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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.
Here you go, the ACE webpage: http://dev-heaven.net/projects/show/ace-mod
The info on ACE 2 is a but outdadted, but the rest of the ACE 1 stuff is all there.
Cumprimentos!
Evil_Echo
Sep 16 2009, 16:18
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....
Funny you mention that. There is a serious effort going on now to improve our public relations image.
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.
Totally agree. It was our fault for that, always more interesting to write code than write documentation. And not every coder is good at writing. PuFu and I did some work on getting the BI wiki entries to be better in the last couple of months before ArmA2 came out. Expect better documentation in ACE2 from day 0 and hold us to that promise. You folks are great supporters of our work and deserve the best info we can get you.
Do let me know what areas you thought were thin in ACE, so I can try to do better for you in ACE2. Details help a lot here.
sparks50
Sep 16 2009, 18:09
Thats good to hear, less explaining we players have to do :p
tractorking
Sep 16 2009, 18:41
Hey guys havent used ACE before but sounds very cool. Might have to reinstall A1 and give it a whirl.
I went through threads and probably missed it but when can we expect an initial release for A2. I wanna be exhausted too.
seba1976
Sep 16 2009, 19:29
Do let me know what areas you thought were thin in ACE, so I can try to do better for you in ACE2. Details help a lot here.
Alright. Two things I remember well: I had to struggle a lot to get the rucksucks implemented due to lack of documentation. And the behaviour of the wounding system in single player was, AFAIK, never fully explained (so much so that no one answered my question in the last pages of the ACE thread - no hurt feelings here but since you asked :whistle:).
Great news you're taking care of that area this time. It will pay off at the end. About the coders unwilling/unable to write docs... it's true, maybe you should recruit people to do just documentation :j:.
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).
Download sites, that is something that the community needs to help us out with as well. Main reason for having fewer mirrors than we wanted was the size of it, and the amounts of ppl (bandwidth used server side) that were downloading the MOD. As Sickboy said, updating the mod will be done in a different way this time, although i would expect mirrors to be provided as well...
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.
You probably haven't searched in the right places...somehow.
ACE official website moved to Dev-Heaven.net shortly after the initial public release. There should be all the links and information needed http://dev-heaven.net/projects/show/ace-mod
Also, we have a page on the BIS wiki, with links to feature list, download mirror (although not sure how many are still up atm) etc. Expect a similar pages for ACE2:
http://community.bistudio.com/wiki/ACE
http://community.bistudio.com/wiki/ACE_Features
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.
As Echo said it, yes, there will better documentation for ACE2 from day one.
I went through threads and probably missed it but when can we expect an initial release for A2. I wanna be exhausted too.
When it is done...
Trauma.au
Sep 17 2009, 04:40
Download sites, that is something that the community needs to help us out with as well. Main reason for having fewer mirrors than we wanted was the size of it, and the amounts of ppl (bandwidth used server side) that were downloading the MOD. As Sickboy said, updating the mod will be done in a different way this time, although i would expect mirrors to be provided as well...
I know of 3 fast mirrors for Aus/NZ;
AusGamers (http://www.ausgamers.com/)
GamingSA (http://www.gamingsa.com/)
Games On Net (http://games.on.net/) (Internode)
Pretty sure users can request file mirrors on all. So at least the Oceanic region will be covered.
I know of 3 fast mirrors for Aus/NZ;
AusGamers (http://www.ausgamers.com/)
GamingSA (http://www.gamingsa.com/)
Games On Net (http://games.on.net/) (Internode)
Pretty sure users can request file mirrors on all. So at least the Oceanic region will be covered.
Ppll like yourself can always updated the wiki page with the mirrors. I was not aware of those (minus gamingsa one) for instance, and i can't really check all the websites out there to see who has it.
Uncle Imshi
Sep 17 2009, 11:09
Have you chaps any plans to include a 60mm Mortar?
cctoide
Sep 17 2009, 12:03
Do let me know what areas you thought were thin in ACE, so I can try to do better for you in ACE2. Details help a lot here.
Okay, I'll give you a bit that, while not "thin", was pretty puzzling to me when I was figuring out ACE for the first time.
I don't know if the "ACE Features" page on the BI wiki is meant for end-users, but I read it a lot back then, and it contains useful information. I respect the work put into it and the information it contains, but the formatting is a bit weird, and I remember trying to decipher the part under the "Rucksack System" heading more than once.
I don't know if it's meant to be more of an explanation of how the code behind the ruck system itself works, because at the time it didn't seem very relevant to using the rucks ingame. It explains stuff in terms of "pack dummy magazines" and "end use magazines", and how using the inventory creates and destroys them, but I never got much out of the explanation there, though I was able to figure it out easily ingame.
Further down the page there's some text about an update to the ruck system, and code samples, so I guess this part was created with a more technical purpose in mind, which would be okay as I have done some programming before, but it quickly becomes a mess of acronyms. In particular, it starts out with "Pack dummy magazines (PDM) to represent stored end use magazines (EUM) in a 1:1 ratio" but never explains exactly what they are.
This is perhaps a long-winded way of saying that I found that section confusing, but on the whole the Features page is useful. For ACE2, however, a small PDF booklet or website would be nice; I might even work on something like that provided I have the time when it comes out.
Edit: An "ACE2 guide" might face one problem, though: if you're going the modular way, it means some widely-used modules that add functionality might not fall under a base-package guide. It's hardly a huge problem, but it would be something to take into account. For the most part, though, I feel making such a guide would be mostly a matter of writing the copy; everyone more or less grasps the basics after a few rounds with ACE, assuming you're playing with people who're willing to teach the newbies. An official "gospel" would just help solidify understanding of the mod and avoid guesswork and superstitions caused by not knowing how things actually work.
seba1976
Sep 17 2009, 20:37
guesswork and superstitions caused by not knowing how things actually work.
For a simulation, sometimes it's better that way ;).
cctoide
Sep 17 2009, 20:43
A fair point, maybe punching and kicking malfunctioning electronic equipment should be added as a feature! :p
Evil_Echo
Sep 17 2009, 21:07
The feedback on confusing terms is noted. Thanks Cctoide!
I haven't had a chance to read through this entire thread yet and I will when I get the chance, but I wanted to make a quick comment.
I belong to a small squad of guys that play in a private server doing mostly coop stuff. The ACE mod was one of those mods that completely turned ARMA in a whole new game and in my opinion finally made ARMA what it should have been out fo the box.
That being said it doesn't matter how good the mod is if you don't have good missions to run. Currently we enjoy Domination, but if mission makers don't include some of the new features that ACE provides then you never see the full potential of the mod.
Would there be a possibility that the ACE people could get together with mission makers like Xeno, author of Domination, and put something together like an ACE version of Dom that really showcases what ACE has to offer?
If this ARMA2 version of ACE is half as good as the original then I'm sure we are going to have many sleepless nights ahead. Can't wait! lol
scubaman3D
Sep 18 2009, 02:01
The feature this week is HuntIR. Its another carryover system from ACE but for those who haven't seen it in operation, I have included a "technical sheet" :p below and also a movie (video capture and pictures compliments of tpM)
Youtube:
http://www.youtube.com/watch?v=sD8ayK8-1IA&hd=1
http://img24.imageshack.us/img24/3197/huntirdatasheet.th.jpg (http://img24.imageshack.us/i/huntirdatasheet.jpg/)
Direct link:
http://img24.imageshack.us/img24/3197/huntirdatasheet.jpg
Yay, time to go hunt'n again! :)
Very useful gear that one. The ACE mod opens up so huge possibilities for mission makers with all the neat hardware. Supa' dupa.
SaBrE_UK
Sep 18 2009, 10:24
Looking great! Never did get round to working out how to use in in ACE1.
scubaman3D
Sep 18 2009, 13:14
Looking great! Never did get round to working out how to use in in ACE1.
Its real simple. Just equip yourself with a GL, a HuntIR round, and a hand held monitor. Shoot the round up in the air and use the monitor in the player actions menu to connect to the camera.
Nice...
will be an OPFOR counterpart or just for the BLUFOR?
Inkompetent
Sep 18 2009, 17:26
I don't think that there is any equivalent round for the GP-25/30 launcher, so I'd assume it's only for 40x46mm launchers like the M203, M32 MGL, and alike.
scubaman3D
Sep 18 2009, 18:00
...I'd assume it's only for 40x46mm launchers like the M203, M32 MGL, and alike.
You'd be correct. :)
Yokhanan
Sep 18 2009, 19:54
I was wondering if in the future of ACE2, if it can be workable to allow more rucks to be integrated in? Like different styles so that instead of having it pre-attached to a model and then having the ACE ruck poking through the model's ruck, there will be away of using a different style.
I hope you can understand what I'm trying to ask, because at this point I think I've managed to confuse the hell out of myself in mid-thought/type...:icon_ohmygod:
DXfan01
Sep 19 2009, 01:10
they did it in the first arma
Exactly, no ACE models had backpacks on them, so the backpacks looked perfect after you picked them up.
Yokhanan
Sep 19 2009, 02:25
Right, the ACE models didn't have any, but what I'm saying is if other models being used alongside ACE did. Or you know what, no actually what I'm asking if there will be a way if a modeler created a new ruck, for it to be use-able or if it would have to be submitted to the ACE team to add in future patches.
Inkompetent
Sep 19 2009, 05:04
no actually what I'm asking if there will be a way if a modeler created a new ruck, for it to be use-able or if it would have to be submitted to the ACE team to add in future patches.
There is nothing preventing the maker of the ruck to look how ACE have done their rucksacks to make it ACE-compatible, and if that would be too much work I don't think the ACE team would say 'no' to worthy donations :)
Will you include Piccoly's or any selfmade ground texture addon in ACE? The stock ground textures in Chernarus is very "blobby" and hard to see anything from the air for example. If you havent thaught about it yet maybe you could consider it?
Alex
Yokhanan
Sep 19 2009, 15:15
There is nothing preventing the maker of the ruck to look how ACE have done their rucksacks to make it ACE-compatible, and if that would be too much work I don't think the ACE team would say 'no' to worthy donations :)
Thanks, glad you were able to understand my incoherent gibberish, lol. ;):D
Reason I asked is because, if anyone read my post in the MP Squad section, I'm working on getting custom infantry and was thinking if I picked a different design of ruck for them than what ACE puts in if there was still away to have them functional instead of pre-attaching and have the ACE ruck on top of the model's ruck. Now I know the two choices. Thanks again, mate. :)
Mr_Centipede
Sep 19 2009, 16:32
I hope AI can use the ammo in their backpack this time... or was that fixed in ARMA1? I like the alice backpack. Seems to fit with all units/uniform
jhoson14
Sep 19 2009, 17:20
I dont know if they use the ammo conteined on the Backpack, but killed few's (AI) on ACE who had a Radio+Extra Mags on it.
Inkompetent
Sep 19 2009, 18:50
I dont know if they use the ammo conteined on the Backpack, but killed few's (AI) on ACE who had a Radio+Extra Mags on it.
That's because the standard outfit for soldiers were to have a backpack with extra ammo. Usually some ammo for the automatic rifleman, then some for themselves, and a couple of hand grenades. The AI did however not know how to access that ammo, so it never used it. I guess it mainly can be called performance-saving, not to have the AI check if it has something in its rucksack it can use, and if it has, use it. With 100+ AI on the map it becomes quite a few extra computations per frame.
Mr_Centipede
Sep 19 2009, 23:35
About using ammo from backpack, maybe it be made the check run when player activates it, some user action like check ammo, then the AI will replenish what is lost from their backpack. But I think that only works for player controlled squad, so for AI controlled squad, create a trigger at WP for ammo check (something like resupply WP).
About the enemy, I guess shouldnt be bother with checks. They gonna die long before they need to check for ammo :D
Just my 2cents worth
About using ammo from backpack, maybe it be made the check run when player activates it, some user action like check ammo, then the AI will replenish what is lost from their backpack. But I think that only works for player controlled squad, so for AI controlled squad, create a trigger at WP for ammo check (something like resupply WP).
About the enemy, I guess shouldnt be bother with checks. They gonna die long before they need to check for ammo :D
Just my 2cents worth
There are limitations and performance issues to such a system. As inko said, the amounts of AI on a normal mission usually exceeds 100..
Having a system based on player-part-of-a-group is hardly a solution, and would most likely create more problems than fix...so don't hold your breath on AI being able to access and use as a player would their rucks...although this is not a definite NO answer
cctoide
Sep 20 2009, 15:27
I've seen several discussions related to ACE regarding content donation. I'm curious what the status of the content included in ACE1 - vehicles, essential models, units, etc. - is. Would you have to get permission from the donors again, or do they have to be changed to work in A2, or do you just want to start with a blank slate? From what I've read, it's not quite as simple as just taking the ACE1 content and running with it, right?
cctoide
Sep 20 2009, 16:38
Yes, generic question because I wasn't sure whether redoing the content was just your own option or if it had to be done that way because of restrictions, seemed like a big fuss over what was going in when there was already a large amount of assets. I'll shut up now.
