg blown off from a 25mm, but still was reaching for his weapon to fight but then I have also seen somebody killed from a single 7.62 round to the chest.
jhoson14
Aug 18 2009, 02:00
I agree that not every one can get up after a shot.
Have seen a US Marine get a shot on torso from a SVD (7.62x54mm) and run after that.Since since the game dont simulates Body Armors and others thinks the wounding system is a good way to balance the Mod.
I have stared reading about ArmA moding, scripting and such thinks this week, so i dont know if is possible the reduce the numbers of enemys who can still alive or not after some shots :\
This we must ask to the guys who did the wound system.
Inkompetent
Aug 18 2009, 09:56
This isnt a problem.
Its the wounding sistem.On real life 1/4 of kills are from Blood loss, isnt like a shot on the chest and voala...U have a instant dead guy.
But it usually only takes one decently well placed (and of course wounding) shot to put a soldier out of action. Be it too much pain to move, too dangerous for his own well being to move (fractures, bleeding, etc), or being unconcious.
This is what is in default ArmA2. Get a bad enough wound to be made combat inefficient and you are 'dead'.
In ACE you also had the unconciousness and bleeding simulated instead of substituted. The wounding system wasn't perfect, and it never was finished, and I agree some stuff was messed up, but I don't doubt a second the wounding system will be dramatically improved. Even if it isn't at ACE2 release I'm sure it'll be eventually.
Regarding the wound system, will be modular, like the vanilla A2 wounding system or like ACE1, aka "enemy AI also get stunned\unconssious and I don´t know why the missions dont´end, so I have to shoot everybody wish is lying on the ground" ? =)
SealHammer
Aug 18 2009, 22:40
Does anybody know if the team is going to be varying the infantry units a bit more? To the extent that they did it in ACE, I think it would be a good idea to add in one or two specialty infantrymen/operators, preferably something like Pararescuemen/combat rescue officers (what I really want) or maybe even SEAL operators.
Inkompetent
Aug 19 2009, 08:45
Regarding the wound system, will be modular, like the vanilla A2 wounding system or like ACE1, aka "enemy AI also get stunned\unconssious and I don´t know why the missions dont´end, so I have to shoot everybody wish is lying on the ground" ? =)
This isn't ACE's fault. The above is 100% because of the mission-designer failing to adapt the mission to ACE.
CPL_HICKS
Aug 19 2009, 16:05
Hello all, first of all big thanks to the team for their time and excellent realistic work on the ACE project!!
Just a couple questions if I may.
1.
A while back in this post I believe it was "Eightball" that offered to do some modeling but he used "Solidworks" and I did not see a response on his question on if this was possible in terms of compatibility of any kind or if anything can be saved and transfered into the BI tools, does it all have to be from there or does it recognize other types of cross platform file types, because I know alot of people who use this and might be able to help out, or at least get more people into this if you know what i mean.
2.
I know BI games in general have never been about indoor combat or scenarios but wanted your opinion on whether this may be feasable and or planned?
For instance like a cave or mountain (building made to look like a mountain).
Or large Black mesa type building or recreating something a bit more with a rogue spear (rainbowsix approach) just to add a not yet seen aspect to the game.
Too hard to place and have AI move in it?
Uses too much resources? maybe it would have to be a smaller map?
Just some thoughts, keep up the good work!
Hicks
This isn't ACE's fault. The above is 100% because of the mission-designer failing to adapt the mission to ACE.
It broke several original missions or made before ACE. =\
Its a nice feature when playing with people (on your side), but turns annoying when playing against an AI which seems to not use the system correctly.
Inkompetent
Aug 19 2009, 22:23
Very true, but I can't really see any good workarounds. ACE was a total conversion MOD (modification), not just an addon, and when changing the way more or less everything in the entire game works some things are bound to break.
jhoson14
Aug 20 2009, 06:14
I read all the thread some time ago, but dont remember if some one posted it...
If yes, sorry for that.
But there must be a way to get rid of "Space" Tag See Ability.
That's anoying and some people use to find hiden playes.
I hate to be spoted without even being seen by enemy. ¬¬
Enforcer1975
Aug 21 2009, 21:03
I read all the thread some time ago, but dont remember if some one posted it...
If yes, sorry for that.
But there must be a way to get rid of "Space" Tag See Ability.
That's anoying and some people use to find hiden playes.
I hate to be spoted without even being seen by enemy. ¬¬
That feature can be removed via script afaik. Will be trying it sooner or later.
NewfDraggie
Aug 22 2009, 00:18
It's probably been said before, but I would -really- like to see Russian's have a taste of ACE; perhaps both Bluefor and Opfor (redfor) can be included in this mod, it would certainly be awesome seeing as my clan and I prefer redfor, and it seems a lot of people do in ArmA 2.
Inkompetent
Aug 22 2009, 00:20
Russian Federation was in ACE1, so I can't see why they wouldn't get some love in ACE2 ;)
Manzilla
Aug 22 2009, 00:50
Russian Federation was in ACE1, so I can't see why they wouldn't get some love in ACE2 ;)
Yup. It provided the mother load of new Russian Federation stuff.
Hbomber110
Aug 25 2009, 00:54
The best would be a mix between Cold War Rearmed and ACE2
Cold war units (good ol woodland) , less scopes for more tactics freedom and all :o
GunSlingerAUS
Aug 26 2009, 02:51
I'm guessing performance improvements would be outside the scope of the ACE mod? Hey, I had to ask!
jhoson14
Aug 26 2009, 06:56
I has wondering how the hell to make a decent FLIR system.And rembering ACE Mod i got a weird ideia and come here just to ask if its is possible.
If yes... will be my sugestion xD
On night battles i have seen some guys Using IR Strobes, and they are only visible to who is wearing a Night Vision.They flash at a interval and you can indetify the friendly units.
Is there a way to make a similar light to go around all the body (a bright static one) and make this via script to be visible only to Choppers and Veichles who have a FLIR system on real life?Like they work actual on the NVG's in the ArmA1??
So the guy will bright like a heat source.And will be very easy to seen on screen stead of a recoloring reticle like the others addon.
If i sayd bullshit sorry, i am no modder or scripter...But i real hope to some one find a way to make this possible to ArmA II :D.
Inkompetent
Aug 26 2009, 08:24
I'm guessing performance improvements would be outside the scope of the ACE mod? Hey, I had to ask!
The only thing they'll be touching about performance afaik is their own custom models and scripts.
Expect a slight performance decrease when running ACE2 because of the amount of scripts, but if it's anything like ACE1 it'll be soooooo worth it.
@<hidden> jhoson14
It is one of the earliest tried techniques in ArmA1 to simulate FLIR. It is however limited by two things: The draw distance for light sources, and the amount of light sources that can be visible at one time. Even with just a couple of lights per person the limit was reached quite fast in ArmA1, and due to the draw distance limitations it wasn't a feasible solution in the end.
I don't know how these two have improved for ArmA2, but I'd expect they haven't improved to the degree to make this a viable solution.
