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Smurf
Jan 22 2010, 18:13
As a note, its not in the change log, but I was playing around with the size of the aimdot and eotech reticule. People were complaining they were too large. After actually playing with them a couple times, I found the aimdot to be particularly annoying when engaging targets outside of 200m.

Hopefully its better.

http://img696.imageshack.us/g/arma22010012217111025.jpg/

Its only here(mixed mods) or should I create a ticket?

Cyborg11
Jan 22 2010, 18:21
What is the Point with th new MH-60L? isn´t it just the same as MH-60S with a different painting?
Not MH-60L (Seahawk - USMC) ;) UH60L (Blackhawk - US Army) :yay:

Tonci87
Jan 22 2010, 18:25
Yeah already noticed and corrected, but whats the difference now besides the painting? will the UH-60L get unguided rockets or something like this?

Sickboy
Jan 22 2010, 19:16
Due to a missing sf marksman model and missing reticules from some weapons, we're considering a hotifx release, stay tuned.

---------- Post added at 21:16 ---------- Previous post was at 20:40 ----------

A.C.E Beta 2, Update #15 (Hotfix) Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/294)
Mod Bugs 'n Feedback (http://dev-heaven.net/wiki/ace-mod2/Bugz)
Updater Bugs 'n Feedback (http://dev-heaven.net/wiki/six-arma-updater/Bugz)

Manzilla
Jan 22 2010, 19:18
Quick stuff fellas. Thanks.

Hatchetforce
Jan 22 2010, 19:30
Not MH-60L (Seahawk - USMC) ;) UH60L (Blackhawk - US Army) :yay:

MH-60L = Special Operations DAP from SOAR...

Cross
Jan 22 2010, 19:46
Kellys Heroes ACE Servers & YAS Repository updated to b.225 Hotfix ACEX-b177

Subscribe to KH-RSS -> http://www.kellys-heroes.eu/forum/rss.php

Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper
http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z (http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z)

Kelly's Heroes Community YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper (Repo for Islands & other Mods)
http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z (http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z)


URLs are case sensitive (ie lowercase & uppercase matters). So make sure the Auto-Config-URL is entered exactly as above, otherwise may result in 404.

YAS users: Do not forget to remove extra files through YAS after updated.

AddonSync Usage-> http://www.kellys-heroes.eu/forum/viewtopic.php?f=40&t=3212

DetCord
Jan 22 2010, 19:59
@<hidden> and Danny - That would be the Afghan map by our long lost Opteryx.

Thanks for all the kind words, gents. A lot of work went into that two minutes.

Baz
Jan 22 2010, 20:01
would the ACE team be interested in having ILBE pack system made for US MARINES?

luckyhendrix
Jan 22 2010, 20:18
So last update before 1.0 RC ? ;)

Meatball0311
Jan 22 2010, 20:22
@<hidden> and Danny - That would be the Afghan map by our long lost Opteryx.

Thanks for all the kind words, gents. A lot of work went into that two minutes.

Yeah sweet work!

tirramissu
Jan 22 2010, 20:24
Hello!
I have arma 2 v. 1.5 and up-to-date ace 2.
I have problems with context menu (by left win key) - it doesn't work.
I tried binding other keys to it (like shift + i) but it didn't work either...
Can you help me?

Alex72
Jan 22 2010, 20:35
Shot a javelin taking out a tank at 2km and there is no sound from the impact. At 1.3km there is a very faint occluded "thump" explosion sound. Personally i think that volume at 1.3km should be moved back to 2km. Sounds are great, but explosions of that caliber should be heared further. Occluded and faint ofcourse.

EDIT: And still no M242 Bushmaster impact sounds on other vehicles (metal). Argh.

Thanks for the update though. :)

jay316
Jan 22 2010, 20:39
Great job with the UH60 addition, thanks!

Geraldus
Jan 22 2010, 21:23
Hello!
I have arma 2 v. 1.5 and up-to-date ace 2.
I have problems with context menu (by left win key) - it doesn't work.
I tried binding other keys to it (like shift + i) but it didn't work either...
Can you help me?