SCAR1509
Sep 21 2009, 08:47
Wow!!! Amazing Stuff!! That's cool!!
I like the Grafik for this ipod! A Laptop Menue for the standard Map Menue would be even cool too!
TheBlessedPig
Sep 23 2009, 16:35
sorry this question, maybe it is mentioned somewhere befor, but 54 pages is a lot...but anyway is there an approx. release date?
And will there be an A.C.E mod Warfare? THX for reply...
SASrecon
Sep 23 2009, 16:40
I'd love to see an ACE tutorial mission which explains first aid, windage etc. etc.
and maybe a small campaign which takes the tutorial into a war-situation e.g. a sniper mission maybe using the huntIR and the windage system.
I'm so hyped for release and
sorry this question, maybe it is mentioned somewhere befor, but 54 pages is a lot...but anyway is there an approx. release date?
And will there be an A.C.E mod Warfare? THX for reply...
it'll be released when its finished, no-one knows for sure but i'm telling you now it'll be worth the wait :D
Gladius
Sep 23 2009, 19:12
Please excuse my ignorance but I'm new to the forums and doesn't have the time to read through the 54 pages of this thread.
Is there a list of the weapons that will be included in ACE2?
Evil_Echo
Sep 23 2009, 19:50
Please excuse my ignorance but I'm new to the forums and doesn't have the time to read through the 54 pages of this thread.
Is there a list of the weapons that will be included in ACE2?
It's a moving target.
Gladius
Sep 23 2009, 20:20
That's funny but not helpful.
jhoson14
Sep 23 2009, 20:54
We had no news this week :(
The guys from ACE must be very busy ^^.
To the guys who are asking about a release date...This will be launched when ready (Thats what ACE team says so).
But they promissed to dont take so long like in ACE1, so you can expet to be playing in the End of this year :D
And isnt nice to be asking about release date on foruns, you will only get people mad asking that. Since Moders work for free and use the little amount of free time after work and others thinks just to bring us them, so be patient like every one.
Inkompetent
Sep 23 2009, 20:56
Well, I guess they show stuff when they have something to show. Some stuff is easier to show off than other features, and some stuff just takes a long time to finish :)
As for weapons it isn't fixed. It has never been. Weapons are added as they are finished/donated/given permission to use, as long as they fit in the scope of the mod.
scubaman3D
Sep 23 2009, 21:02
That's funny but not helpful.
And your post is neither funny, nor helpful.
We are indeed hard at work jhoson14. The promise is still good. I couldn't imagine a scenario where it would take a year for us to finish this. Well ok, maybe I can imagine it but it involves an alien invasion so...
Anyways, regarding the weapons, they are currently receiving more attention than previously. There will likely be fewer types of weapons in the mod at first but we will see what we can do about attracting new talent to the mod to create new things.
Currently, we're trying to bring the weapons over and update them to the "super" shader from ArmA2.
Gladius
Sep 23 2009, 21:16
Is there a MP7A1 for ACE2 coming?
randir14
Sep 23 2009, 23:29
I never played ACE 1...does it have PvP or is it only coop?
Inkompetent
Sep 23 2009, 23:35
I never played ACE 1...does it have PvP or is it only coop?
ACE is just a total conversion of the how the game works and supports every game mode ArmA2 does.
r3volution
Sep 24 2009, 01:16
ACE is just a total conversion of the how the game works and supports every game mode ArmA2 does.
I'd go one step further than that and say that Ace1 made Arma the game it should have been from the start. On that note however, the wait for Ace2 is killing me slowly, while the wait is torture the prospect of Ace2 at the end makes it all so worthwhile... So many guns, so much fun... :D
Evil_Echo
Sep 24 2009, 03:30
Sorry if anyone thought I was being sacastic, no intent. It's just the list of weapons is changing as scubaman3D described. Hence the target list is moving about.
The ACE team has been incredibly busy, coding, testing, debating features. We know you all are eager for the release, we are eager to get it out too. But ACE2 has a lot of new code and rewritten code - it all takes time to get right at the quality level we demand and you folks should expect.
th3flyboy
Sep 24 2009, 21:06
Sorry if anyone thought I was being sacastic, no intent. It's just the list of weapons is changing as scubaman3D described. Hence the target list is moving about.
The ACE team has been incredibly busy, coding, testing, debating features. We know you all are eager for the release, we are eager to get it out too. But ACE2 has a lot of new code and rewritten code - it all takes time to get right at the quality level we demand and you folks should expect.
Yes, the ACE team is working hard, so everyone remember, that if they didn't work on it the way they do, it would be just your average mod. The quality of the mod is directly proportional to the time spent developing it.
scubaman3D
Sep 25 2009, 03:55
So, in an effort to release something for this week, here's a combination teaser/wallpaper for a 19" widescreen. I do my best but maybe its a little cheezy so if you don't like, don't use :p
its 1440x900 (my own resolution) but I can go up to 3000 upon request
http://img410.imageshack.us/img410/3438/wallpapermt.th.jpg (http://img410.imageshack.us/i/wallpapermt.jpg/)
direct link:
http://img410.imageshack.us/img410/3438/wallpapermt.jpg
AnimalMother92
Sep 25 2009, 07:02
wow thats a really nice model
@<hidden>: Love the rifle, looks great. Is the screenshot in-game or rendered? (looking at the jaggies I'd say it's in-game) Also, there's a misspelling in the wallpaper text: CURRNTLY.
NoRailgunner
Sep 25 2009, 08:39
I thought Sickboy said that ACE2 will be modular (unlike ACE1 "total conversion") and player/serveradmins can choose how they like to play with Arma2 + ACE2 and with other addons/mods. :confused:
Anything good or bad on AI using ACE2 features? Or will we see an improved and new ACE2 AI module/addon?
Amazing rifle Scubaman. Superb work.
NoRailgunner:
I think they said ACE2 & ACE2X or something like that. The first being gameplay changes and the second one being all the gear. I think? But maybe inside the gameplay one (core?) will have the ability to shut things on and off?
I know as little as you bud. I dont think it will disapoint though. Maybe cause i will go full force and not shut anything off. :)
Alex
Defunkt
Sep 25 2009, 12:01
Making it modular defeats it's function as a de-facto standard, you'd (we'd) be straight back to mod-hell (different command line for every server). What I would like to see though is some sort of API that allows the mission/server-op to enable/disable components feature-by-feature. This would encourage more servers to buy-in, if they only wanted to use one or two features that's fine it won't stop players with the whole thing installed from joining.
RobertHammer
Sep 25 2009, 12:19
I don't like the idea to make a modular mod - for singleplayer yes ,but for multiplayer will be chaos , better have all addons or nothin
A modular system is the best choice - when it's modular in this way:
- Missionmakes can decide which functions they want to be active !
The amount of PBO's aren't a problem if the Missionmaker is able to disable "the Features" via some variables !
The "take all or nothing" alternative causes the "nothing" choice.
scubaman3D
Sep 25 2009, 12:45
@<hidden>: Love the rifle, looks great. Is the screenshot in-game or rendered? (looking at the jaggies I'd say it's in-game) Also, there's a misspelling in the wallpaper text: CURRNTLY.
for all intents and purposes, its 'in game' since that was rendered in bulldozer.
oops about the spelling error...I'll fix that asap, and a small grammar problem I see. :)
This rifle will be released in ACEX.
Evil_Echo
Sep 25 2009, 14:32
I think some here are confused about the modularity discussion. Sickboy did explain all this sometime ago if you check the thread history.
Not going to go into huge detail because ACE2 is still a WIP, but the general basis of ACE2 is still a core of features that are a total conversion. The rest of our new work is merely a way to make distribution cleaner and interaction with other add-ons somewhat more friendly.
Nice rifle....
Can I ask for an "ACE2 Patch" (like the one in the SS) in higher resolution?
It´s look so badass.... + marketing! xD
When is acemod 2 expected to be finished?
when it's done they will release it.
It's expected to be finished when ACE 2 team will port all the ACE 1 stuff and add the new goodies they are working on
Manzilla
Sep 27 2009, 11:14
When is acemod 2 expected to be finished?
Just search the thread, it's been asked a bunch. And the answer is always the same.
I noticed that preview image of "goggle system" where some units had respirators (gasmasks). Will you do the first person view like this? :)
http://i953.photobucket.com/albums/ae20/phoboo/GAS_ACE.jpg
I wondered as you wrote "system" i thaught that you maybe managed to invetorize the goggles to be braught out when needed? In that case (if possible) it would be nice to get a more narrow view.
Alex
cctoide
Sep 27 2009, 15:28
I realize that ACE and the sequel inherit the WGL mod's features for the most part, but are you looking at tomes such as Tactical Gaming Done Right (http://dslyecxi.com/bestoftactical.html) for potential new features, or is the feature list restricted to recreating ACE1?
In particular the bit about how being able to keep both the rear post, front post and target in focus when using ironsights being unrealistic seems like it would be worthwhile to implement, making the fancier sights more useful... I take it DOF isn't easy/possible to mod in A2 though?
Holy f*cking shit, those units are 4w3s0me! Oh, and the goggle system is also nice, by the way
Tonci87
Sep 27 2009, 17:55
Yeah some sort of goggle view would be nice. But don´t overdo it please
Red_Barron
Sep 27 2009, 20:11
I realize that ACE and the sequel inherit the WGL mod's features for the most part, but are you looking at tomes such as Tactical Gaming Done Right (http://dslyecxi.com/bestoftactical.html) for potential new features, or is the feature list restricted to recreating ACE1?
In particular the bit about how being able to keep both the rear post, front post and target in focus when using ironsights being unrealistic seems like it would be worthwhile to implement, making the fancier sights more useful... I take it DOF isn't easy/possible to mod in A2 though?
I think you will find that there are many things that have been addressed in ACE already from that reference. ACE2 should be keeping about all of them. Here is a list of what I see that ACE already has.
Weapon Support
Sight Adjustments
Reticule Pattern Accuracy
Stamina
Encumbrance
Prone
Climbing/Mantling (though A2 addressed this, so ACE2 may not improve upon it)
Jams/Failures to Fire
Round counts
Inventory/Carrying Capacity
Grenades
Of course, I have only listed the sections which ACE has expanded upon, and not the stuff that the Arma/2 engine already has covered. As you can see, I think they have taken a look at this particular article.
BIS should hire you, guys. No, i'm not xD'ing.
Clawhammer
Sep 28 2009, 06:07
Will come the great weaponpack back with the ACE2 Release?
(HK416 and the Scars)
That would be great loved this weapons :yay:
jhoson14
Sep 28 2009, 07:40
That's something i'm curious about...
The Weapons will be ported from ACE or will be remade to ACE2?
Personally i dont like so much from SCAR sytem, but Scubaman done a really great job on ACE.They are extremly well modeled and the textures (dont know who made) has very well detailed.Just a word to describe it... Amazing!
Cant w8 to see ACE2 news models.
The Cheytac looks awesome :)
scubaman3D
Sep 28 2009, 13:17
Personally i dont like so much from SCAR sytem, but Scubaman done a really great job on ACE...
Cant w8 to see ACE2 news models.
The Cheytac looks awesome :)
Thanks for the comments. Dasquade made the bulk of the SCAR models and did also some textures. I did some modeling and some textures and setup the models for the game.
Don't get your hopes up too much with ACEX. We are not in possession of a Cheytac that I know of and since so few 3D assets or resources have been identified, there will not be much new in ACEX. Further, you may be disappointed to learn that some of the ACE1 weapons will not be in ACEX - but for good reason.
I'm looking forward to it. Thanks for all your work!
Here's what i got from Crystal Ball web site:
Mikołaj pyta:
Czy ACE 2 wyjdzie jeszcze w październiku?
Odpowiedź Kryształowej Kuli:
Prawdopodobnie
Which translates to:
Nickos Asks:
Will ACE 2 be released in October?
Crystal ball's answer is:
Probably
Then...i l0led
jhoson14
Sep 28 2009, 20:37
Ops, my bad.I called the Macmilian TAC 50 as being a Cheytac....(Really my bad)
Already Know about the less weapons on ACEX; (it has been told before on this thread, if i remember well) to me has no problem having again all weapons from ACE.
I has trying to remember Dasquade name before posting, but a misspeled wouldnt be nice.
Since the loved AK-47 will be for sure on the mod, i just hope to see a M16A4 with Iron sights.
What we can expect in terms of communication (radios and stuff) and logistics?
Mando system's will make it too?