Some teasers:
Air refueling:
http://i263.photobucket.com/albums/ii157/tpM91/Resized/ace2teaser_airref_th.jpg (http://i263.photobucket.com/albums/ii157/tpM91/ACE%202/ace2teaser_airref.jpg)
M107 Muzzleblast:
http://i263.photobucket.com/albums/ii157/tpM91/Resized/ace2teaser_muzzleblast_th.jpg (http://i263.photobucket.com/albums/ii157/tpM91/ACE%202/ace2teaser_muzzleblast.jpg)
Firing an RPG-7 from prone position:
http://i263.photobucket.com/albums/ii157/tpM91/Resized/ace2teaser_backblast_th.jpg (http://i263.photobucket.com/albums/ii157/tpM91/ACE%202/ace2teaser_backblast.jpg)
Goggle/Headgear sys.:
http://i263.photobucket.com/albums/ii157/tpM91/Resized/ace2teaser_goggle_th.jpg (http://i263.photobucket.com/albums/ii157/tpM91/ACE%202/ace2teaser_goggle.jpg)
Weapon resting:
http://i263.photobucket.com/albums/ii157/tpM91/Resized/ace2teaser_weprest_th.jpg (http://i263.photobucket.com/albums/ii157/tpM91/ACE%202/ace2teaser_weprest.jpg)
Mid Air Refuelling?
...
:D :D :D
wow!, looking good guys, keep posting pics :p
SaBrE_UK
Sep 4 2009, 14:23
The teasers are great! Moar please :)
It's great to see these teaser pics! Looks awesome.
Inkompetent
Sep 4 2009, 14:34
Yummy, yummy teasers! Simply awesomelicious!
Yokhanan
Sep 4 2009, 15:18
<can't stop drooling all over self> Fan-damn-tastic!
Not creative enough at the moment to make a word to describe the results. Stupendous, brilliant, inspiring. That should about do it. :)
CaptainBravo
Sep 4 2009, 15:47
one word
W o W !!
This will be like a brand new game!
Hope release is soon!
jhoson14
Sep 4 2009, 16:52
OMG!!
The m240b deployed on the wall has awesome!!!
Cant w8 to see a video teaser :3
Great job guys!!
Manzilla
Sep 4 2009, 20:34
Wow! Love the refueling.
Loving the weapon resting :D
Looks good guys.
That guy
Sep 4 2009, 21:12
Cant wait until we get a features list :)
The goggle system looks very cool
Awesome pics, I'll shit my pants when it's out.... really :D
Winch3st3r
Sep 4 2009, 21:51
Frontpaged at www.Armaunderground.com (http://www.armaunderground.com)
From what i've read this will be a must own mod, and the teasers are just that. :D
Opticalsnare
Sep 5 2009, 00:59
Indeed looking very good. :)
Manzilla
Sep 5 2009, 01:30
From what i've read this will be a must own mod, and the teasers are just that. :D
I'm pretty sure it will be. I'm sure if you ever played the A1 version but it completely changed the game. It was f*&kin' wild. A thing of beauty really, at least in my opinion.
I'm pretty sure it will be. I'm sure if you ever played the A1 version but it completely changed the game. It was f*&kin' wild. A thing of beauty really, at least in my opinion.
Sorry for asking this really dumb question, but since I don't play arma 1, what is this mod all about? The teaser doesn't show me much.
Apache-Cobra
Sep 5 2009, 03:08
Sorry for asking this really dumb question, but since I don't play arma 1, what is this mod all about? The teaser doesn't show me much.
Total conversion mod that adds/replaces content and improves the overall experience of the game. Examples would be new models for some vehicles, new explosion and weapon effects, new wounding systems, etc. A must have.
Total conversion mod that adds/replaces content and improves the overall experience of the game. Examples would be new models for some vehicles, new explosion and weapon effects, new wounding systems, etc. A must have.
So where does the fun comes in?
scubaman3D
Sep 5 2009, 04:07
unfortunately, nobody can be told what ACE is...you have to see it for yourself.
Binkowski
Sep 5 2009, 04:26
It is but one of the great mysteries of the BIS series that you must solve for yourself...
I would do sick, unforgivable things to get this mod in my hands. Do want!
metsapeikkoo
Sep 5 2009, 12:19
And like other people have said:
ACE is a mystery that you must experience peronally to actually know what it is.
Indeed. Can't wait for the release! (Can you frigging believe it? Finally we're able to fire rpg's, and I imagine at least AT 4's too, from the prone position!!!) Hehe, btw, how'd you pull that off? Was it hard to implement? I'm just wondering why BIS hasn't done it themselves...
Inkompetent
Sep 5 2009, 16:01
Not only that, Nouty! The two weapons - especially the AT4 - will get ballistics that are possible to actually aim with!
The Masta
Sep 5 2009, 20:02
Not only that, Nouty! The two weapons - especially the AT4 - will get ballistics that are possible to actually aim with!
I never had any problem with aiming and hitting a target with both of them.
Inkompetent
Sep 5 2009, 20:08
I can't aim at all with the AT weapons in ArmA2. The ballistics are completely FUBAR. The one in ACE were spot on though.
Especially with the sight adjustment system... :whistle:
Evil_Echo
Sep 6 2009, 11:54
Oh yes. Adjustable sights are lovely. The ACE2 version rocks!
Are you saying what I think you're saying? :P
r3volution
Sep 6 2009, 13:09
I want this mod so badly I'm getting a twitch in my mousing finger...
Its going to be so faaarkinawesome!!! :D
i wont my buggy's to be in ace 2?
Hbomber110
Sep 6 2009, 17:33
So where does the fun comes in?
If you bought Arma2 , for you , realism = fun so:
More realistic player vs. AI firefights
... Thats pretty much it and thats what i want loll.
Its just awsome when you trow a smoke to conceal your fallen squadmate to drag im safely under cover to heal him, AND IT WORKS !
And i always prefer more unforgiving games , the ones that you have to take avantages of the players ability to work with others. ACE is that.
seba1976
Sep 6 2009, 18:04
The crucial part is, of course, the wounding system. It's good enough for PvP I guess, but it totally breaks combat against AI, since you get the feeling that you have to kill the same unit more than once :D. The rest of the mod is great, but we recently decided to stop using it completely because the above. Of course it's our loss ;).
Inkompetent
Sep 7 2009, 11:39
Its just awsome when you trow a smoke to conceal your fallen squadmate to drag im safely under cover to heal him, AND IT WORKS !
Well, in ArmA1 this was of course a nice feature that came with DMarwick's AI-blocking smoke, and was included in ACE, but in ArmA2 all smoke is view-blocking by default, even from burning vehicles ;)
decided to stop using it completely
You had use this add-on in arma2?
Inkompetent
Sep 7 2009, 13:39
ACE doesn't exist for ArmA2, so I assume he means ArmA1. But there are still several groups sticking to ArmA1 like glue, simply because ACE doesn't exist for ArmA2, and they don't want to play without it.
That if anything speaks of its awesomeness.
i couldn't wait any longer. i came.:butbut:
jhoson14
Sep 7 2009, 17:51
i miss so much ACE mod.Already re-instaled ArmA1 just to play this Baby.
Desert Maps+ACE Mod FTW.
takealready
Sep 7 2009, 22:56
:yay::yay::bounce3::bounce3:Nothing but the best is expected from ACE.