I have the same problem, tried to bind others keys for the medic class but the interection don´t show up, this began last night without changing anything, help here too! :confused:

cold_Que
Jan 22 2010, 21:35
I have the same issue with the "Left Windows Key". Although I have bound it, the interface still will not work I changed the setting in the "ace_keys.hpp" in both the \@<hidden>\userconfing and \userconfig\@<hidden> folders. Any help would be appreciated

Thanks

***********************SOLUTION TO THE LEFT WINDOWS KEY ISSUE****************************************

In the ace_keys.hpp file there are two keyboard configurations and "L windows key" is assigned to 220 by default in a 104 keyboard configuration the "L windows key" is assigned to 219.

If you are using a "English (US) 104-key" key board then change the Interaction key to 219 as show below


class Interaction_Menu
{
key = 219; // win l
shift = 0;
};

Joe1989
Jan 22 2010, 21:56
Reduce?!?

ACE already practically halves their accuracy from vanilla.

I've had street-level enemies expend multiple magazines trying to shoot me as I stood on a third-floor balcony. We can't pretend that they're all doped-up shepherds with guns.

Edit: And another question, what is the difference between the two AT4 versions?

Aye mate, lol


Where crap at Arma and want to try and make it a wee bit esier as the AI seam to Spot us miles away and kill us with ese.

Baz
Jan 22 2010, 22:02
Found an issue for IR strobes... If you have multiple IR strobes on 1 player, IE 1 for IFF function and others for signaling / targeting. IFF still works, as far as attaching to your person. However, signaling / targeting does not work all the time, as it appears that the IR strobes only activate only after the player has tossed a strobe that was activated on his person.

IE: turn strobe on, toss a couple other strobes and see effect... They don't activate. Then toss the strobe that was attached and watch as all of the strobes on the ground turn on.

skooma
Jan 22 2010, 22:54
I get an error about my config files being "Outdated". I got rid of them hoping it would make ones it liked but it didn't work.

DMarkwick
Jan 22 2010, 22:55
I get an error about my config files being "Outdated". I got rid of them hoping it would make ones it liked but it didn't work.

You have to manually replace them with the new ones in the ACE/userconfigs folder. It doesn't do that automatically in case you need to copy across settings.

RacingLad
Jan 22 2010, 23:19
I keep getting this messege about something being outdated, something about a userconfig,hot_key thingy, during game play. This happened ever since I updated about a two day ago. Even with the new update presented today the problem still persists.

---------- Post added at 06:19 PM ---------- Previous post was at 06:11 PM ----------


You have to manually replace them with the new ones in the ACE/userconfigs folder. It doesn't do that automatically in case you need to copy across settings.

How do you do that?

Manzilla
Jan 22 2010, 23:32
I keep getting this messege about something being outdated, something about a userconfig,hot_key thingy, during game play. This happened ever since I updated about a two day ago. Even with the new update presented today the problem still persists.

---------- Post added at 06:19 PM ---------- Previous post was at 06:11 PM ----------



How do you do that?

Copy and paste from @<hidden>/userconfig to userconfig/ACE.

When in doubt use that nifty search function below the page numbers. It's all there.

DMarkwick
Jan 23 2010, 00:01
How do you do that?

You go to your ArmA2/@<hidden>/userconfig folder and copy everything there.

Then, you go to your ArmA2/userconfig/ACE folder and paste them all there, overwriting anythig that's already in there.

If you don't have an ArmA2/userconfig/ACE folder, make one :)

Mark XIII
Jan 23 2010, 00:05
Just wanted to thank the Ace team for the rapid return of our beloved littlebirds. Also, ANY additional content is ALWAYS appreciated :)

Sorry if I sounded like a whining bitch.. I just love my birdies

Naserve
Jan 23 2010, 00:31
I don't suppose someone has released an ammobox script containing all the Vanilla weapons and Ace Weapons?

AnimalMother92
Jan 23 2010, 01:01
Just wanted to thank the Ace team for the rapid return of our beloved littlebirds. Also, ANY additional content is ALWAYS appreciated :)

Sorry if I sounded like a whining bitch.. I just love my birdies

Same here, thnx ACE team :o

Really like the UH-60!