Hi
Is there a key which lets me 'lean' on low walls ect. Thought i saw it some where, and maybe it was ACE?
Cheers
Darkhorse 1-6
Sep 30 2009, 04:12
Thanks for the comments. Dasquade made the bulk of the SCAR models and did also some textures. I did some modeling and some textures and setup the models for the game.
Don't get your hopes up too much with ACEX. We are not in possession of a Cheytac that I know of and since so few 3D assets or resources have been identified, there will not be much new in ACEX. Further, you may be disappointed to learn that some of the ACE1 weapons will not be in ACEX - but for good reason.
Will the M14 be in ACEX?
Clawhammer
Sep 30 2009, 10:54
Is ACEX ACE2 or something different? O.o *confused*
[CeDe]Aushilfe
Sep 30 2009, 11:52
In short, the mod is splitted into 2 modules:
ACE 2 is the basic mod, including all the main features of the mod.
ACEX is for additional content which requires new models etc.
Velzevul
Oct 1 2009, 12:23
maybe last release of Vilas P85 pack would be useful for ACEX module? there is many units, vehicles and weapons in quite good quality.
http://forums.bistudio.com/showpost.php?p=1451143&postcount=44
ive got a suggestion for the mod! make a manual gear transmission for vehicles :yay:
maybe last release of Vilas P85 pack would be useful for ACEX module? there is many units, vehicles and weapons in quite good quality.
http://forums.bistudio.com/showpost.php?p=1451143&postcount=44
Not as an official response, but only my own opinion: NOT gonna happen.
ive got a suggestion for the mod! make a manual gear transmission for vehicles
LOL
why not:confused:
The game engine wouldn't really allow for that AFAIK.
The game engine wouldn't really allow for that AFAIK.
somehow its surely possible;)
Velzevul
Oct 1 2009, 16:30
Not as an official response, but only my own opinion: NOT gonna happen.
i`m not talking about whole pack... :) but some things from P85 is good enough (BMP-1, KRAZ, M2A2, howitzers, some weapons) and i didn`t see something similar released before.
metsapeikkoo
Oct 1 2009, 16:39
somehow its surely possible;)
Then why don't you do it then?
sparks50
Oct 1 2009, 18:37
i`m not talking about whole pack... :) but some things from P85 is good enough (BMP-1, KRAZ, M2A2, howitzers, some weapons) and i didn`t see something similar released before.
You should ask Vilas if it is ok for him, before you even suggest the integration of another mod.
You should ask Vilas if it is ok for him, before you even suggest the integration of another mod.
Exactly. But i think no one would ask vilas. At least i won't...If you know why, good, if you don't, don't ask :icon_rolleyes:
somehow its surely possible;)
Go ahead and prove me (and everyone else) wrong. No one is stopping you
Delta 51
Oct 2 2009, 01:44
Aushilfe;1451421']In short, the mod is splitted into 2 modules:
ACE 2 is the basic mod, including all the main features of the mod.
ACEX is for additional content which requires new models etc.
That's gey, in my opinion, wont it divide servers forcing people to constantly add things then get blocked in other servers for having it?
A vanilla pack like last time did great, you could just hop into any server you wanted provided you had the map.
I don't think it should be a problem, especially if they bundle both keys in each download (or just have one key for both packs?)
What we can expect in terms of communication (radios and stuff) and logistics?
Mando system's will make it too.... again? Cause that is some good stuff.
Velzevul
Oct 2 2009, 03:45
You should ask Vilas if it is ok for him, before you even suggest the integration of another mod.
personally, i have no problems with "ask Vilas", but im not ACE team member. ;)
i think no one would ask vilas. At least i won't...If you know why, good, if you don't, don't ask :icon_rolleyes:
this answer clear enough, thanks.
Go ahead and prove me (and everyone else) wrong. No one is stopping you
hihi i didnt say im able to do it... and i dont even got arma 2 yet:D.
Hi,
Video featuring some target shooting with the Tac-50 (http://www.youtube.com/watch?v=00MS1madVnM&hd=1)
http://i263.photobucket.com/albums/ii157/tpM91/Resized/ace2teaser_tac_th.jpg (http://i263.photobucket.com/albums/ii157/tpM91/ACE%202/ace2teaser_tac.jpg)
http://i263.photobucket.com/albums/ii157/tpM91/Resized/ace2teaser_tacsd_th.jpg (http://i263.photobucket.com/albums/ii157/tpM91/ACE%202/ace2teaser_tacsd.jpg)
usarmy19dsniper
Oct 3 2009, 20:27
Is this wind effect for all weapons or just sniper weapon systems?
jhoson14
Oct 3 2009, 20:28
The model and Textures looks Awesome!!
Loved the Video.
scubaman3D
Oct 3 2009, 20:34
Is this wind effect for all weapons or just sniper weapon systems?
Perhaps somebody with more knowledge than me could confirm, but I believe initially it was sniper rifles only but after some discussion regarding gameplay consequences, it was decided to implement for all rifles.
The concern was that somebody with an M16 ACOG scope could potentially be more accurate at longer ranges than somebody with an M107 and thats just not right :p
usarmy19dsniper
Oct 3 2009, 20:53
Awesome, thanks for the response scubaman, good to hear that it will most likely be for all weapons.
so ACE for ArmA1 had different languages..
However, in ArmA2, one cannot switch from the language he bought the game in to english, since the selector is locked and if some mod uses localized stringtables, even if I'm using a language mod, the localized mod doesnt respect that and keeps the language CD-key based (so I have Czech even if I'm using a Czech to English language mod).
Now, my question is: IF ACE 2 is going to come in different languages, will it be possible to change ACE2 language through the .hpp config file, so I can keep my game fully in English?
Excellent pics and video of the Tac-50. I wonder what other surprises are in store from the A.C.E. mod team? Barrett's 98Bravo? :) I can only hope.
will there be removable silencers in acemod 2?
Blueteamguy
Oct 6 2009, 02:00
I hope so.
By the way, please include the SCARs in this, they were some real fun to play with in A1
ive got a suggestion for the mod! make a manual gear transmission for vehicles :yay:
LOL, like driving in A1/A2 wasn't awkward enough!
Sky_Line
Oct 6 2009, 07:42
LOL, like driving in A1/A2 wasn't awkward enough!
Yeah! And definitely we need an extra key for clutch so you can't shift gears without pressing it;)
Talking seriously, I think that first of all the driving physics need to be changed (like in Mafia for example) and then the manual transmission will be suitable.
Cheers to ACE Team! Thanks in advance for your mod!:)
Hi ACE team,
Do you plan to include the Steyr IWS 2000 in ACE2?
http://en.wikipedia.org/wiki/Steyr_IWS_2000
that weapon resting on the car looks awesome. especially the way the bipods actually line up with the cars surface. man that's going to be good.
scubaman3D
Oct 6 2009, 12:47
Hi ACE team,
Do you plan to include the Steyr IWS 2000 in ACE2?
http://en.wikipedia.org/wiki/Steyr_IWS_2000
Our scope currently focuses on issued US or Russian weapons. The shortage of 3D/2D assets prevents us from focusing on anything else currently.
please include the SCARs in this, they were some real fun to play with in A1
That weapon will be integrated with Arrowhead.
A couple of features (http://www.youtube.com/watch?v=fzvRbKQpV2o&hd=1)
Trauma.au
Oct 7 2009, 03:57
Schweet tpm, thx for vid.
NoRailgunner
Oct 7 2009, 07:03
Looking good but dont forget to make some (simple) tutorial missions so people can get used to ACE2 features. :)
Plagiarism anyone? http://www.youtube.com/watch?v=ykUJUUWovLk&feature=player_embedded
Plagiarism anyone? http://www.youtube.com/watch?v=ykUJUUWovLk&feature=player_embedded
Dont' think so, just another realism mod like ace, bf: pr, etc...
hey, wait a second!!
http://csp.sourceforge.net/wiki/Main_Page
Yep, some plagiarism, at least on the mod name :P
Sorry for offtopic :)
scubaman3D
Oct 7 2009, 17:02
Plagiarism anyone? http://www.youtube.com/watch?v=ykUJUUWovLk&feature=player_embedded
I believe that some of the individuals involved with that mod did some minor stints in ACE - thought I wouldn't consider it plagiarism.
Plagiarism anyone? http://www.youtube.com/watch?v=ykUJUUWovLk&feature=player_embedded
LOL.
This comment cracked me up for some reason:
"Guys, if you can't make a video that doesn't have thirty seconds of black screen at the end, do you really think people will have confidence that you can produce a mod that'll really bring realism into OFP2
Yup, 'twas funny to me too
sparks50
Oct 7 2009, 20:00
http://csp.sourceforge.net/wiki/Main_Page
Yep, some plagiarism, at least on the mod name :P
Sorry for offtopic :)
This is what would make me buy Dragon Rising, if it turns out anything like PR for BF2 or ACE for Armed Assault. Best of luck to them.
A couple of features (http://www.youtube.com/watch?v=fzvRbKQpV2o&hd=1)
Nice, and I like the SKS :D
Alienfreak
Oct 7 2009, 21:06
We will have to wait for whether Arrowhead will bring a real Armour System for Tanks&Infantry. Otherwise it would be cool to stick together with the (really hard working ;) ) Community Armour Project.
Also I hope we will see some retreats from the felt "hyperrealism" of ACE 1
Then ACE 2 could really rock my socks...
sparks50
Oct 7 2009, 21:10
Alien: The way I understand it with ACE 2 modular, you should be able to disable "sim" aspects you dont like, as long as it doesn't conflict with a mission or server. (by deleting pbos from folder)
Anyway, I always found the stamina system to work well in ACE. you only need to remember that they cannot limit the walking speed(hardcoded), and thats why these strange falls and flashing monitor comes.
Its the next best thing, all you have to do is to remember to speed down before entering the risk area of falling over.
Alienfreak
Oct 7 2009, 21:29
So I can make my Infantryman not being obese and cardiac insuffent?
jhoson14
Oct 7 2009, 21:53
Obese?
Going a little off topic...
But i would love to see you wearing a Interceptor Body armor,PASGT...full American Gear.
Get a M16A4 with at least 8 Mags, a Javelin and run in full sprint for more than 1Km without geting tired.
Its about 32,2 KG of Weapons + 12 Kg of Gear (using Interceptor with full plates).
Yeah, you would be carring about 43,7 Kg in total.
usarmy19dsniper
Oct 7 2009, 22:01
You couldn't even make it 500 meters with all that stuff, and it was always disappointing to me that SF soldiers and Regular infantry had the same stamina values or atleast it seemed that way.
I know from first hand experience, that we work out much more and harder than regular infantry.
seba1976
Oct 7 2009, 22:28
I couldn't make it 300 with my full jogging wear :), for that matter. What's been discussed everywhere was if ACE1 stamina system was an accurate representation of a trained soldier's capabilities. Some people think it was, some others think it wasn't. I know clans that stopped using ACE1 for two reasons: a) The wounding system, and b) The stamina system.
For me it was never a problem the stamina system and I enjoyed it for the most part. The wounding solution was another story ;).
One thing you must remember when talking about the stamina system is that the movement speeds are faster in Arma and Arma2 than in real life. I'll see if I can find the posts where someone clocked them, but basically the "jog", which you could do indefinitely in ACE unless carrying a ridiculous amount of gear, compares to a very fast running pace in real life. Same with walking at high-ready, the speed is very fast in Armas.
Alienfreak
Oct 7 2009, 22:36
But i would love to see you wearing a Interceptor Body armor,PASGT...full American Gear.
Get a M16A4 with at least 8 Mags, a Javelin and run in full sprint for more than 1Km without geting tired.
Its about 32,2 KG of Weapons + 12 Kg of Gear (using Interceptor with full plates).
Yeah, you would be carring about 43,7 Kg in total.
I never took a Javelin with me.
And even saying that I'm wearing a full Interceptor I have a weapon weighting 7.5 lbs and 8 Mags with ~1.5 lbs each. That makes about 10kg.
So I am carrying 22 kg. Even I, who doesn't train often, can run quite a while with that. And consider that the whole map is only 12x12km. So you can go jogging with that at least once over the map without getting a heart attack.
Nobody ever talked about SPRINTING. Which you guys ALWAYS come up with when it comes to ACE. Its ok that if I sprint I become exhausted big time and probably even will face blackouts after some time. But when moving without WALKING (so when not pressing shift or whatever you put it to) you face blackouts at ridiculous distances.
Thats just plain stupid. It always annoyed the hell out of me. So I just took with me whatever I could. If you carry around 50kg or 10kg or weapons just doesn't matter in ACE. You will have to walk anyway.
And the most annoying part was after laying down the sway was only as hard as it was supposed to be in vanilla arma. The ACE sway wasnt visible. So when the aim had stabilized for you visually and you shot the bullet just went stray, sometimes even out of your scope vision because you were still "exhausted" and just gloriously gave away your position.