I never even though of mid flight refueling...that's one of those things not asked for in the community (versus: fastrope, Sling cargo, underwater swimming, shooting from inside a car, etc..)
I can't wait till it comes out.
Dark River
Sep 7 2009, 23:04
So anyone know when this will be released?
Sorry for asking this really dumb question, but since I don't play arma 1, what is this mod all about? The teaser doesn't show me much.
Look at the short description in the bottom right corner. All these features are not present in A2. That's some of the improvements you'll see in ACE2.
Weapon resting, for example, is quite a huge thing
Cptkanito
Sep 7 2009, 23:13
Look at the short description in the bottom right corner. All these features are not present in A2. That's some of the improvements you'll see in ACE2.
Weapon resting, for example, is quite a huge thing
Aye, but what about mid-air refueling, not really needed. Would be a nice touch though...
Argh one more here that cannot wait for ACE2... It will be super-awesomeness all over again.
Please come fast. Make the pain short. :D
SuperRat
Sep 8 2009, 00:47
hope they include GRAD and fix the issues with it
good toy but no joy out of it
hope to see PKM with belt ammo on it kinda all countries that use PKM usally use belt ammo than ammo in a box
Looks really sharp kids !! Can't wait for the release !:inlove::dancehead::803:
soldier2390
Sep 8 2009, 01:18
damn iv been trying to make the usaf c-130 re-skin i made from rockets usec c-130, into a tanker for some time now... but maby i can make one....for arma1! looks great by the way tho!
hope to see PKM with belt ammo on it kinda all countries that use PKM usally use belt ammo than ammo in a box
Ok I might have misunderstood you, in which case please forgive me, but I've never seen an mg, PKM or other, that feeds straight from a box. The belt might be in a box, but trust me they're always belt fed, also in Armas.
SuperRat
Sep 8 2009, 03:06
Ok I might have misunderstood you, in which case please forgive me, but I've never seen an mg, PKM or other, that feeds straight from a box. The belt might be in a box, but trust me they're always belt fed, also in Armas.
no man i just meant belt hanging down while you shoot like that MG240 in BUSH WAR MOD for A1 just hanging down but animation sucked
SCAR1509
Sep 8 2009, 07:39
Yes nice looking pictures.But will we also have some FLIR or Infrared System on the Night Googles or vehicles binoculars??:confused:
I think it's a MUST HAVE for ACE 2!!:cool::cool:
Some different SF-Units would be very important too like Delta Force, ODA, Green Berets Special Forces.
I hope we will see them in ACE 2 Mod!!:yay::yay:
Dennistp
Sep 8 2009, 07:52
Hi
i have a request ace2 :)
I remember a mod (i think it was a british mod) back in time when we all was playing flashpoint, where you could in action menu choose to camo your face.. cool ideér i think..
my request is to make that able in ace 2 ??
Dennis
Uncle Imshi
Sep 8 2009, 10:46
How about instead of drowning ACE 2 with requests for everyone's personal preference, we let them release their mod when they are ready and then they can look at adding extra features as they update it.
As they already did with Ace 1 where nearly every version update brought something new.
Manzilla
Sep 8 2009, 12:25
How about instead of drowning ACE 2 with requests for everyone's personal preference, we let them release their mod when they are ready and then they can look at adding extra features as they update it.
As they already did with Ace 1 where nearly every version update brought something new.
Good call. But after the release we will have to deal with all the people hurling insults cause ACE2 isn't what they expect. The devs can never win. It sure would be a good idea if wait and see was in-effect though.
A better place for requests may be the DH site. They may have a request feature over there. And they will probably see it a lot better.
Icewindo
Sep 8 2009, 13:12
The crucial part is, of course, the wounding system. It's good enough for PvP I guess, but it totally breaks combat against AI, since you get the feeling that you have to kill the same unit more than once :D. The rest of the mod is great, but we recently decided to stop using it completely because the above. Of course it's our loss ;).
Nah, imo that was really fun and immersive, I've played alot of Coop non-respawn missions at Tactical Gamer and that made you look twice at a fallen AI. It also minimized civilian casulties as you could patch them up if they ran into the crossfire, sure they were just AI, but the roleplaying of having actually to care about your targets added to the atmosphere (some missions actually forced the mission to end after a certain civilian body count, though I find that unrealistic).
Also, some missions had POWs script enabled so with the 1-shot-dead AI of Vanilla ArmA you couldn't take many prisoners...
Dennistp
Sep 8 2009, 14:44
okay okay.. im very sorry.. but this was my first request.. but i just wait and see..
seba1976
Sep 8 2009, 21:00
Nah, imo that was really fun and immersive, I've played alot of Coop non-respawn missions at Tactical Gamer and that made you look twice at a fallen AI. It also minimized civilian casulties as you could patch them up if they ran into the crossfire, sure they were just AI, but the roleplaying of having actually to care about your targets added to the atmosphere (some missions actually forced the mission to end after a certain civilian body count, though I find that unrealistic).
Also, some missions had POWs script enabled so with the 1-shot-dead AI of Vanilla ArmA you couldn't take many prisoners...
Wounded enemy AI keep calling your position to other units, still active, while your AI didn't engage them anymore as far as they were marked 'captive', I mean, 'wounded' ;).
Is there any chance of getting some "Q&A" by the Devs or some feature´s list + SS? xD
Just can´t wait for the release.... =(
USSRsniper
Sep 8 2009, 22:04
Can't wait for weapon resting feature, since one of my favorite roles in ArmA 2 is machine gunner or automatic rifleman. :yay:
Hi
i have a request ace2 :)
I remember a mod (i think it was a british mod) back in time when we all was playing flashpoint, where you could in action menu choose to camo your face.. cool ideér i think..
my request is to make that able in ace 2 ??
Dennis
Do it yourself in Editor with a simple script :/
sparks50
Sep 8 2009, 22:04
Yes nice looking pictures.But will we also have some FLIR or Infrared System on the Night Googles or vehicles binoculars??:confused:
I think it's a MUST HAVE for ACE 2!!:cool::cool:
I doubt it, seeing as the exp pack will have FLIR, no reason to do the job twice.
arma2mods
Sep 8 2009, 23:38
I am glad to see once again plenty of work going into this mod. Modularity certainly will resolve issues with having use all the options of that version. I like to see new GUI options in menu to add new options mode to able ingame change everything not needing going back out of game change the values, so every options can be either selected on or user selection how high the selection is.
Yes nice looking pictures.But will we also have some FLIR or Infrared System on the Night Googles or vehicles binoculars??:confused:
Honestly think that will come in OpA maybe. ACE2 for OpA. There is no FLIR that is good enough to make it in ARMA2 right now.
At least IMO.
Yea FLIR right now sucks.
sparks50
Sep 9 2009, 23:35
I dont even think of it as FLIR, its just a black/white nightvision. OPA VBS2 FLIR will be great though.
Dennistp
Sep 10 2009, 07:55
Can't wait for weapon resting feature, since one of my favorite roles in ArmA 2 is machine gunner or automatic rifleman. :yay:
Do it yourself in Editor with a simple script :/
thanks my friend, but im not a scripter, never tryid before.. :confused: how do i do that ??
by the way.. nice and funny little guitar addon you made ;)
Dennis
Trauma.au
Sep 10 2009, 10:38
So hawt.