Zebb
Jan 23 2010, 01:41
Still enjoying the mod but for the first time tonight a few of us noticed an old friend returning from the original ACE mod, enemies apparently resurrecting themselves after what has been in the past a fatal hit (in some cases several hits at reasonably close range)

Has there been any change to the wounding/dead scripts or was it just a one off fluke of the mission?

Thanks :cool:

[J4F] Thunder666
Jan 23 2010, 02:32
hiho,

one Question: i havent my Altidude in the upper right Corner if i jump with the ACE Parachute . Someone have a Idea or this is normal ?

THX Greetings

Geraldus
Jan 23 2010, 04:00
I have the same problem, tried to bind others keys for the medic class but the interection don´t show up, this began last night without changing anything, help here too! :confused:

BUMP

No one else?

jasonnoguchi
Jan 23 2010, 04:24
@<hidden>, I changed my interaction key too and it works beautifully (binded to Shift-R as that is an easy key stroke to make on my wolf king keyboard). Make sure there are no conflicts in your key bindings.

CarlGustaffa
Jan 23 2010, 06:33
How does that backup sight you're talking about look? I've never seen it. Only aiming over the top of the scope.

It's the vanilla M4. I'm not sure if you can find it in the ACE crates, or only in one of the vanilla crates. Classname "M4A1_RCO_GL"

tirramissu
Jan 23 2010, 08:40
POINT!
Moving config files from Arma 2 directory "@<hidden>\userconfig" to "userconfig\ACE" helped with ACE Action Menu, it now works :)))
Now I can reload KONKURS.
BTW during KONKURS reload there's a chat message "I'm reloading the MG". KONKURS is not a MG ;-)

phaeden
Jan 23 2010, 08:53
In all your free time, I would love to see this:

http://www.youtube.com/watch?v=a9NxHj1R04g&feature=related

Banderas
Jan 23 2010, 09:08
Poor beings hardly have any free time, and for the sake of the Immortal Emperor's Tube-launched Optically-tracked Wire guided anti-tank missile why would they do that? :D

[=SFLR=]DK
Jan 23 2010, 09:57
In all your free time, I would love to see this:

http://www.youtube.com/watch?v=a9NxHj1R04g&feature=related

hell you know tht going to be the only thing it get to carry apart from a few rounds, tht thing look heavy, look fun and i like big rifle but with the ace stamina would be point less

Tonci87
Jan 23 2010, 10:10
Guys I really don´t get the point of the UH-60L isn´t it just the same Thing as the Knighthawk with different painting?

phaeden
Jan 23 2010, 10:19
@<hidden>[=SFLR=]DK, I know it would be ridiculous to have and carry that, but it still would be fun as hell to shoot. :)

It would put a different take on crew served weapons, that's for sure.

[=SFLR=]DK
Jan 23 2010, 10:23
hell yer tht would be fun as hell, i like the idea 2 think of the powe and range of tht thing, i just dont see ace making it, +1 from me:D

Kramxel
Jan 23 2010, 10:25
Hi!

New to ACE, and have a few questions (noob ones, I know...).

1.) There is no music in the main menu. Is this normal?

2.) In-game there are no radio calls... the messages are still displayed, but no sound can be heard.

3.) Also, when I access my profile, I get an error regarding a missing sound file. And when I try to change the voice (male1", "male2", etc) no sound is displayed.

4.) Lastely, I'm unable to consistently make shots with automatic rifles in distances over 100m.
I was pretty decent in the vanilla game, and was pretty good with sniper rifles.
Now, I am half decent with sniper rifles, but with automated ones (M4, M16, etc) I suck.
Even with close targets (<100m), I am well under 50% accuracy in single shots.


Am I missing something?

P.S: I instaled through the Six Updater.

Frohman
Jan 23 2010, 10:33
In all your free time, I would love to see this:

http://www.youtube.com/watch?v=a9NxHj1R04g&feature=related

Gee, I think the Barrett 25x59mm XM109 already included is powerful and heavy enough.

Just imagine lugging that thing around with more than a couple of mags of full length 20x102mm rounds. Ugh.