For me it was never a problem the stamina system and I enjoyed it for the most part. The wounding solution was another story .
A would enjoy a PLAYABLE stamina system a lot.
And I didn't even mention the zombie armies and the stupid usage of medicine in the wounding system (plus the damage values) :D
Ever shot a US guy in the Face with your 5.45mm on 30 meters and got him run off?
But yes. Those 2 were the killer of ACE for me. And I like realism games. But it often was on the edge of unplayability.
WTB More vids showcasing ACE2's features in ArmA2 :D :yay:
Evil_Echo
Oct 7 2009, 23:30
Two things about ACE and stamina.
1. Most people forgot that in addition to your regular weapons/ammo plus ruck contents, the ACE1 stamina system also included the stock weight of your body armor, boots, helmet, etc. Which IIRC was about another 20kg. So that "whimpy" 25kg of gear was actually 45kg. Not so easy to sprint far with that. In the news recently there was story about the forces in Afghanistan having to carry similar loads - nice pic of them struggling to catch their breath and being soaked in sweat from just walking.
2. Double-check the teasers so far. No mention that ACE2 stamina system is exactly the same as ACE1. We took a hard look at what was good and what needed reworking. :)
If you are already fatigued, can you still use sprint for a burst of speed (however short)?
I think that if you try to sprint for longer than 3 seconds after being fatigued, you should trigger an adrenaline mode that makes you faster for 5 minutes than put you in an adrenaline dump for the next 10 minutes where you can't aim as well and can only recover from my staying prone or walking. I know the times aren't realistic, but neither is the amount and frequency of action.
seba1976
Oct 8 2009, 03:15
2. Double-check the teasers so far. No mention that ACE2 stamina system is exactly the same as ACE1. We took a hard look at what was good and what needed reworking. :)
Perfectly clear on this end. We were talking about ACE1 implementation. The ACE team have already expressed that the ACE1 features will be revised and changed if needed, and that's among the things that have raised new interest in ACE for people who have previously disliked some show-stoppers features.
Alienfreak
Oct 8 2009, 09:03
2. Double-check the teasers so far. No mention that ACE2 stamina system is exactly the same as ACE1. We took a hard look at what was good and what needed reworking.
I know that it was mentioned nowhere.
I just wanted to point out my opinion, that it needs reworking, so it catches their eye.
1. Most people forgot that in addition to your regular weapons/ammo plus ruck contents, the ACE1 stamina system also included the stock weight of your body armor, boots, helmet, etc. Which IIRC was about another 20kg. So that "whimpy" 25kg of gear was actually 45kg. Not so easy to sprint far with that. In the news recently there was story about the forces in Afghanistan having to carry similar loads - nice pic of them struggling to catch their breath and being soaked in sweat from just walking.
If you wear the full Interceptor with even groin and neck protectors plus helmet and stuff you will have another 20kgs.
But most units don't wear the groin and neck protectors, as far as I have heard. Some more mobile SFs in A-stan even wear only the front and rear plate in it? Leaving out the side protectors and stuff, too...
Plus I was still speaking about only taking a rifle and a few mags. But nobody did that. Because it made no difference. You had to walk anyway...
Also I think in some parts of A-stan most people would be sweating even in their Tshirts without moving ;).
Evil_Echo
Oct 8 2009, 12:32
Also I think in some parts of A-stan most people would be sweating even in their Tshirts without moving ;).
Story of troops hauling equipment in A-stan. (http://www.foxnews.com/story/0,2933,530062,00.html)
If you wear the full Interceptor with even groin and neck protectors plus helmet and stuff you will have another 20kgs.
But most units don't wear the groin and neck protectors, as far as I have heard. Some more mobile SFs in A-stan even wear only the front and rear plate in it? Leaving out the side protectors and stuff, too...
Plus I was still speaking about only taking a rifle and a few mags. But nobody did that. Because it made no difference. You had to walk anyway...
Ah. So what you are really complaining about was that ACE included the stock body armor from ArmA and you'd like to go into battle without any. That'll be interesting.
http://www.news.com.au/common/imagedata/0,,6626747,00.jpg
Alienfreak
Oct 8 2009, 13:26
ArmA 1 had groin and arm protectors as standard armor?
http://www.pcgameshardware.de/screenshots/medium/2008/09/Vergleich_OFP_Arma1_Arma2_3.jpg
http://www.usaasc.info/alt_online/images/090202_photo3.jpg
Compare.
Story of troops hauling equipment in A-stan.
Comparing Apples to Oranges.
Those guys walk for 3 days... and have a lot of clothes, water, food, heavy machine guns, ammo, mortars, morat grenades and stuff on them.
In ArmA we are playing on a 12x12km big pice of world You can veeeery easily cross it on foot in less than a day. You usually even get dropped near the enemy by either vehicles or choppers and then fight. Get shot.
seba1976
Oct 8 2009, 14:04
http://www.news.com.au/common/imagedata/0,,6626747,00.jpg
:D LOL, best picture of the year.
kklownboy
Oct 8 2009, 15:46
I know that it was mentioned nowhere.
I just wanted to point out my opinion, that it needs reworking, so it catches their eye.
.... i thought is was fine. Sure kept the rambos from running around, the only issue with it was the bitching and moaning about it from the players who couldnt be superman anymore...
i thought is was fine. Sure kept the rambos from running around, the only issue with it was the bitching and moaning about it from the players who couldnt be superman anymore...
+1
took a bit of figuring out to understand but then wasn't an issue at all. just the fella's that kept wanting to sprint everywhere got stuffed. most everyone else on the servers managed to play a nice tight fast paced game even with the stamina/weight. this was on tacticalgamer server where the guys sure know their shit and play a damn good strategic game.
Agreed. Initially like most others i also blacked out a lot and wondered if it was such a good idea. And then i learned to adapt and could carry a lot without ever getting tired.
And this is what i love about this game - that sometimes you actually have to learn how to play it instead of just jumping in and kick asses without a single thaught of why or how.
sparks50
Oct 8 2009, 16:03
It also encouraged detailed planning of the loadout, since every extra Kilo slowed you down, as well as usage of motorized transport, which is a good thing because kept teams together in order to organize transport.
Alienfreak
Oct 8 2009, 18:14
It also encouraged detailed planning of the loadout, since every extra Kilo slowed you down, as well as usage of motorized transport, which is a good thing because kept teams together in order to organize transport.
You just took 50kgs with you. You had to walk anyway. Great feature.
Agreed. Initially like most others i also blacked out a lot and wondered if it was such a good idea. And then i learned to adapt and could carry a lot without ever getting tired.
You managed to disable the autorun? Congrats...
And this is what i love about this game - that sometimes you actually have to learn how to play it instead of just jumping in and kick asses without a single thaught of why or how.
Are you playing the same game as me?
Agreed. Initially like most others i also blacked out a lot and wondered if it was such a good idea. And then i learned to adapt and could carry a lot without ever getting tired.
And this is what i love about this game - that sometimes you actually have to learn how to play it instead of just jumping in and kick asses without a single thaught of why or how.
I absolutely have to agree. I hated the weight system at first, but then I (although it took some time) fell in love with it.
Hated the ACE stamina system (only ACE feature that I kept disabled). I look forward to seeing the changes in the new one.
scubaman3D
Oct 8 2009, 19:55
Hated the ACE stamina system (only ACE feature that I kept disabled). I look forward to seeing the changes in the new one.
I'm curious about what you're expecting. We're keeping the same basic idea and unless we know what specifically about it is the subject of your hatred, we are unable to even consider the possibility (however small it may be) of changing it to suit your specific wishes.
I loved the stamina system. The only bad thing was the total blackout at the end instead of gradual slowing down, but all in all they did a good job with what was possible within the limitations of the engine.
a) the duration of the exhausted state
b) the inability to effectively fire a weapon in the exhausted state
I could have actually lived with the system had I been able to at least defend myself while forced down.
Again, to each his own. The whole concept of "what makes a good reality mod" is really quite subjective.
---------- Post added at 03:24 PM ---------- Previous post was at 03:06 PM ----------
I wish I could find the quote buried up thread somewhere.....somebody said something along the lines "if you don't know what ACE is, it's hard to explain".
To me ACE was four things:
1) a great collection of addons (sounds, fx, weapons, etc)
2) a distribution system that was near fool-proof (easy to get an entire clan in sync and patched up together with one click)
3) additional animations that were not found in the original game
4) a reality mod
Honestly, I could really care less about #4.
If had had but one request for ACE2 it would be that it were modular and allowed users to turn on the features they love and switch off the ones that they don't care for.....
Alienfreak
Oct 8 2009, 20:39
I'm curious about what you're expecting. We're keeping the same basic idea and unless we know what specifically about it is the subject of your hatred, we are unable to even consider the possibility (however small it may be) of changing it to suit your specific wishes.
Thats quite easy.
1. If it would be possible change the maximum sprint speed according to the load it would be cool. So you can actually are more agile in changing positions when you carry less. I would keep the jogging speed equal so you don't get seperated if you are moving in a team. Also it would be cool if you would get slower the more exhausted you are...
2. Make an exhaustion system that doesn't cripple you.
Its ok that when you sprint you get exhausted big time by just trying to sprint 50 meters when carrying 50 kgs. And if you try to sprint more than 100 you will face blackouts etc pp.
But when just jogging you should be able to go for a while. Its ok if you get exhausted more the more you carry. But even with a load of 50kgs you should be able to go like a 2-3 kms without blackouts. At least. Ofc you would be exhausted big time then.
4. Make the effects of exhaustion VISIBLE. So when your aim is supposed to be unsteady the aim of your soldier has to sway. Its absolutely a gamebreaker if I see a steady aim and the noise of my breathing is so quiet that I can't hear it against the background of the battle and my aim isn't steady.
People (which often are fanboys) tend to try to make you seem you don't like the system at all because you want to be SUPERMAN OLOLOL!. Thats just bollocks. People like stamina systems. They just dislike them if they are more real than in reality. When people come up and try to explain why you are so exhausted by refering to an article where one of the mortar crew is marching for 3 days in the desert while it has almost 40 degrees C. Nobody in ArmA ever does such things as walking 3 days. The Island is just so small.
It should be crippling if you want to run around with a Javelin or a SMAW with 3 Rockets. But thats ok. If you want to have the punch you will have to take that you are crippled big time. Thats good balancing. Its even annoying for all other players who dislike playing godmode Javelinstyle but rely on AT4s and stuff when another player just runs past them with his Javelin, gets it out and pwns the T90 2 kms away. Runs back to the crate, gets a new missile and runs back while you are still trying to advance. This has to be fixed via a stamina system.
Also what I would like to see:
1. Shuffle Magazines: when you have nothing to do, move on etc pp you often have half full mags. Please make it possible to make 1 full out of 2 half mags. It should take some time, so you can't do it in combat. But between or while hiding in the mountains it should be possible.
2. A bit more dynamic System to check how many bullets are left. The Idea of not knowing how many bullets you have left rocks. But having to make a special move to know whether it was FULL, HALF FULL, ALMOST EMPTY is just too little. Those you even have in your feeling when handling a weapon. It should be able to tell you in 4th at least when checking.
3. No more zombies. PLEASE!
4. Make it that some weapons have to be assembled first. Javelin and stuff. That would balance those really inbalanced weapons out a lot. Plus its realistic.
Evil_Echo
Oct 9 2009, 03:55
...
2. Make an exhaustion system that doesn't cripple you.
Its ok that when you sprint you get exhausted big time by just trying to sprint 50 meters when carrying 50 kgs. And if you try to sprint more than 100 you will face blackouts etc pp.
But when just jogging you should be able to go for a while. Its ok if you get exhausted more the more you carry. But even with a load of 50kgs you should be able to go like a 2-3 kms without blackouts. At least. Ofc you would be exhausted big time then.
Humans don't jog for 2-3km with a 50kg load. Maybe on your planet.
4. Make the effects of exhaustion VISIBLE. So when your aim is supposed to be unsteady the aim of your soldier has to sway. Its absolutely a gamebreaker if I see a steady aim and the noise of my breathing is so quiet that I can't hear it against the background of the battle and my aim isn't steady.
Fatigue is progressive. Unsteady hands will occur with just a minor rise in heart-rate IRL.
I've come to the conclusion that comments from AlienFreak are less about about useful suggestions and more consistant with someone who wants to gun-n-run. ACE is not for the CoD/BF2 crowd.
I have actually carried heavy loads (PRC or a M60) in the field and jogging, much less sprinting, for any significant distance was not a option. I've seen people keel over from over-exertion and felt the quivering hand effect without gasping for breath.