Was playing a little mission i made and i used DM's beta test version of his upcoming fire & smoke addon. Anyway the story was that my friend shot down an incoming Mi-28 that crashed very very close to our little base, and he took it out with a static MG. Now since the fire from the wreck caught the trees and mayhem broke out and the fire started spreading towards our base i immediatelly thaught about ACE and moveable MG's! :)
Would been so nice to be able to save that weapon and put it up somewhere else. In short - cant wait! :D
Alex
Yokhanan
Sep 10 2009, 15:08
Yeah sounds like then we'll have some real good use to be able to move stuff around finally. And if RKSL gets their cargo system up for ArmA 2, then we can get ammo and whatnot loaded onto trucks and get the hell outta there and setup MG's elsewhere before we all get BBQ'ed, hehe.
On a side note--I hope it wasn't asked already--but I was curious at all if ACE2 will be tweaking weapon tracers again at all in some form?
<Sigh> I miss the ACE Ruck system--in fact I flat out miss ACE period. I'll have to reinstall AA1 and have some ACE fun at some point. :D
On a side note--I hope it wasn't asked already--but I was curious at all if ACE2 will be tweaking weapon tracers again at all in some form?
Yeah it would be very nice to have them glow again. :)
(Lit up the environemt at night)
Yeah it would be very nice to have them glow again. :)
(Lit up the environemt at night)
Wait, they don't in vanilla A2? *mindstop* :eek:
Wait, they don't in vanill A2? *mindstop* :eek:
I never seen the tracers lit up the ground/buildings like with ArmA1 6th sense tracers nope. They "glow" cause of PP, but not casting its light onto objects. Would be nice to have again.
Yokhanan
Sep 11 2009, 02:03
Yeah, it always made nighttime firefights prettier to watch from a distance. I also noticed the 249 doesn't have any tracers whatsoever--I'm hoping ACE2 will allow us to have them again like in AA1.
I was thinking about SLX just now how in AA1 the tracers could even set stuff on fire--then again if we had that plus DM's mod--one tracer could potentially start a whole Forrest fire, lol.
Anyways, figured I'd ask about the tracers, since as Alex even said, we miss the nice glowy FX. :D
Enforcer1975
Sep 11 2009, 05:16
Why should tracers light up the environment if flares do the job better?? ;)
Simon C
Sep 11 2009, 12:36
I also noticed the 249 doesn't have any tracers whatsoever--I'm hoping ACE2 will allow us to have them again like in AA1.
Try firing it with your NVG's on, you can see them then... it's in the manual. :p
Inkompetent
Sep 11 2009, 15:21
Yeah, it always made nighttime firefights prettier to watch from a distance. I also noticed the 249 doesn't have any tracers whatsoever--I'm hoping ACE2 will allow us to have them again like in AA1.
This is probably because you play with rifle tracers disabled. Since the ammunition is the same for the SAW and M16/M4 they will both be affected by the rifle tracer setting.
Hopefully ACE2 will work around this though with their magazine system.
Yokhanan
Sep 11 2009, 16:26
Try firing it with your NVG's on, you can see them then... it's in the manual. :p
:icon_ohmygod: DOH! I am sooooo stupid. <sigh>
Hopefully ACE2 will work around this though with their magazine system.
So do I. :D
Blueteamguy
Sep 12 2009, 17:47
wow, this has almost as many pages as the addon request thread!
jhoson14
Sep 12 2009, 19:06
That show how the Mod to ArmA is awesome;and how much people are going insane while the A2 version dont come out yet :P
Would love to see some more pics from the ACE 2 alpha test :3
PS: G3A3 on the way ^^
sparks50
Sep 12 2009, 19:12
Hurray for the G3 :)
wow, this has almost as many pages as the addon request thread!
Your spam is one of the reasons why this thread is that big already with not a single ACE2 file released.
Wind deflection system (with a Kestrel 4500 windmeter)
http://i263.photobucket.com/albums/ii157/tpM91/Resized/ace2teaser_winddef_th.jpg (http://i263.photobucket.com/albums/ii157/tpM91/ACE%202/ace2teaser_winddef.jpg)
CQB Mode
http://i263.photobucket.com/albums/ii157/tpM91/Resized/ace2teaser_cqb_th.jpg (http://i263.photobucket.com/albums/ii157/tpM91/ACE%202/ace2teaser_cqb.jpg)
Nuke system (B61 5kt)
http://i263.photobucket.com/albums/ii157/tpM91/Resized/ace2teaser_nuke_th.jpg (http://i263.photobucket.com/albums/ii157/tpM91/ACE%202/ace2teaser_nuke.jpg)
DXfan01
Sep 13 2009, 20:29
OH....MY....GOD!!..................wind deflection?
Superb!
Told you non believers. ACE team will deliver! :)
Looks awesome. Thanks for sneak peak.
Alex
DXfan01
Sep 13 2009, 20:39
you know Alex the non believers and myself (played ACE for ArmA 1) will now be the reason this thread will have 2 million views lol
would love you guys to stay on topic though...
If you want to chat about OTs etc, you can do it via PMs i guess...
That guy
Sep 13 2009, 20:49
Its good to see you guys are spififying up the vanilla stuff before you move on to new content :)
Always annoyed me that most of the default weapons in ACE1 did not have back up sights (most M4s, M16s, AKPSO, SVD etc). you know the weapons you actually used most of the time ;)
edit: also, i take it wind deflection will not affect AI bullets? or have you guys devised a clever scheme for ais to compensate for wind?
DXfan01
Sep 13 2009, 20:51
sorry pufu will try to stay on topic.....also can sum1 enlighten me on CQB mode?
Steakslim
Sep 13 2009, 22:56
sorry pufu will try to stay on topic.....also can sum1 enlighten me on CQB mode?
It's a feature from ACE1 were on the tops of ACOG sights you had a smaller iron sight for close quarters shooting. I think this feature is already in ArmA2 but vanished after the first patch because it was bugged. (I can't say for sure as I have the steam version so it never existed for me)
Gringo85
Sep 13 2009, 23:10
It's a feature from ACE1 were on the tops of ACOG sights you had a smaller iron sight for close quarters shooting. I think this feature is already in ArmA2 but vanished after the first patch because it was bugged. (I can't say for sure as I have the steam version so it never existed for me)
This is one of the things that I liked the most in ACE 1 and it's something that ArmA II is missing and gives me a headache when I get my M16 ACOG in Vet mode and when I get to the city to clear out then I can't hit shit, so I gotta risk getting TK with an AK that i picked up. (Can't wait for ACE2 to finally come out, pls hurry, and do it right lol, :) )
Manzilla
Sep 13 2009, 23:54
It's a feature from ACE1 were on the tops of ACOG sights you had a smaller iron sight for close quarters shooting. I think this feature is already in ArmA2 but vanished after the first patch because it was bugged. (I can't say for sure as I have the steam version so it never existed for me)
Shit I was wondering if I was just nuts and making that up or if it really existed. I swear I remember that in v1.00 German version or one of those early ones. Pulling the binocs away from the face to look around while the binocs remain in hand was a feature I sear I remembered.