Just LOOK AT IT!
http://www.anzioironworks.com/images/20mm022standingatangle-FP.jpg
(Yes it is the same rifle)

Kramxel
Jan 23 2010, 10:36
Hi!

New to ACE, and have a few questions (noob ones, I know...).

1.) There is no music in the main menu. Is this normal?

2.) In-game there are no radio calls... the messages are still displayed, but no sound can be heard.

3.) Also, when I access my profile, I get an error regarding a missing sound file. And when I try to change the voice (male1", "male2", etc) no sound is displayed.

4.) Lastely, I'm unable to consistently make shots with automatic rifles in distances over 100m.
I was pretty decent in the vanilla game, and was pretty good with sniper rifles.
Now, I am half decent with sniper rifles, but with automated ones (M4, M16, etc) I suck.
Even with close targets (<100m), I am well under 50% accuracy in single shots.


Am I missing something?

P.S: I instaled through the Six Updater.

Just noticed there are new updates....

Will report back if problems remain.

Cyborg11
Jan 23 2010, 10:38
For what is the "Use map" module? o.o

Kramxel
Jan 23 2010, 10:46
Just noticed there are new updates....

Will report back if problems remain.

All issues remain.

Cole
Jan 23 2010, 11:10
Hi!

New to ACE, and have a few questions (noob ones, I know...).

1.) There is no music in the main menu. Is this normal?

2.) In-game there are no radio calls... the messages are still displayed, but no sound can be heard.

3.) Also, when I access my profile, I get an error regarding a missing sound file. And when I try to change the voice (male1", "male2", etc) no sound is displayed.

4.) Lastely, I'm unable to consistently make shots with automatic rifles in distances over 100m.
I was pretty decent in the vanilla game, and was pretty good with sniper rifles.
Now, I am half decent with sniper rifles, but with automated ones (M4, M16, etc) I suck.
Even with close targets (<100m), I am well under 50% accuracy in single shots.


Am I missing something?

P.S: I instaled through the Six Updater.
1) Most probably yes. ACE2 uses a custom main menu screen and that means they might've removed the music. Not sure though, I got my music disabled in the options anyways.

2) Edit your ace_clientside_config.hpp file found in \ArmA 2\userconfig\ACE with notepad. There's descriptions inside that make it really easy.
If you don't have configs in the userconfig folder, copy the ones from \ArmA 2\@<hidden>\userconfig to \ArmA 2\userconfig\ACE

3) That MIGHT be related to number 2.

4) ACE features new ballistics and wind simulation, so you'll probably have to train more to be good with weapons again. Or disable wind in the clientside config :)

Anyways, here's the ACE2 FAQ. (http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2) Should answer most of your questions.

Kamakazi
Jan 23 2010, 11:15
Look closer to the list of actions in the Six updater

http://www.kamakazi.pwp.blueyonder.co.uk/Images/ACE_Image.jpg

Should run another Dos window - then look into the folder
All should be good.

Manzilla
Jan 23 2010, 11:39
For what is the "Use map" module? o.o

Enabling it removes all maps from units. Meaning you need to add them to the units you want.

[=SFLR=]DK
Jan 23 2010, 12:07
Enabling it removes all maps from units. Meaning you need to add them to the units you want.

which i think is point less, might as well leave the map as it is, in stead wasting time adding it, unless you do a escape and evade from a prison mission, i think is the only time it would be useful, its not like you can hand it to AI group member and ask him to take point?

so what so new about the new ACE SOAR helo's? i like using ADuke's Helo pack more, especally the ERFS reminds me of Ghost Recon :) i see there is a winch on it, dose it actually work?

Manzilla
Jan 23 2010, 12:10
DK;1552086']which i think is point less, might as well leave the map as it is, in stead wasting time adding it, unless you do a escape and evade from a prison mission, i think is the only time it would be useful, its not like you can hand it to AI group member and ask him to take point?

It's more for MP and yes, escape and evade. Others as well. I may use in an SP mission soon.

Kramxel
Jan 23 2010, 12:14
1) Most probably yes. ACE2 uses a custom main menu screen and that means they might've removed the music. Not sure though, I got my music disabled in the options anyways.