I've also played ACE missions with very heavy loads, in one case hauling a M240 and FOUR belts of ammo. I did the same thing I did in IRL in Korea - I walked, took frequent rest stops and never collapsed despite traveling 2 klicks from the LZ. If a vehicle like a ATV was around I got a ride.
There is no doubt that the ACE1 stamina system needed adjustments. That is being done for ACE2. Tuning will happen, nerfing the systems will not.
Maddmatt
Oct 9 2009, 04:11
The problem with the ACE stamina system was that many people were too dumb to slow down when the heavy breathing started. Partly the systems fault for not forcing the player to slow down after a while, but come on, you only need to engage a few brain cells to figure it out.
Well with a new range of post-process effects I imagine this won't be a problem. Increasing levels of Blur/RadialBlur should serve very well compared to just blacking out.
Maddmatt
Oct 9 2009, 04:48
I don't know about that, if heavy breathing and weapon sway wasn't enough for some people then there isn't much hope for them.
But seriously, yes some use of the post processing effects there would be a good touch :)
JuggernautOfWar
Oct 9 2009, 06:57
The problem with the ACE stamina system was that many people were too dumb to slow down when the heavy breathing started. Partly the systems fault for not forcing the player to slow down after a while, but come on, you only need to engage a few brain cells to figure it out.
This post is full of truth and win.
pepsifx357
Oct 9 2009, 07:25
Guys, OFP2 has come out and the ARMA2 servers are a ghost town. I am not buying OFP2 because I know that by wasting another $50 I will be disapointed after a while and $50 poorer. The clan I joined, quit playing ARMA2 altogether. I can't tell you how bad we need ACE2 right now. If there is any BETA packages that can be released now, I would request that you do, so we can get our players back. Please?
Mr_Centipede
Oct 9 2009, 07:55
Relax, and wait... OFP2 just released. it's normal for almost everyone wanted to try a new game. after a while it will be back to normal.
ACE2 will be released when the team feel it's ready. Otherwise ppl will start flaming them for releasing a buggy, low quality mod. Be patience.. it wont be the end of the world
pepsifx357
Oct 9 2009, 08:05
Relax, and wait... OFP2 just released. it's normal for almost everyone wanted to try a new game. after a while it will be back to normal.
ACE2 will be released when the team feel it's ready. Otherwise ppl will start flaming them for releasing a buggy, low quality mod. Be patience.. it wont be the end of the world
You're right, I know. I just hate that I bought this game 2 weeks ago and now nobody is playing.
sparks50
Oct 9 2009, 08:09
4. Make it that some weapons have to be assembled first. Javelin and stuff. That would balance those really inbalanced weapons out a lot. Plus its realistic.
Speaking of the Javelin. It would have been very nice for gameplay if ACE 2 included a Javelin that does not auto target, but making the operator have to do the targeting himself.
Like with the GTD mod Javelin:
KOmpHzDz-LA
And the PhilippRauch's Arma Javelin Concept, that sadly is unreleased. Search for it on youtube.
You just took 50kgs with you. You had to walk anyway. Great feature.
You managed to disable the autorun? Congrats...
Are you playing the same game as me?
What the hell are you on about?
I understand from those remarks that you are one of those that NEED restrictions put onto you or you wont be able to play (like kids need rules from mom). You just dont SPRINT all the time as i now know you did. That will result in black outs. Just running with SHIFT and pack wisely wich was a lot of stuff to keep me going for hours - did not make me black out. I could even sprint short stretches when necessary. But it isnt necessary to sprint all the time wich seems to be your thing. If you carry a stuffed backpack in real life - would you also complain that you get tired and cant move when you move too much? "DAMN I SUCK WTF WHY DO I GET TIRED???!!!!!". Dont know what to say dude...
Too much freedom seems to make you confused so i think its better you move along to the kiddie shooters where everything is served on a silver plate. I think you should go with OFP2 if you havent already.
See ya.
EDIT:
BTW to not just give that idiot a whole post - It would be great if you guys (ACE team) could get the blur effect in when we get tired. At least somewhere. I really like when addons make use of all the new features no matter how small they are. :) The "blur-out" is a good measurement of when someone is "out of focus" due to being tired or injured. Ehm not like taking off glasses out of focus - but being unfocused due to pain etc. You know what i mean. :)
EDIT2:
Had to edit a second time cause even though i dont have any info on how good things will get, but somehow i feel ARMA2+OA+ACE2 will be all of what i ever dreamt of. Some wants a new engine and da di da, but we know that wont happen so we have to live with some of the quirks that are in this game. But with the extra features coming in both ACE2 and OA plus A-stan-alike environments with mountains and green valleys... I think it will kick some serious ass. It will be as good as this can get. :)
And a huge thank you to the team for doing this. I could kiss you guys if i were into that.
Alex
Alienfreak
Oct 9 2009, 09:12
Fatigue is progressive. Unsteady hands will occur with just a minor rise in heart-rate IRL.
I've come to the conclusion that comments from AlienFreak are less about about useful suggestions and more consistant with someone who wants to gun-n-run. ACE is not for the CoD/BF2 crowd.
I have come to the conclusion that you seem to lack or deliberatly ignore your comprehension skills. If you do continue I will plain ignore any further posts made by you.
In the case you didnt get it (which you didnt):
4. Make the effects of exhaustion VISIBLE. So when your aim is supposed to be unsteady the aim of your soldier has to sway. Its absolutely a gamebreaker if I see a steady aim and the noise of my breathing is so quiet that I can't hear it against the background of the battle and my aim isn't steady.
So all I want is to have a FEEDBACK how exhausted I am and thus how much my weapon will sway.
Because it is NOT OK if the sound of breathing is really quiet (which it was) and your aim is steady (which it was) but the shots go off because you are supposed to be still exhausted. If I am exhausted and I sway I have to see it!
This has NOTHING to do with me disliking exhaustion having an effect on aim. Which I obviously don't dislike.
BTW to not just give that idiot a whole post - It would be great if you guys (ACE team) could get the blur effect in when we get tired. At least somewhere. I really like when addons make use of all the new features no matter how small they are. The "blur-out" is a good measurement of when someone is "out of focus" due to being tired or injured. Ehm not like taking off glasses out of focus - but being unfocused due to pain etc. You know what i mean.
I would like it alot not being called an idiot by someone who, just as the guy who responded to me earlier, can't even comprehend my statements properly.
If you had you would have come up with something like that:
He obviously seems to be the lighter equipment type guy, because I was talking about me liking to have a rifle with a handfull of mags on me as my full equip.
He took 50kgs of equipment with him because the difference of speed you could achieve without effectively crippling yourself wiht different loadouts was so minor that it didn't matter at all. The 10% of effective speed (percepted) you lost was not anywhere near the gain you had by having a SMAW with 3 rockets plus a rifle with loads of magazines.
This is what ACE achieved with its stamina system on almost all good players I know. They just scrapped their normal loadouts and took with them as much as they could carry.
Great addon... really shows the people to keep in bay!
And regarding your pseudo elitism "hahaha... I was so good, I've seen all the people collapse next to me while I was so pwning the enemy hard with all my skillz": No, I didn't collapse once after having it played for more than one hour.
Because I'm not dumb. And you had to be really dumb to collapse in ACE 1.
You just dont SPRINT all the time as i now know you did. That will result in black outs
Good that you seem to know more about me than I myself.
And if you could jogg for like 3 kms in ACE probably they changed it after 1.08 (which was the last version I played). Otherwise it definatly wasn't possible.
SiC-Disaster
Oct 9 2009, 09:27
The problem with the ACE stamina system was that many people were too dumb to slow down when the heavy breathing started. Partly the systems fault for not forcing the player to slow down after a while, but come on, you only need to engage a few brain cells to figure it out.
Sometimes you have to run like hell to survive.
I had such moments in ACE1, where i had to run for dear life, only to faint after a short while, right in the LOS of my enemies that were hunting me down.
Easy pickings.
NoRailgunner
Oct 9 2009, 09:32
Why you are bickering about non-released ACE2 features? Maybe ACE devs aware of this issue and tuning stamina or/and making this feature easy to turn on/off? (Guess they're not going to make ACE1 to a final 1.10 version.)
Sometimes you have to run like hell to survive.
I had such moments in ACE1, where i had to run for dear life, only to faint after a short while, right in the LOS of my enemies that were hunting me down.
Easy pickings.
In reality you can run a lot faster and further when you're "running like hell to survive" because of the adrenaline that's pumped through your body when you're scared. But then when you're safe, the minute you sit/lie down to rest the fatigue will catch up with you, you may even pass out.
It would be interesting if something like this were implemented in ACE2. Of course it's difficult to script "fear" but there are some possibilities. Perhaps a kind of "adrenaline value" that is built up whenever a member of your group dies, when you are suppressed, when enemies are close by etc.
The adrenaline value would basically counteract your fatigue value, allowing you to run longer than usual. But then, once you are safe, it should start to degenerate fast, forcing you to take a long rest to regain your strength.
1. If it would be possible change the maximum sprint speed according to the load it would be cool. So you can actually are more agile in changing positions when you carry less. I would keep the jogging speed equal so you don't get seperated if you are moving in a team. Also it would be cool if you would get slower the more exhausted you are...
Can't be done, at least to my knowledge...
1. Shuffle Magazines: when you have nothing to do, move on etc pp you often have half full mags. Please make it possible to make 1 full out of 2 half mags. It should take some time, so you can't do it in combat. But between or while hiding in the mountains it should be possible.
Not possible without a really big mess behind it script wise. Not really worth the extra bandwidth required, as well as possible bugs that could intervene...
2. A bit more dynamic System to check how many bullets are left. The Idea of not knowing how many bullets you have left rocks. But having to make a special move to know whether it was FULL, HALF FULL, ALMOST EMPTY is just too little. Those you even have in your feeling when handling a weapon. It should be able to tell you in 4th at least when checking.
I actually agree with you. A2 system is also a bit different, the amounts of bullets you have doesn't show on the HUD all the times now...
4. Make it that some weapons have to be assembled first. Javelin and stuff. That would balance those really inbalanced weapons out a lot. Plus its realistic.
Custom animations, breaking down all the AT models (or most of them) without the MLODs released....hmmm
Too bad that the "Shuffle magazines" Feature can´t be implemented.
I don´t know it is possible, but in Reality the last five bulets in a Ak Magazine are tracer Ammo. So you could easily see that you have to Reload. Could this be implemented in ACE2?
SteveVCB
Oct 9 2009, 10:38
I don´t know it is possible, but in Reality the last five bulets in a Ak Magazine are tracer Ammo. So you could easily see that you have to Reload. Could this be implemented in ACE2?
Pistolfied's tracer addon does/can be set up to do that, so it's definitely possible.
Actually it's already like that with certain weapons in the game, for example the SAW. Put yourself in the editor at night with a SAW, turn on your NV goggles (important!) and unload an entire clip. The last few rounds are all tracers.
Alienfreak
Oct 9 2009, 11:46
Not possible without a really big mess behind it script wise. Not really worth the extra bandwidth required, as well as possible bugs that could intervene...
Thats a pity.
I tried to come up with such a feature myself, but my scripting skills are limited so I thought a "pro" could come up with some neat script :/
Custom animations, breaking down all the AT models (or most of them) without the MLODs released....hmmm
It would be hell of a work. But it hasn't to be done 100% with models. Just make it take time to equip it (which should be cancelable, ofc) or so and put in a neat sound in which you can hear how he is working ^^...
Yeah... I know... my idea sucks ^^
Why you are bickering about non-released ACE2 features? Maybe ACE devs aware of this issue and tuning stamina or/and making this feature easy to turn on/off? (Guess they're not going to make ACE1 to a final 1.10 version.)
Because one of them asked a few pages back.
I'm curious about what you're expecting. We're keeping the same basic idea and unless we know what specifically about it is the subject of your hatred, we are unable to even consider the possibility (however small it may be) of changing it to suit your specific wishes.
Maybe adding an "Adrenaline" function? It could work that way: You are under fire, and you feel death breathing on your back. There's nowhere to hide and there's only one way to survive: RUN LIKE HELL!! So you press a button and you get an Adrenaline boost, which makes it possible to sprint for a limited time without tiring in the process and being more resistant to hits, but after the adrenaline mode finishes you end up so tired that you're barely standing and all the stuff encountered during the adrenaline (wounds, tiring) is applied with 1,5x effect. A'course, my idea is not perfect, but at least i guess how it is IRL.
As mentioned in the thread elsewhere, I believe features like this should be able to be disabled by the server. That way what may be a dealbreaker for many doesn't force the host to choose between all or nothing and clients with @<hidden> on their command line can still join and enjoy whatever features the server-op does want to enable. In this fashion I think ACE could truly become ubiquitous.