Will this make it into ACE2? Anyone know?
Inkompetent
Sep 14 2009, 00:03
If the secondary sights are done like in ACE1 they will vary with the sights. Some weapons got the older model ACOGs (like on the above picture), while some rifles have newer ACOGs who don't have any backup-sights like that.
Windage and backup sights. Man, this looks lovely!
The nuke seem to be a real beauty as well, although personally I dunno if I'll use it.
NikoTeen
Sep 14 2009, 00:28
There's no need to set windage when you throw a nuke into the debate.
Go ACE team !
scubaman3D
Sep 14 2009, 00:31
OH....MY....GOD!!..................wind deflection?
Special thanks to Dasquade for that windmeter :)
Can't wait for weapon resting feature, since one of my favorite roles in ArmA 2 is machine gunner or automatic rifleman. :yay:
Really? I thought You're sniper :D
RumpleForeSkin
Sep 14 2009, 01:34
the wait is killing me! you just can't imagine how many times I've hit shift+f and ctrl+space ...it became just how i played the game heh.. Looking great guys can hardly wait!
Yokhanan
Sep 14 2009, 01:42
Just when you think you've seen it all, the ACE team keeps outdoing themselves and giving the community surprise after surprise. ACE1 was great, but these screens alone give me faith that ACE2 is going to be that much bigger and badder. Can't wait, but I definitely will. ;) :D
Great job, fellas!
Defunkt
Sep 14 2009, 01:45
I never really tried A.C.E. for ArmA 1 and it may have been sorted back then but does the CQB sight mode include a fix/workaround for the each-muzzle-uses-its-own-ammo problem?
I never really tried A.C.E. for ArmA 1 and it may have been sorted back then but does the CQB sight mode include a fix/workaround for the each-muzzle-uses-its-own-ammo problem?
From my understanding the CQB sighting is simply an alternate sight view.
I think this might be what you are looking for: ACE_Features#Magazines_System (http://community.bistudio.com/wiki/ACE_Features#Magazines_System) and CQB Sights (http://community.bistudio.com/wiki/ACE_Features#C.Q.B._Sights)
Steakslim
Sep 14 2009, 02:36
the wait is killing me! you just can't imagine how many times I've hit shift+f and ctrl+space ...it became just how i played the game heh.. Looking great guys can hardly wait!
Sorry for the OT, but just so you know, I almost crashed a helicopter due to laughter in the 506th server a several weeks ago because I read your name when you were connecting.
jhoson14
Sep 14 2009, 05:16
About the Nuke...
After he hits something, the area near it will have a "Radiation Effect" making impossible to go inside?
With those masks, would be nice to have Anti Radiation Clothes and use then with masks on a mission inside a contaminade enviroment.
BOTA:49
Sep 14 2009, 08:39
Shit I was wondering if I was just nuts and making that up or if it really existed. I swear I remember that in v1.00 German version or one of those early ones. Pulling the binocs away from the face to look around while the binocs remain in hand was a feature I sear I remembered.
Will this make it into ACE2? Anyone know?
In the initial release the G36 weapons that had 3x sights also had a red dot on top. It was attached to your firing mode though. Semi auto had the 3x, while full auto had the red dot. I can't remember what the 3 round burst had.
Uncle Imshi
Sep 14 2009, 08:58
Just one question for the ACE team chaps.
Will penetration be included again and to what extent will it work?
It makes a huge difference in terms of evening the odds against olympic standard marksman AI for us co-op teams and while I understand that arma2 no longer features adamantium picket fences and signposts I really miss the ability of BMG rounds in ACE1 to perforate anyone lurking behind a concrete wall.
Delta 51
Sep 14 2009, 09:04
There is already penetration within the Arma2 engine
Uncle Imshi
Sep 14 2009, 09:07
There is already penetration within the Arma2 engine
Read my post again. HMG fire will not penetrate objects that the ArmA2 engine deems to be solid like brick walls.
Maddmatt
Sep 14 2009, 09:19
Read my post again. HMG fire will not penetrate objects that the ArmA2 engine deems to be solid like brick walls.
Actually it will. I tested it right now...
.50 cals probably don't penetrate as well as they should, but if you try something bigger like the 30mm on the BMP3 it penetrates just about any wall.
Uncle Imshi
Sep 14 2009, 10:52
Not to be facetious or anything, but you have just tried to contradict my point by confirming it.
12.7mm rounds won't penetrate objects that they would in real life. 30mm on a BMP is classified as a cannon.
It is a major realism factor for Heavy machine guns to be effective against buildings. This is my point.
The nuke comment earlier about 'radiation' effect gives me a great mission idea (no, nothing to do with Fallout 3). There are those of you who will reply "Another mission idea? Custom scripts? Write it yourself you mooch and stop begging the community." Consider the comment heard.
If the ACE team created some other sort of damage script for radiation, something that leaves civilians/characters in the blast radius with varying levels of radiation poisoning, this might work:
Humanitarian mission-disarm the bomb.
Devise some clever plotline to get a dirty bomb defused/controlled before opfor sets it off.
1st half of the mission is getting to the bomb.
2nd half:
If bomb contained...then localized radiation from the poor construction must be identified and quarantined (such as the assembly room for the bomb, or anywhere else it sat for some time, such as an opfor transport vehicle). Incorporate whatever tools a character would need, including military rad suits and a geiger counter and fences/flags/tape/map markers. As one team sweeps for radiation AND survivors/dead with radiation poisoning, a second humanitarian team responds to the survivors and dead by consolidating bodies and treating injured and poisoned.
The humanitarian part of the mission could begin as soon as radiation is detected. This adds the unique challenge to this capture-the-objective mission, to examine, treat, and evacuate civis to some staging area while looking for the bomb.
If bomb NOT contained...easy to imagine the initial outcome. As the dust is settling, start again the humanitarian mission in earnest, but radiation levels are higher, casualties are obviously massive, and the job becomes a catch-the-criminal for one team and a quarantine-the-city and mop-up for the other team.
Mission ends when leader caught/killed, AND bomb contained/detonated AND remaining opfor flushed from the city AND city/radiation detected/contained (how to complete?) AND lastly, civilian triage operable.
The part that makes this mission idea unique to FPS is the direct civilian aid/interaction element. Domination game mode must have some useful scripts fo the prisoner/downed pilot side missions (interating with civis)
Lots of room for civi-intel similar to the SP mission (the more you help, the more intel you receive) and a different element for those drawn to the complexity of simulators over twitch.
Yes, I'd make it if I could, but I am idea-rich and skill-poor at programming, like most people.
Edit: Comment moved to http://forums.bistudio.com/showthread.php?p=1438206#post1438206
Binkowski
Sep 14 2009, 12:23
The nuke comment earlier about 'radiation' effect gives me a great mission idea (no, nothing to do with Fallout 3). There are those of you who will reply "Another mission idea? Custom scripts? Write it yourself you mooch and stop begging the community." Consider the comment heard.
If the ACE team created some other sort of damage script for radiation, something that leaves civilians/characters in the blast radius with varying levels of radiation poisoning, this might work:
Humanitarian mission-disarm the bomb.
Devise some clever plotline to get a dirty bomb defused/controlled before opfor sets it off.
1st half of the mission is getting to the bomb.
2nd half:
If bomb contained...then localized radiation from the poor construction must be identified and quarantined (such as the assembly room for the bomb, or anywhere else it sat for some time, such as an opfor transport vehicle). Incorporate whatever tools a character would need, including military rad suits and a geiger counter and fences/flags/tape/map markers. As one team sweeps for radiation AND survivors/dead with radiation poisoning, a second humanitarian team responds to the survivors and dead by consolidating bodies and treating injured and poisoned.
The humanitarian part of the mission could begin as soon as radiation is detected. This adds the unique challenge to this capture-the-objective mission, to examine, treat, and evacuate civis to some staging area while looking for the bomb.
If bomb NOT contained...easy to imagine the initial outcome. As the dust is settling, start again the humanitarian mission in earnest, but radiation levels are higher, casualties are obviously massive, and the job becomes a catch-the-criminal for one team and a quarantine-the-city and mop-up for the other team.
Mission ends when leader caught/killed, AND bomb contained/detonated AND remaining opfor flushed from the city AND city/radiation detected/contained (how to complete?) AND lastly, civilian triage operable.
The part that makes this mission idea unique to FPS is the direct civilian aid/interaction element. Domination game mode must have some useful scripts fo the prisoner/downed pilot side missions (interating with civis)
Lots of room for civi-intel similar to the SP mission (the more you help, the more intel you receive) and a different element for those drawn to the complexity of simulators over twitch.
Yes, I'd make it if I could, but I am idea-rich and skill-poor at programming, like most people.
Nice idea!
Are all projectiles from all weapons gonna be affected by the wind system now, or only certain sniper rifles?
Reason I ask is because in my mission template I already set random wind speed and direction, but right now that's only for visual reasons of course.
Words can't describe how epic is ACE 2 going to be. :inlove:
Genius work people, hats off. This has to be released soon or I'll go crazy.
JW Custom
Sep 14 2009, 13:32
So when will the first update be out??? just had to be the first asking :D
Spec_Ops_Sniper
Sep 14 2009, 13:35
About the Nuke...
After he hits something, the area near it will have a "Radiation Effect" making impossible to go inside?
With those masks, would be nice to have Anti Radiation Clothes and use then with masks on a mission inside a contaminade enviroment.
That would be awesome, running around barely able to see and trying not to get a gash in your suit. Lol we could make the most accurate invasion of Iraq mission.
Can't wait, can't wait, can't wait, can't wait!!!!
I personally don't see that much of a point to having nukes, but oh well... Still i love ACE mod, really looking forward to ACE 2.
Keep up the good work guys!
Are u sure "CQB mode" is just the CQB sight? It really looks in the pick that the other guy is standing in a position never seen or heard of in arma... Or I'm I just imagining this?? :D
Evil_Echo
Sep 14 2009, 15:56
...
The nuke seem to be a real beauty as well, although personally I dunno if I'll use it.
Thank you! I'm quite pleased how the B-61 bombs came out. It's not a port. Graphics, enhanced damage, etc are completely different. It already has very good FPS numbers, striving to make it better still.
Can't count the number of test missions I've flown with these and still get a kick out of watching them go off. Being tactical weapons ( 0.3 - 5.0 kiloton ) you can find them very useful once you master the various delivery modes.
Mission makers should note that they will have the tools to ensure these don't upset game balance.
Are u sure "CQB mode" is just the CQB sight? It really looks in the pick that the other guy is standing in a position never seen or heard of in arma... Or I'm I just imagining this?? :D
You mean like the guy next to the door on this (http://i263.photobucket.com/albums/ii157/tpM91/ACE%202/ace2teaser_goggle.jpg)? :) Its a scripted anim just for the pic.
Sickboy
Sep 14 2009, 17:38
So when will the first update be out??? just had to be the first asking :D
Glad you ask! :)
ACE2 will feature a state of the art Installer and Updater system, built upon proven technologies from the linux/posix world; Git for the Developers side, and Rsync for the Testers and Users side.
Furthermore, the whole process of developing on the mod, and building it's components into usable addons, to be distributed to the users, has been completely streamlined and automated.
This will enable us to quickly react on problems or user feedback, with zero-effort or time wasted on repetitive tasks like building source into user addons, releasing and distributing it.
Our testers are already enjoying the system, with daily updates, with basically zero effort to setup, use or stay up2date with the Mod and all of it's components.
We are currently testing the scaling of the software and have already seen great results, while having made already great progression in both the distribution efficiency and the usability by the users.
The software will be available, open source at dev-heaven.net, once sufficiently progressed and tested.
When it will be ready for production is hard to say, but all of us are working very hard on both the Mod, and the Installer/Updater system, to bring users the ultimate experience, both ingame, and the maintenance outside.
DMarkwick
Sep 14 2009, 17:40
Sounds like a real system you've worked up there :) well done. Looking forward to the whole schebang when it's released :)
You mean like the guy next to the door on this (http://i263.photobucket.com/albums/ii157/tpM91/ACE%202/ace2teaser_goggle.jpg)? :) Its a scripted anim just for the pic.
Damn :P Really got my hopes up there for a moment... well, maybe some day :)
Monkwarrior
Sep 14 2009, 17:45
The software will be available, open source at dev-heaven.net, once sufficiently progressed and tested.
Just a question.
Will the updating software also be available for windows-platforms (serverside) ?
Greetingz, Monk.
Sickboy
Sep 14 2009, 17:48
Thanks DM :)
Just a question.
Will the updating software also be available for windows-platforms (serverside) ?
Greetingz, Monk.
The suite is primarily designed for Windows, so that will be no problem.
I am using the Ruby programming language, which makes it very easy to use the software on linux aswell, I hope to support both at or just after release.
That updating system sounds fantastic!
Actually, sounds fantastic enough to be an official BIS Updating tool. Maybe one day.. :D
IceBreakr
Sep 14 2009, 18:11
Ok we've seen wind deflection will be present in ACE2. Some of guys state that this is an old story - that wind is simulated from OFP on since 2001. Can someone from A2 team or others clear that up? I didn't notice any deflection in A1 nor in OFP. So whats up with that?
It's simulated for particles (smoke), but it doesn't affect bullets.
Ok we've seen wind deflection will be present in ACE2. Some of guys state that this is an old story - that wind is simulated from OFP on since 2001. Can someone from A2 team or others clear that up? I didn't notice any deflection in A1 nor in OFP. So whats up with that?
There is no wind-induced bullet drift simulation in OFP/A/A2, regardless of what 'some of guys' might state :)
DMarkwick
Sep 14 2009, 18:45
Anyone ever noticed that wind direction is nearly always the same? As I've done extensive smoke work, I have :) the wind strength regularly changes, but the direction is about 95% the same direction every time. Only very occasionally have I ever seen smoke in other directions. I agree that within one session, the wind direction should remain the same, or very similar, for the whole time. But I think more directional diversity would be welcome between sessions :)
Anyone ever noticed that wind direction is nearly always the same? As I've done extensive smoke work, I have :) the wind strength regularly changes, but the direction is about 95% the same direction every time. Only very occasionally have I ever seen smoke in other directions. I agree that within one session, the wind direction should remain the same, or very similar, for the whole time. But I think more directional diversity would be welcome between sessions :)
Wind can change rapidly, if the weather is flukey enough. It's most apparent at sea or along a coastal area (Electrovadsk?). Gusty conditions I would think are the worst case scenario balistically, but it must be a bitch to script that sort of dynamic condition. Someone at the ACE team must have watched clouds drift by as a child, so this'll be old hat to them.