Callsign
Oct 9 2009, 21:31
But in real life you can't press a button and get an adrenaline boost, so i'd suggest that its probably more realistic to have a lower effect of being shot at (whilst still being noticeable) so that it counters the effect, but isn't on demand.
But in real life you can't press a button and get an adrenaline boost, so i'd suggest that its probably more realistic to have a lower effect of being shot at (whilst still being noticeable) so that it counters the effect, but isn't on demand.
As i said, my idea is not perfect and if you've got any better ways to do it, please post them because right now it's at pre-alpha status :D Maybe ACE team will understand the genius of this feature and implement it (Half joke-half serious ;D)
Callsign
Oct 9 2009, 22:07
I pretty much did post my idea. On initial contact you are scared (ie. shaking hands, slightly blurred vision, perhaps longer to reload), then adrenaline starts to kick in and so the feeling isn't as pronounced (so perhaps hands don't shake, vision isn't blurred, perhaps reloading time might actually be faster than normal).
How does that sound?
Any mod that tells me I'm scared, sad, homesick, optimistic, pre-menstrual, whatever is going in the bin. For me, the entire point of a first person simulation is to evoke responses in me, the player.
Callsign
Oct 10 2009, 00:25
That's completely not what i'm saying. A game will make you have the mental effects of being scared, but the whole point is how to replicate the physical effects in game that you won't have (such as weapon sway).
Evil_Echo
Oct 10 2009, 01:44
We'll listen to all ideas. Of course some will be no, some will be yes. Some might be answered in ways that you may not even expect.
Like the stamina system and fear. If you are burdened with a heavy pack and it's absolutely time to run - drop the pack and run like hell.
Chunk3ym4n
Oct 10 2009, 03:26
I honestly think you should NEVER EVER add any artificial limits in games like these. Making it so that I'm just relaxed while in-game I am scared as hell does not relate which REALLY breaks the immersion of the game and only in my opinion makes it worse. Why should my guy be shaking when I am not? Why should my aiming be worse? So what if a person is scared like hell if they are getting shot at. Maybe some guy won't be scared which breaks the realistic aspect. I say it's the shittiest idea you could think about on this mod. If it's in this game I won't download it, sorry for sounding like an ass but things like this just don't belong in a mil-sim when all you want is ACCURATE representation without artificial things such as fear or anger because you can't determine how angry or scared a soldier is. Emotions from the character in-game and not you is a NO GO in a simulator.
Also if you get too tired from sprinting do you automatically go prone or do you black out?
Thirdup
Oct 10 2009, 03:52
Also if you get too tired from sprinting do you automatically go prone or do you black out?
In the original ACE if you were overloaded and tried to sprint, you'd start to black in/out after 10-20 paces. Around 30 paces, you begin to pant like a dog and fall face-first to the prone position. You couldn't fire, see, nor stand. You'd lay there panting and defenseless for about a minute.
Mr_Centipede
Oct 10 2009, 04:13
My problem with the stamina system for me is the AI dont know how to control their fatigue... so in an engagement they go running around, fainted and got shot. dont know if the AI will shoot the fainted guy, but I know I would. Then again, sometimes I dont even know if I'm beating a dead horse (that is a plus btw). So I guess, it needed a threshold for AI. reach this limit, they cant run, not even jog. only walk. But they wouldn't get fainted ever. Not really a solution then.
Just my piece of an idea. I know you guys ACE team will come out with something
tractorking
Oct 10 2009, 04:14
From some of the responses it seems that realism is only a good thing when it benefits you.
I like these ideas of varying accuracy depending on the pulse and emotion of the shooter. It is what happens in real life.
Just last night I was listening to a radio show that had many current and former police officers discussing things that happened in high intensity situations.
One of the callers told a story where he and his rookie partner pulled over a car and the passengers opened up on them with Tech 9 and Uzi's. He dove back into the car for cover and after a few seconds of firefight the car speed away. So the guy looks over to see if his partner is ok and she is nowhere to be seen, so he's starting to freakout and radio'd that he couldnt find his partner.
In the mean time the support vehicles were arriving and he was stunned to see his partner in on of the command vehicles...how did she get there????
Well....apprently....when the shooting started she got scared and ran...the command vehicle spotted her hiding behind a dumpster 2 blocks away........
Fight or Flight!
Whether you like it or not in real life we sometimes do not have control over our faculties.
Any mod that tells me I'm scared, sad, homesick, optimistic, pre-menstrual, whatever is going in the bin. For me, the entire point of a first person simulation is to evoke responses in me, the player.
The challenge is to do this on a 17in monitor while you are sitting in your robe with a cup of coffee in the security of your own home.
But since we dont get a shock of pain when you get shot we have things like health meters and when you are dead the game tells you so.
So....since they cannot literally harm you, you will never be affected physically. (ie: adreneline makes it hard to control the mouse...and I cant see the screen because ofthe sweat in my eyes)
In the case of games you are playing a characture, someone else, your in thier shoes.
Im pretty sure of this because I dont own an M16 but I can seem to shoot things just fine when I am in charature.
So the blood, sweat and tears has to be generated artificially to make you feel as though you are scared and injured. You need these aural and visual cues because you cant feel bullets in your back. They are telling you that something is happening and how you choose to respond will decide whether you live or die.
For example:
If you play a game where you are invincible and can run around and shoot things with impunity (I think theres a new CM game but I cant remeber the title :) )after the initial thrill of watching things blow up you will probably be pretty bored running and gunning,(I assume this because we are in the ARMA forum and not COD)
What keeps you going in ARMA is the frustration, suprise and difficulty in trying to outwit your enemy. There is also a great sense of satisfaction and accomplishment to completing a difficult task against the odds and this equals FUN.
There are very few games that scared me....Resident Evil was scary, BF Vietnam was scary when the vietcong AI stabbed you several times from the bush with a bayonet acctually the BF AI in general were kinda scary whether asian or european.
But ARMA AI dont have that scare factor unless you get suprised by the guy around the doorway who kills you. ARMA AI are less cinema and more milsim.
So to make you feel these feelings you have to create immersion and effects and lighting and dialouge so the User (you) can understand what the Characture is going through.
I like this type of play and makes you feel more human and vulnerable, rather than a blob of pixels moving around other pixles shooting pixel bullets at pixel things.
I mean really...were you ever scared playing PONG.
Just my 2 cents....looking forward to the completed mod.
Defunkt
Oct 10 2009, 05:03
The challenge is to do this on a 17in monitor while you are sitting in your robe with a cup of coffee in the security of your own home.
That is exactly the challenge but there are right and wrong ways to address that challenge. Audio and video are the principal tools, forcing a player to feel and act a particular way is the wrong way to deal with short-comings in what can be achieved with those tools. To use your police shoot-out example, you're suggesting it is the prerogative of the game to make me turn and run and even decide (because I am incapable) which way I run, personally for me, there will no longer be any point in playing. If I want to raise the stakes and increase the importance of surviving in the simulation, there are other mechanisms I can choose like playing for a clan in a competition, that is an appropriate tool to make me anxious to survive. It is counter-immersive to simply say "you are now anxious".
Chunk3ym4n
Oct 10 2009, 06:50
From some of the responses it seems that realism is only a good thing when it benefits you.
I like these ideas of varying accuracy depending on the pulse and emotion of the shooter. It is what happens in real life.
Just last night I was listening to a radio show that had many current and former police officers discussing things that happened in high intensity situations.
One of the callers told a story where he and his rookie partner pulled over a car and the passengers opened up on them with Tech 9 and Uzi's. He dove back into the car for cover and after a few seconds of firefight the car speed away. So the guy looks over to see if his partner is ok and she is nowhere to be seen, so he's starting to freakout and radio'd that he couldnt find his partner.
In the mean time the support vehicles were arriving and he was stunned to see his partner in on of the command vehicles...how did she get there????
Well....apprently....when the shooting started she got scared and ran...the command vehicle spotted her hiding behind a dumpster 2 blocks away........
Fight or Flight!
Whether you like it or not in real life we sometimes do not have control over our faculties.
The challenge is to do this on a 17in monitor while you are sitting in your robe with a cup of coffee in the security of your own home.
But since we dont get a shock of pain when you get shot we have things like health meters and when you are dead the game tells you so.
So....since they cannot literally harm you, you will never be affected physically. (ie: adreneline makes it hard to control the mouse...and I cant see the screen because ofthe sweat in my eyes)
In the case of games you are playing a characture, someone else, your in thier shoes.
Im pretty sure of this because I dont own an M16 but I can seem to shoot things just fine when I am in charature.
So the blood, sweat and tears has to be generated artificially to make you feel as though you are scared and injured. You need these aural and visual cues because you cant feel bullets in your back. They are telling you that something is happening and how you choose to respond will decide whether you live or die.
For example:
If you play a game where you are invincible and can run around and shoot things with impunity (I think theres a new CM game but I cant remeber the title :) )after the initial thrill of watching things blow up you will probably be pretty bored running and gunning,(I assume this because we are in the ARMA forum and not COD)
What keeps you going in ARMA is the frustration, suprise and difficulty in trying to outwit your enemy. There is also a great sense of satisfaction and accomplishment to completing a difficult task against the odds and this equals FUN.
There are very few games that scared me....Resident Evil was scary, BF Vietnam was scary when the vietcong AI stabbed you several times from the bush with a bayonet acctually the BF AI in general were kinda scary whether asian or european.
But ARMA AI dont have that scare factor unless you get suprised by the guy around the doorway who kills you. ARMA AI are less cinema and more milsim.
So to make you feel these feelings you have to create immersion and effects and lighting and dialouge so the User (you) can understand what the Characture is going through.
I like this type of play and makes you feel more human and vulnerable, rather than a blob of pixels moving around other pixles shooting pixel bullets at pixel things.
I mean really...were you ever scared playing PONG.
Just my 2 cents....looking forward to the completed mod.
But HOW would you make an accurate depiction of scaredness or fear inside a game? We all don't know since it varies. The problem is that it's artificial and limiting towards the player. The example of the police with the shooting you wrote about the fight and flight would be completely shit inside Arma 2. Players inside Arma 2 MP already know fight or flight. Hell a lot of people playing in ArmA 2 would flight when they would spot 20 soldiers at 1000 meters in front of them. You are acting like players automatically do not care about themselves and will shoot at the enemies even if outnumbered like the AI do. So if we have it your way Tractorking if I have X amount of enemy soldiers in front of me I will have Y amount of shaking on my hands and run away? How would it feel to just go somewhere and then just see a group of soldiers and to automatically run away and lose control of your character? I think ArmA 2 is possibly the most immersible game I have played and it is because I FEEL like I am in Cheranus, I don't feel like I am controlling a character who is walking in Cheranus. The way to ruin the immersion and blow it sky high is if playing the game I just killed a person and then my aim is all wobbly since it says "You are now sad since you killed a person" or if some people were shooting me it would say "You now can run 2x longer since you are scared"
Sorry Tractorking but I think your asking something that is too redundant. It's like saying that in Arma 2 the screen should go black every 10 seconds so that your player could blink and running makes you blink more. WELL you already blink in real life, you ALREADY have emotions in real life. Even if you had these features inside the game, what would have accomplished? The video game playing the game instead of the player playing the game. Leave the emotions up to the person playing the game, instead of the character inside the game.
The AI is been modded to deal with the gameplay changes at any aspect?
What about transportation\logistics, any major change?
Changes in vehicles handling?
Changes in the graphics, mainly in particles?
Many questions cause I can barely wait for this release...
sparks50
Oct 10 2009, 08:11
http://community.bistudio.com/wiki/Features_of_ACE2
TheDecline
Oct 10 2009, 08:33
As long as the jelly doughnut soldiers go, I'll try ACE2.
NoRailgunner
Oct 10 2009, 09:34
Just wonder if all visual and sound effects could be implemented as optional settings for mission designers? So these effects are "well done" or "overdone" by mission design not by ACE2.
Or just a (server) config file where people can setup/tweak ACE2 features?
SASrecon
Oct 10 2009, 11:06
http://community.bistudio.com/wiki/Features_of_ACE2
Wow i'm loving the new guide :)
really looking forward to this mod just like its predecessor.
I just posted this in the Addon request thread but I thought I would post it here too as this is my favourite mod.
Would it be possible to make an addon for sniper rifles to adjust parallax?
Like the GMJ adjustable scope mod but adding the third adjustment turret to get a "ballpark reading" on what distance your target is....blurry crosshair means you have to adjust the "range/parallax" on your scope to get focused thus getting a range on your target. (The mod could be restricted to showing range in increments of 50/100 yards)
I seem to recall that no US military scope has the range markings since they are seldom 100% accurate but since the real world is blessed with depth-perception and computergames are not...I would call it a somewhat fair trade.
http://community.bistudio.com/wiki/Features_of_ACE2
Thanks. Last time I visited that page were only the ACE1 features.