Elements to consider for wind:
-Wind and clouds usually work together. Don't have 'em blow against each other.
-If it's blowing steady 65kts from the west, and you can't shoot straight up the road toward Berzino, then you'll have a hard time keeping a bicycle, motorbike, or even an AAV on the road. Definitely should make driving a rib a bit trickier. Script it in if you can. (http://www.todaystrucking.com/news.cfm?intDocID=19787&CFID=67128&CFTOKEN=11458130)
-Also-if it's coming from the west or from the south, the water'll probably be a bit higher. If it's from the south and pouring out for the whole map, flooding should be an issue as well. Again scripting challenges certainly, but something to consider
-Depending on the time of day, all other weather aside, you'll have a regular wind shift mid-day from an offshore to an onshore wind (Wind will blow offshore in the early morning with warm ocean and cool land, shifting mid-day as the land heats up and air begins to rise faster on land than it could at sea).
-Wind is usually strongest mid-day to the afternoon given the season apparent in ARMA (Summer or early fall), especially if 100% sunny.
Just a few thoughts from a long-time mariner.
cctoide
Sep 14 2009, 21:30
I did a quick thread search but didn't find anything about this: I assume ACE 2 will have the same weapon selection as ACE, if not just one that's the same size as the original? That was one of the highlights of ACE for me as I got tired of the BI weapons pretty quickly, and it made multiplayer a lot more varied without having to throw vehicles into the mix.
Who decided what guns went into ACE? Was it just a question of people volunteering models, textures and so on? I ask because the guns in the first mod were pretty eclectic but didn't seem to follow any particular logic in terms of what was put in and what wasn't. I was surprised to find a POMZ in there, for instance. The illumination rounds and all the different non-combat equipment was also loads of fun to play around with, and useful in multiplayer if only people knew about it...
I see that some people were a bit annoyed by the amount of equipment in ACE, and I've heard others complain that the amount of stuff in the ammo crates made it hard to find what you wanted. While I can see the latter being fixed by having boxes divided by type of weapon/equipment and so on, the first is kind of puzzling to me. I guess it depends on what you play ArmA for, but I don't see the bad side of having more choices when it comes to weapons, even if it means 20 5.56mm rifles - assuming someone just felt like doing and donating them and they weren't put it at the expense of better wound coding, for instance. Then again I'm a bit into guns for guns' sake so I suppose that might be more appealing to me than to others.
Evil_Echo
Sep 14 2009, 22:36
The number of types of small-arms was not that large, it's the number of variants that fill up the ammo crate.
Ideally you'd like to be able to take a stock M4, slap this scope on it, add a GL, maybe a AN/PEQ-2 for grins. But the ArmA game engine does not support this easily. So you make a variant for this, variant for that....
It's all about choices. In game I never use any of the CAR variants because IRL I believe FN-designed weapons are not very good. But they are out there for those that do love them and I'm not about to tell another gamer what rifle to use. The mission designer can always use custom crates if he/she thinks the selection is too broad.
ACE2 is going to be a lot more friendly for other mods to interface with. So if you like ACE2 but think it's missing a weapon, create your own model for it. If you play by the rules they should work fine with ACE2.
scubaman3D
Sep 14 2009, 23:12
I see that some people were a bit annoyed by the amount of equipment in ACE...
The weapons in ACE1 were largely the product of cooperation between myself, Dasquade, and Panda. RHS helped a lot with the Russian gear.
What I learned from being involved with ACE1 is that people will complain about any and everything. It gets to the point where you just don't care any more. There was a time when I became upset with squabbles over things like the number of weapons but a wise man said to me "F those F-ers" :p
DMarkwick
Sep 15 2009, 00:12
The weapons in ACE1 were largely the product of cooperation between myself, Dasquade, and Panda. RHS helped a lot with the Russian gear.
What I learned from being involved with ACE1 is that people will complain about any and everything. It gets to the point where you just don't care any more. There was a time when I became upset with squabbles over things like the number of weapons but a wise man said to me "F those F-ers" :p
LOL, a wise man said that it's easy to spot bad ideas: they come from other people :D
I really liked the variety of weapons ACE 1 had, but a couple of them were really odd to see there, like FN FAL and SR 25. Maybe it was down to what models were available at the time, but still it would make more sense to see maybe the L85 or the FN 2000 instead of those ones.
Bah the amount of gear in ACE1 is superb. like said: Make a damn box and add whatever weapon you need if the ACE box holds too much. Very simple.
Hope ACE2 will also have a lot of gear to use. Made it very fun to make missions. Much more varied mission types.
Alex
I'd like to see ACE try to include more content mods from other people, the British and Chinese ones for example.
It would be fantastic to see different countries represented in ACE - you could even combine several mods to flesh out each "faction". Imagine how awesome it would be to have a mostly complete British and Chinese faction in ACE by default.
Obviously that would depend on whether the original creators would want that - and I could understand them not wanting to as credit can get a bit lost in a big project like ACE.
I really liked the variety of weapons ACE 1 had, but a couple of them were really odd to see there, like FN FAL and SR 25. Maybe it was down to what models were available at the time, but still it would make more sense to see maybe the L85 or the FN 2000 instead of those ones.
ACE scope was to cover fictional conflicts between US vs RUS vs Rebels/Talibans.
Now, weapons such as FN FAL for instance are largely used across the globe, just like the AKs, so would fit better in a rebel conflict scenario
Also, note that the weapons have been done by Panda, DaSquade and Scuba, at their own will, with RHS donations for the RUS side. Some were done by request, etc.
The specified weapons (l85 and FN 2000), are weapons specifically used by UK and Belgium armies, so they fall out of the ACE scope.
I'd like to see ACE try to include more content mods from other people, the British and Chinese ones for example.
It would be fantastic to see different countries represented in ACE - you could even combine several mods to flesh out each "faction". Imagine how awesome it would be to have a mostly complete British and Chinese faction in ACE by default.
Obviously that would depend on whether the original creators would want that - and I could understand them not wanting to as credit can get a bit lost in a big project like ACE.
As you said, that can only be done with consent from their original developers. Also, the size of additional content has been a reason for ACE1 of moaning, as well as means of delivering it. Not to say the bandwidth and server strains that the supporting servers are put under...
ACE2 will feature a different Layout:
@<hidden> - the core files and systems, changing the gameplay without adding additional content such as units and vehicles.
@<hidden> - aditional units and vehicles, adll within ACE2 scope.
As said previously, all 3rd party content (if done properly, respecting BIS inheritance etc), could be combined with @<hidden> and @<hidden>, that way, you could use virtualy any units vehicles with ACE systems and features.