Now we have some new stuff.
gunterlund21
Oct 10 2009, 16:10
Looked at the wiki for ACE2 and it looks like a fantastic set of parameters. This may have been mentioned but I hope this version will include a mortar system like jones. Also portable like the .50cal.
Evil_Echo
Oct 10 2009, 16:33
Just be aware - the documents, like ACE2 itself, are a work in progress. With all the standard disclaimers that come with that status.
JuggernautOfWar
Oct 10 2009, 17:55
Can I talk about Project Pandora now that it's scrapped?
Chunk3ym4n
Oct 12 2009, 03:07
In this version could you make it so that being exhausted running too much would make you go prone? I don't think it's realistic to be exhausted after sprinting and black out. Maybe make it so that if you sprint too long you automatically go prone for 10 seconds because you are fatigued.
Evil_Echo
Oct 12 2009, 14:31
As I have said - the stamina system is being rewritten and retuned. During play testing I have been quite pleased with the changes.
Trauma.au
Oct 12 2009, 20:28
As I have said - the stamina system is being rewritten and retuned. During play testing I have been quite pleased with the changes.
Sweet.
stebbi92
Oct 12 2009, 21:15
I can't wait for this mod, but one thing i would like to see is a wider range of wounds if possible, in ArmA 1 99% of the time someone got shot it was just a field dressing and morphine that you needed (sometimes epinephrine). I never got the chance to use any of the other medical supplies, although i sometimes carried them with me (i played a LOT as a field medic). But overall this mod is looking great, and i hope it changes ArmA 2 as much as it changed ArmA 1 gameplay :)
Shame no one seems to play ACE anymore.. All the time i see only russians on that one sever always on the same map :O Are there any units of some sort that play ACE?
sparks50
Oct 12 2009, 21:31
Other than Shac tactical, it seems like most clans and communities have left ACE for Arma 2.
I used to play a lot on Tactical Gamer, but after Arma 2 came out, the ACE server became deserted. A shame I think, I had a lot more fun with Arma 1 in its final days of life, than I have with Arma 2 now.
Other than ACE 2 arriving, I really hope BI fixes the VON. Its hard to understand why it work so bad in Arma 2, when it seemingly is the same thing that worked so well in Arma 1 after some patches.
Gladius
Oct 12 2009, 21:50
Will there be a damage system for vehicles (tanks) based on penetration?
stebbi92
Oct 12 2009, 21:58
Other than Shac tactical, it seems like most clans and communities have left ACE for Arma 2.
I used to play a lot on Tactical Gamer, but after Arma 2 came out, the ACE server became deserted. A shame I think, I had a lot more fun with Arma 1 in its final days of life, than I have with Arma 2 now.
Other than ACE 2 arriving, I really hope BI fixes the VON. Its hard to understand why it work so bad in Arma 2, when it seemingly is the same thing that worked so well in Arma 1 after some patches.
Yeah, the VON in ArmA 2 is a pain, and i often feel like playing ACE over ArmA 2 or any other game, ArmA 2 without ACE isn't THAT fun in my opinion.
Oh, and i played a lot on TG as well, that's probably where i've seen you :P
stebbi92
Oct 12 2009, 22:02
what's von???:j:
Voice Over Network :)
Will there be a damage system for vehicles (tanks) based on penetration?
http://community.bistudio.com/wiki/Features_of_ACE2#Crew_Damage
Crew Damage
Being in a vehicle does NOT protect you anymore from everything going around you.
You will not only suffer from bullets being shot directly at you, but also from explosive devices detonating under or next to the vehicle you are in, e.g roadside bombs or direct fire with grenades or shells.
This also includes shellshock effects for tank crews and armored vehicles.
This will allow killing/injuring crew members of certain lightly protected vehicles without needing to destroy the vehicle
Crew Protection
This feature simulates the protective gear of crewman and pilots (SoldierXCrew, SoldierXPilot).
The corresponding class can stand the following effects better:
* Concussion caused by AT launcher fired
* Concussion caused by Anti Tank Missile systems fired
* Concussion caused by Tanks firing
* It doesn't protect you against all other effects like, backblast, overpressure or flying debris.
Gladius
Oct 12 2009, 22:28
Thank you, I have read the wiki with the features. That's why I ask. I can't find there something about a decent vehicle damage system based on penetration. Would be a shame if ACE2 allows battle tanks being destroyed by machine gun fire.
Will there be a damage system for vehicles (tanks) based on penetration?
There's a dedicated team of people called CASP (http://dev-heaven.net/projects/show/casp), whose objective is realistic armor simulation in Arma 2 (and they're making good progress on it). I recommend you keep track of them if you're into tanks. We (ACE) are currently busy with other high prority things and don't plan do develop a similar system on our own. This might change in the future.
tractorking
Oct 13 2009, 00:04
I wasent really asking for anything in the previous post.
Just a slightly offtopic opinion on designing game atmosphere..
The police shoot out example was meant to point out that humans have involuntary responses to stress, and its a challenge to recreate those same feelings.
But to be the devils advocate and argue the point about fight or flight and what not......
How do you know if you are injured in video game?
In ARMA you fall down and squirm around.
Is this a voluntary player controlled response.
No its the effect of a game action that has been programmed by the designers to influence your gameplay.
Not saying the game designer should make the players characture runaway but it has to somehow indicate to you the health and state of you unit.
Either way, just my take.
People like what they like and everyones opinion is valid.
Play Hard
Have FUN:)
JuggernautOfWar
Oct 13 2009, 00:54
I wasent really asking for anything in the previous post.
Just a slightly offtopic opinion on designing game atmosphere..
The police shoot out example was meant to point out that humans have involuntary responses to stress, and its a challenge to recreate those same feelings.
But to be the devils advocate and argue the point about fight or flight and what not......
How do you know if you are injured in video game?
In ARMA you fall down and squirm around.
Is this a voluntary player controlled response.
No its the effect of a game action that has been programmed by the designers to influence your gameplay.
Not saying the game designer should make the players characture runaway but it has to somehow indicate to you the health and state of you unit.
Either way, just my take.
People like what they like and everyones opinion is valid.
Play Hard
Have FUN:)
Words of wisdom.
Gladius
Oct 13 2009, 02:29
There's a dedicated team of people called CASP (http://dev-heaven.net/projects/show/casp), whose objective is realistic armor simulation in Arma 2 (and they're making good progress on it). I recommend you keep track of them if you're into tanks. We (ACE) are currently busy with other high prority things and don't plan do develop a similar system on our own. This might change in the future. I hope the CASP product will be ACE2 compatible. Armour is so lame right now and seriously needs some improvements.
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)
The hoses for inflight refuelling are in the wrong place but aside that looks very good. Is there going to be a separate key to extend the refuelling probe?
Don't carry 70 kgs worth of gear.
Actually the fitness of the soldiers on ACE is that of someone who is unfit you should be able to run further before collapsing. This doesn't just happen with heavy loads but also with light loads another addon might be to model Body armour and its associated weight.:cool:
Fincuan
Oct 13 2009, 08:30
Actually the fitness of the soldiers on ACE is that of someone who is unfit
Clock the speeds at which they move, and you'll see they're pretty damn fit.
Evil_Echo
Oct 13 2009, 09:54
We've just hashed over the entire weight/fitness issue. Please go back a couple pages on the thread and read before posting please.
Pilots have training and special equipment to better handle the stress of g-forces during flight. Non-pilots must be more carefull during maneuvers. Excessive g-forces can effect your vision, cause you to black-out / red-out, or even lose conciousness.
Very cool idea guys. Were you able to make the sound go away or muffled when passed out? Just wondered if thats a possibility.
Just read the features list and im very very impressed. :) Great work guys this will make my life.
Alex
MadDogX
Oct 13 2009, 10:36
Very cool idea guys. Were you able to make the sound go away or muffled when passed out? Just wondered if thats a possibility.
Making the sound go away is easy. Preventing unconscious guys from steering vehicles or accessing the action menu is much more difficult, though I believe it's a bit easier now in Arma2. Back in ArmA1 it was a nightmare. :)
In Arma2 you can actually do a lot more interesting stuff, like realistically simulating the effects of G-forces or injuries with postprocessing effects.
anfiach
Oct 13 2009, 11:02
I'm salivating over this.
Serclaes
Oct 13 2009, 11:15
After reading the features page (http://community.bistudio.com/wiki/Features_of_ACE2) i have some suggetions on the parachuting:
Static line parachuting is the most common method of jumping out of an airplane. This simply means that the chute is hooked in on a metal cord in the airplane (the jumper has to hook in on command). The jumper then just jumps out of the door and the cord is pulls out the parachute without requiring the jumper to do anything.
Parachute failure:
It can happen that the parachute doesn't open or doesn't open properly. It's called "biscuit building" in german because the chute then looks like a biscuit :) But this may only happen to the T-10 (which is the most common chute). Have a look here (http://www.fernspaehkompanie300.de/fsk300-fotos-t10.html)
Blechreiz
Oct 13 2009, 11:57
I need a release soon -Im getting mad :D Ive been already thinking about installing arma1 just to play ACE with all these nice HK416s and so on =D
ArmA2 vanilla is waiting for the big ACE mod to bring the change.
Yes we can!
lol
SaBrE_UK
Oct 13 2009, 13:45
Sorry if it's been covered, but will parallax-free holosights be making it in at all? I'd guess not but I can hope. If not, will the crouching animation be made static?
Lima9999
Oct 13 2009, 14:02
Since this is my first post on this subject. Some things I would like to see changed. In the magazine system, add a little more missiles for the SMAW launcher. Really it doesn't give you enough for the amount of tanks you face. Sometimes there is not always 50 people playing.
Also, come on let us have a little more running time lol, my grandma can run faster with gear in real live and longer, of course i'm being sarcastic, but seriously, you really need to extend the running exhaustion time for the AI.
So those are only my two suggestions, thanks..
stebbi92
Oct 13 2009, 15:16
;1462074']I need a release soon -Im getting mad :D Ive been already thinking about installing arma1 just to play ACE with all these nice HK416s and so on =D
ArmA2 vanilla is waiting for the big ACE mod to bring the change.
Yes we can!
lol
I'm going on to play some ACE now, i can't bear this anymore!
CombatComm
Oct 13 2009, 15:29
Is there a projected release date for this mod? Did the ACE mod come out in the later days of the first armas life or early enough for people to enjoy it before arma 2 came out? Just curious. I know u cant rush perfection.
TheBlessedPig
Oct 13 2009, 15:38
if i ask how many percents of features in ACE2 are completed, u wont answer me, will ya?
i know the ace team is doing its best, an they work really hard, but waitting is terible
stebbi92
Oct 13 2009, 15:40
Is there a projected release date for this mod? Did the ACE mod come out in the later days of the first armas life or early enough for people to enjoy it before arma 2 came out? Just curious. I know u cant rush perfection.
The same question was asked on another forum, someone responded "When finished." (Can't find the page now :P) So you probably won't get an answer until just before the release.
Inkompetent
Oct 13 2009, 15:41
Since this is my first post on this subject. Some things I would like to see changed. In the magazine system, add a little more missiles for the SMAW launcher. Really it doesn't give you enough for the amount of tanks you face. Sometimes there is not always 50 people playing.
ACE2 is about realism, and I can assure you that unless the soldier is just going to carry the rockets 100m from a vehicle to a defensive position he won't ever carry more than 3 at a time, and even that is heavy.
If you face so many tanks you are playing poorly designed missions, or aren't even close to the number of AT soldiers the mission should be designed for.
After reading the features page (http://community.bistudio.com/wiki/Features_of_ACE2) i have some suggetions on the parachuting:
Static line parachuting is the most common method of jumping out of an airplane. This simply means that the chute is hooked in on a metal cord in the airplane (the jumper has to hook in on command). The jumper then just jumps out of the door and the cord is pulls out the parachute without requiring the jumper to do anything.
Parachute failure:
It can happen that the parachute doesn't open or doesn't open properly. It's called "biscuit building" in german because the chute then looks like a biscuit :) But this may only happen to the T-10 (which is the most common chute). Have a look here (http://www.fernspaehkompanie300.de/fsk300-fotos-t10.html)
This is how it was in ACE1. Homer Johnston designed a very nice steerable system for the ram-air parachutes, while we kept the vanilla form (on jump - chute opens) for the t10-jellyfish chutes when we added the model.
Sorry if it's been covered, but will parallax-free holosights be making it in at all? I'd guess not but I can hope. If not, will the crouching animation be made static?
guess it depends if it can be done properly...without the alpha bug workaround like in A1.
What do you mean by crouching animation be made static?
Since this is my first post on this subject. Some things I would like to see changed. In the magazine system, add a little more missiles for the SMAW launcher. Really it doesn't give you enough for the amount of tanks you face. Sometimes there is not always 50 people playing.
SMAW is not a light weapon, and it is usually handled by 2-3 soldiers iRL.
If you are playing by yourself against 20 tanks, then you might wanna change the mission or the server...
if i ask how many percents of features in ACE2 are completed, u wont answer me, will ya?
guess not :D
Is there a projected release date for this mod?
when it is done
CombatComm
Oct 13 2009, 18:05
Now now that wasent the only part of my question was it? I asked if the first ACE came out right before arma 2. In other words how long after ARMAs release was ace done? And or how long between ACE being announced and being released?
Now now that wasent the only part of my question was it? I asked if the first ACE came out right before arma 2. In other words how long after ARMAs release was ace done? And or how long between ACE being announced and being released?
Doesnt really matter but it was quite a while after the release of Arma. Plus ACE2 is coming early complaired to Arma becuase the port over isnit that bad complaired to having to actually create everything from scratch
scubaman3D
Oct 13 2009, 18:15
Now now that wasent the only part of my question was it? I
But it was the part you *really* wanted to know though, wasn't it?
Sure, ACE1 released after A2 was announced. I don't know that anybody would care to provide exact dates on when the first public beta was released in relation to when A2 was announced or when A1 was initially released, or when ACE1 was first announced etc...
These are all a matter of public record that you could find on your own if you cared enough to ;)
NoRailgunner
Oct 13 2009, 18:33
Did you found a workaround or a solution for crew served weapons for AI teams eg. if you group them they deploy/undeploy weapons via direct order aswell as loading/unloading them on their own?
What about stretchers + feature to carry wounded units? Could be even interesting to carry heavier boxes/stuff like that.
Uglyboy
Oct 13 2009, 18:45
If i'm correct ACE1 came out on 25th december 2008.
Now now that wasent the only part of my question was it? I asked if the first ACE came out right before arma 2. In other words how long after ARMAs release was ace done? And or how long between ACE being announced and being released?
ACE was released publicly on the 24th of December 2008, at 16:00 GMT.
ArmA1 was release January or February 2007 (or around then)
BUT we expect ACE2 to be released earlier in relation to ArmA2 release date since most of ACE1 work was easily ported over to ACE2, as opposed to having to build everything from scratch...
That doesn't mean you will get a definitive answer for obvious reasons
PS: i don't really like demanding tones. So if you want an answer i suggest you change it in the future, nobody owes you nothing
Thirdup
Oct 13 2009, 20:11
ACE2 is about realism....
Certainly realism is a big part of what ACE is about, but lets hope it's not the only aspect the team currently has envisioned.
I've said it before, ACE is a LOT of things and realism is simply a part of it. It's a great collection of incredible mods, sounds, animations, units, and a delivery system that allows players to stay updated and in sync. It's also happens to have some nice realism features ;)
I truly hope the ACE developement team realizes that a majority of the people who use ACE do so for a vast number of reasons based on features....and not simply because it a "realism" mod.
I personally look forward to playing with all the new features and addons. The ACE team puts together some seriously cool shit. But I really couldn't care less about an improved stamina system....or something that simulates fear....or the need to run behind a bush and take a crap.... or stop to have a combat jack when it gets dark.... even if those things are all "realistic".
I hope the ACE team was able to make the features of ACE2 selectable so that everyone can enjoy it....and not just the "realism" fanatics.
SaBrE_UK
Oct 13 2009, 20:37
What do you mean by crouching animation be made static?
You know how the character shifts around (even when 'still') and the sights become unaligned when you're trying to aim? Stand up straight and you can aim fine again.
jhoson14
Oct 13 2009, 21:10
Reading the wiki something got my atention about ACE2.
"There are a number of masks and eyewear you can use during gameplay. Using this feature requires some setup in the ACE user config:
Mask
Balaklavas
Tactical Googles (Love em :3 )
Sunglasses
So there will be any changes by wearing the Sunglasses? Like a less Blury Sun as Sakura_Chan mod?
This would be more realistic (and a nice Feature) if possible to implement.
Since when wear sunglasses IRL we can see better when looking toward a postion were the Sun is.
The sounds in ACE2 is a module right? Its nice to be able to switch soundmods around to get a new feel of the game.
CombatComm
Oct 13 2009, 22:19
Hey man I appreciate the answer. And I aint gonna get into no argument with you on a forum, not my style. But really man? get over yourself. Untill they invent tone font you dont know how I said it. I aint demanding anything. I simply made it clear that my question was mroe broad than when is this released. Howver ur, I suggest you change your tone certainly was easily recognized as condencending. But I digress, thanks for the answer.
ACE was released publicly on the 24th of December 2008, at 16:00 GMT.
ArmA1 was release January or February 2007 (or around then)
BUT we expect ACE2 to be released earlier in relation to ArmA2 release date since most of ACE1 work was easily ported over to ACE2, as opposed to having to build everything from scratch...
That doesn't mean you will get a definitive answer for obvious reasons
PS: i don't really like demanding tones. So if you want an answer i suggest you change it in the future, nobody owes you nothing
bartkusa
Oct 13 2009, 22:26
So the only deployable weapons, so far, are machine guns?
I'd like to make deployable mortar tubes. How can I help?
Also, the feature list said something about C4? How small is the explosion on that? Recently, my crew has been hacking missions by using satchels to blow through brick walls and get to objectives more quickly, but the blast is a bit too big.
Uglyboy
Oct 13 2009, 22:55
So the only deployable weapons, so far, are machine guns?
I'd like to make deployable mortar tubes. How can I help?
Also, the feature list said something about C4? How small is the explosion on that? Recently, my crew has been hacking missions by using satchels to blow through brick walls and get to objectives more quickly, but the blast is a bit too big.
In ACE1 there were deployable Grenade Launcher too
But speaking about mortars, if you want to make one, i made this "crappytube-wannabemortar m224 with the m8 plate for handheld transport" model in o2 ( it's my second model ever and a 1 hour and a half work so don't insult me :D )
http://img263.imageshack.us/img263/5706/m224.jpg
If you can get that UV mapped than it's all yours, i've uploaded it ( look here http://forums.bistudio.com/showthread.php?p=1462574#post1462574 for more infos) as i said it's almost junk, but the proportions are quite good so at least if you want to make a better one you don't have to start everythink from scratch.
bartkusa
Oct 13 2009, 23:40
I can't do models, just coding/scripting. Alas! I've got nothing to contribute.
The sounds in ACE2 is a module right? Its nice to be able to switch soundmods around to get a new feel of the game.
Yeah, seperated to rifle, machinegun, submachinegun, sniper rifle, shotgun, pistol, vehicle weapons, soniccrack, explosion and vehicle sound .pbos.
DevilBass
Oct 14 2009, 00:49
Hello, how the person in charge to ace 2? i like to talk with him, so if you in ace 2 team, just send me pm, thanks :)
scubaman3D
Oct 14 2009, 02:33
If you can get that UV mapped than it's all yours, i've uploaded it ( look here
Thanks for the offer. I already made an M224 mortar for ACEX and its on the long (and growing) to-do list.
Clock the speeds at which they move, and you'll see they're pretty damn fit.
Compared to a friend of mine who is a soldier IRL carrying the same load he can go way further, faster without the collapsing and hes quite average in fitness. All I can say is the ACE fitness of the SF class is like that of someone incapable of passing a basic fitness test.:cool:
---------- Post added at 10:04 PM ---------- Previous post was at 09:47 PM ----------
Also if you get too tired from sprinting do you automatically go prone or do you black out?
IRL you throw up first keep going with a 2nd wind then your top speed drops from 100% to 70 and then further to 50 and finally to 30% when you're low on energy. There is no black out IRL unless you are in a situation where you are being dragged(which doesn't happen in this situation) to maintain beyond 100% top speed. When you reach your lowest stamina IRL you don't collapse you would drop from running to walking and then from walking normal to slow. Situations which would push the body would be climbing, crawling and running which demand upper body strength as well as your feet.:D
anfiach
Oct 14 2009, 11:36
Compared to a friend of mine who is a soldier IRL carrying the same load he can go way further, faster without the collapsing and hes quite average in fitness. All I can say is the ACE fitness of the SF class is like that of someone incapable of passing a basic fitness test.:cool:
---------- Post added at 10:04 PM ---------- Previous post was at 09:47 PM ----------
IRL you throw up first keep going with a 2nd wind then your top speed drops from 100% to 70 and then further to 50 and finally to 30% when you're low on energy. There is no black out IRL unless you are in a situation where you are being dragged(which doesn't happen in this situation) to maintain beyond 100% top speed. When you reach your lowest stamina IRL you don't collapse you would drop from running to walking and then from walking normal to slow. Situations which would push the body would be climbing, crawling and running which demand upper body strength as well as your feet.:DActually, soldiers pushing their limits black out quite often IRL
The blacking-out effect for being tired was one of the worst parts of how ACE modelled tiredness in my opinion. I assume it was an engine limitation because it's silly to have the same effect for being tired and getting shot.
Not to mention entirely unrealistic - I'm sure people have blacked out from being tired, but that's beside the point. In ACE it signified you were becoming very tired, which is quite different from reaching an extreme peak of exhaustion and collapsing.
And while I'm not a soldier I have, like most people, run until I've become extremely tired (to the point where I was incapable of going on and had to lie down) and while there are a variety of significant physical effects blacking out certainly isn't one of them.
scubaman3D
Oct 14 2009, 13:01
round and round we go...
So its easy to tear something down based on your personal taste, but it more difficult to suggest a better idea. How to you convey to the player that they absolutely need to stop and rest?
It reminds me of my wife, who can always tell me what she doesn't want to do...but can never give me a better alternative. ;)
Uglyboy
Oct 14 2009, 13:21
Thanks for the offer. I already made an M224 mortar for ACEX and its on the long (and growing) to-do list.
Good to know that such weapon will be in the pack :)
After reading the feature list I got a couple of question for you guys :p
-Shotgun:
I remember shotgun in ACE1 having the same reload animation of a normal rifle ( but with a correct shotgun reload sound ) will be this left unchanged or there will be a custom ( even a very basic one ) animation? Not that this bothered me much in ace just it would be a nice touch :p
-Eyewear and head accessories:
What about ear protection too? And does the system allow you to have more than one "pair of glasses"? I think the default arma 2 system was designed just for the normal glasses or sunglasses so i suppose it's not, but i lack the knowledge or the skill to investigate it. It would be nice to have both tactical googles and earprotection.
-IR strobe
Nice addition to ACE 1 but the strobes were hard to see ( i'm sure you already know that ) because was placed under or between the legs and were pretty much useless aside giving me the impression of having "radioactive genitals" :p will it be relocated maybe on the shoulder or belly? It will be more visibile from the air and i think that is the point of having IR strobe on yuor soldier.
Flashlights
Tactical flashlights can be attached to some small-arms.
Can you explain this a bit further? Will be this a future feature related to OA or will you bring flashlights in ArmA2? :eek:
- OPFOR small arms
there were RHS weapon and others in Ace1, we already saw some very nice weapon for the US in this thread, so what there will be for the Russians/China/Taliban/whatsoever OPFOR? Are you looking for some contribution or are you making some weapons on your own?
Sorry if i made such a long useless post :o i'm eager to see what you guys will accomplish this time :yay: Thanks for any answer i'll get :)
Uglyboy
Oct 14 2009, 13:28
round and round we go...
So its easy to tear something down based on your personal taste, but it more difficult to suggest a better idea. How to you convey to the player that they absolutely need to stop and rest?
It reminds me of my wife, who can always tell me what she doesn't want to do...but can never give me a better alternative. ;)
i think that with all the limitation you had in Arma you came up with a good solution, and i liked it, not sure why people hated that so much, if you want to avoid that just jog. Besides what about postprocessing effects like blur instead of black screen black out. Perhaps increase the blur gradually, it would be very nice to sprint to much in the game and become sick in RL because of the Blur giving you headache :D:butbut:
twisted
Oct 14 2009, 13:43
It reminds me of my wife, who can always tell me what she doesn't want to do...but can never give me a better alternative. ;)
great analogy. and to try and answer it.
arma2 allows blurring - so perhaps consider progressively blurring the screen as you get more fatigued (in a curve not a linear fashion so the blur gets worse faster at the top end of the fatigue scale). a pulsing blur would be very close to what happens when running.
also affecting weapon wobble (if possible this time around) would be good as it takes a little time to settle to get a clear shot.
also breathing sounds that get louder as you get more fatigued to simulate laboured breathing.
also perhaps slowing the run speed down after a certain level of fagitue has occured.
blacking out was a great solution in arma. i think there may be potential to do more due to the improved arma2 engine capabilities.
must say am looking forward to ace2
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