There are already in the works British units and weapons, as well as PLA army. These also, AFAIK, fall out of ACE scope (which is aimed for US/RUS/rebel factions)
Hbomber110
Sep 15 2009, 16:39
ACE scope was to cover fictional conflicts between US vs RUS vs Rebels/Talibans.
Now, weapons such as FN FAL for instance are largely used across the globe, just like the AKs, so would fit better in a rebel conflict scenario
The specified weapons (l85 and FN 2000), are weapons specifically used by UK and Belgium armies, so they fall out of the ACE scope.
In ACE1 there was as many variants of a single weapon system (HK416 for instance) that the USMC dont even have than variants of the M16 , M4 , M249 all together...
In ACE1 there was as many variants of a single weapon system (HK416 for instance) that the USMC dont even have than variants of the M16 , M4 , M249 all together...
And? did that stopped you from playing without them if those bothered you? I really don't understand when ppl are complaining when they got MORE gear than they need...Do your missions using whatever you want from what it is provided i guess...
quoting myself again:
Also, note that the weapons have been done by Panda, DaSquade and Scuba, at their own will, with RHS donations for the RUS side. Some were done by request, etc.
Mr_Centipede
Sep 15 2009, 17:08
My thought is that ACE should only bring games functionality (gameplay changes/features) something like SLX mod, so new units/weapons are not really necessary unless the new units/weapons requires changes at the core level (model, just like NWD FCS needs new tank model). But I think you guys already discuss this several pages/months ago. Something about filesizes.
Either way, I'll download it anyhow... new units/weapons or not
Sickboy
Sep 15 2009, 17:23
My thought is that ACE should only bring games functionality (gameplay changes/features) something like SLX mod, so new units/weapons are not really necessary unless the new units/weapons requires changes at the core level (model, just like NWD FCS needs new tank model). But I think you guys already discuss this several pages/months ago. Something about filesizes.
Either way, I'll download it anyhow... new units/weapons or not
This is exactly why you would only use ACE without ACEX, and one of the very reasons we went down this road :yay:
And with the earlier mentioned Installer and Updater system, you won't download a single bit of ACEX, if you do not wish to :)
jhoson14
Sep 15 2009, 17:59
For what i have understanded... A guy who uses ACE will be able to play with another who had ACEX; right?.
But if he go out of ammo and try to grab the gun from the body of a dead guy who uses ACEX...What will happen Since he dont have those extra guns on his game files?
The body will have no ammo or weapon?
Sickboy
Sep 15 2009, 18:07
For what i have understanded... A guy who uses ACE will be able to play with another who had ACEX; right?.
But if he go out of ammo and try to grab the gun from the body of a dead guy who uses ACEX...What will happen Since he dont have those extra guns on his game files?
The body will have no ammo or weapon?
There are various ways we can approach the split up.
We've made a split up based on preliminary data, but are still working on the details.
There are still a few grey areas left. :)
All our addons are setup dynamically, which makes switching them between the modfolders, or moving items around, effortless.
We'll have it sorted out before release :)
scubaman3D
Sep 15 2009, 18:12
In ACE1 there was as many variants of a single weapon system (HK416 for instance) that the USMC dont even have than variants of the M16 , M4 , M249 all together...
1st thing to note is that MARSOC absolutely uses M416. 2nd thing to note is ACE contained more than just USMC units.
Very nice approach with the ACE & ACEX idea!
Superb guys - as always. :)
Cescollino
Sep 15 2009, 19:59
would be nice to see the heat coming out from motors of tanks and helicopters ecc :bounce3:
Simon C
Sep 15 2009, 20:05
would be nice to see the heat coming out from motors of tanks and helicopters ecc :bounce3:
You've just reminded me of something here:
http://www.g2mil.com/abramsdiesel.htm
#3 Engine heat limits the Abrams in supporting urban operations
The engine heat causes problems in tank/infantry tactics against fortified areas and in urban terrain. The standard tactic is for tanks to crawl forward blasting anything that moves while infantry follows close behind and on top of tanks to protect their vulnerable top, flank and rear areas. M-60 tanks even have a standard telephone receiver outside so infantry leaders can talk to the tankers. Any gunman popping out of a door, window, or hole was promptly gunned down by this team.
However, the Abrams blows out 1000F degree heat from its rear, making it impossible for infantrymen to follow behind or ride on top. Since the U.S. military has recognized the need to prepare for urban warfare, it needs to recognize this problem.
Would it be possible to add a similar sort of effect to Overpressure/Backblast to the rear of the Abrams? Seeing as it's apparently very hot behind it. If not an injuring effect, then a blurring effect would look good. :)
@<hidden>: I'd like to see this too. :)
First of all a HUGE thank you for the incredible experience ACE has provided us all. You guys don't get near enough credit for all the work you do. With that in mind is there some 'cut off point' of features and content for the initial release of ACE for ArmA 2?
Cheers guys!
sparks50
Sep 15 2009, 23:11
What I learned from being involved with ACE1 is that people will complain about any and everything. It gets to the point where you just don't care any more.
The sad thing is that the forums are the place mod makers gather feedback. But its also the place where the nitpicking and complaining people go to do their thing.
In the meantime, the wast majority who loved the weapons and other things about this mod are playing the game and having a great time.
Its like the principal, who never sees the school but the bad kids who are called into in hes office.
I hope the windmeter will be included in the light-version. Along with all standard weapons "ACEified" with backup sights, adjustable sights etc:bounce3:
Fincuan
Sep 15 2009, 23:38
In the meantime, the wast majority who loved the weapons and other things about this mod are playing the game and having a great time.
This :rthumb:
ACE was provided to us for free and was still massive in content, as well as good in quality, so I don't complain(well, not much). The extra weapons and such aren't certainly a bad thing either, and it's good to hear that they still have a place in the mod.
You've just reminded me of something here:
http://www.g2mil.com/abramsdiesel.htm
Would it be possible to add a similar sort of effect to Overpressure/Backblast to the rear of the Abrams? Seeing as it's apparently very hot behind it. If not an injuring effect, then a blurring effect would look good. :)
@<hidden>: I'd like to see this too. :)
Another thing is the Abrams takes much longer to start up than a standard diesel tank.
cctoide
Sep 16 2009, 14:55
Something that might be nice for ACE 2 is slightly better publicity... I don't mean in terms of advertising the mod, since everyone who wants it knows what it is already, but in terms of download sites and web presence. When I first got into ArmA1 and saw ACE mentioned I googled around a lot, but finding the proper place to get it from and keep it updated took a lot of searching and asking around - I wasn't very deep into the community. There seems to be an official-ish ACE site at ace.usmc-warriors.org, but it also looks dead and lacks any download links or mentions of ACE 2. When I had to update to 1.19 I also had to search around until I found I could download it from Armaholic (though at the time their file was corrupt).
It might just have been bad searching on my part, but it seemed to me I had to trawl obscure parts of the community to find the files. It was pretty late into ArmA's lifespan, though, just a few months before A2 - the original game sat on my shelf for a long time before I finally found decent servers and ACE.
Also, better documentation would be a plus, but I suppose the team is already swamped in feature requests and basic functionality, so it gets sidelined. I learned of a lot of ACE features through reading long infodumps in wikis and forum threads from people who figured out things - a lot of stuff probably didn't get used because people couldn't find anything on it.
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