2) Edit your ace_clientside_config.hpp file found in \ArmA 2\userconfig\ACE with notepad. There's descriptions inside that make it really easy.
If you don't have configs in the userconfig folder, copy the ones from \ArmA 2\@<hidden>\userconfig to \ArmA 2\userconfig\ACE

3) That MIGHT be related to number 2.

4) ACE features new ballistics and wind simulation, so you'll probably have to train more to be good with weapons again. Or disable wind in the clientside config :)

Anyways, here's the ACE2 FAQ. (http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2) Should answer most of your questions.

Thanks for the reply!

The sound issues are gone now that I tweaked the userconfig file.

Also have been playing with the editor and trying different riffles... and different sights.
Some sights are just very hard for me to get accurate with them. They must have changed some zero values... at least that's my explanation.


EDIT: @<hidden>
Never noticed that before... thanks for the tip!

Cole
Jan 23 2010, 12:17
Thanks for the reply!

The sound issues are gone now that I tweaked the userconfig file.

Also have been playing with the editor and trying different riffles... and different sights.
Some sights are just very hard for me to get accurate with them. They must have changed some zero values... at least that's my explanation.
For shooting at really long distances you might want to use the sight adjustment system (http://ace.wikkii.com/wiki/Features_of_ACE2#Sights_Adjustment), and yes, the optics are zeroed at a different range now, more real-life accurate.

Alex72
Jan 23 2010, 12:21
Kraxmel: press SHIFT+V and check the rangetable. It tells you what distance the weapon is zeroed at. And then set them to what you need.

EDIT: The blackouts are too frequent when you fly the JSF as a pilot IMO. Cant barely begin to make a turn without blacking out. Loving the new effect though.

[=SFLR=]DK
Jan 23 2010, 14:10
It's more for MP and yes, escape and evade. Others as well. I may use in an SP mission soon.

DUDE i just hurt my head:p

if i just wish for any one thing from ace, i wish for a survival mode, where you could have a action feature to live of the surroundings, and suffer from getting tired, hungry and thirsty along with ace wonding system and staimia sys and be able to take down enemy to obtain weapons! imagine having a behind enemy line style mission:yay:, i can't script to make a prototype!

[J4F] Thunder666
Jan 23 2010, 14:39
hello all,

must repeat my Question, need a simple Answer please.
i havent my Altitude in the upper right Corner if i jump with the ACE Parachute . Someone have a Idea or this is normal ?

THX Greetings

[=SFLR=]DK
Jan 23 2010, 14:50
Thunder666;1552182']hello all,

must repeat my Question, need a simple Answer please.
i havent my Altitude in the upper right Corner if i jump with the ACE Parachute . Someone have a Idea or this is normal ?

THX Greetings

ok i just try tht out, it depends what parachute you are using if using HALO MC-5 i got the altitude indicator how ever if did a HAHO T-10 then i got nothing

hope tht helps:)

maturin
Jan 23 2010, 15:00
I like what ACE does to tanks, but isn't a bit much to have BMP 2s and 3s blowing up from PG-7Vl warheads 100% of the time? Heck, I remember LAV-25s surviving hits.

Kramxel
Jan 23 2010, 15:03
Kraxmel: press SHIFT+V and check the rangetable. It tells you what distance the weapon is zeroed at. And then set them to what you need.


Yeah, I know that... but it only works on sniper rifles... my problem is with assault rifles though.

Later I'm gonna try disabling the wind system and see if that's the problem.

Missing 50m shots is really frustrating...

tobmic
Jan 23 2010, 15:11
Hi masters,


I put the ACE2's Wounding system module on the map (empty First), and after each respawn ("base method") , the AI stay freeze or dont see my human soldiers again.


Ps. The problem happens with the Arma2 First Aid Modules, too...


How I Fix this?

Best Regards

any help for this why its wrong ?

Manzilla
Jan 23 2010, 15:11
Yeah, I know that... but it only works on sniper rifles... my problem is with assault rifles though.

Later I'm gonna try disabling the wind system and see if that's the problem.

Missing 50m shots is really frustrating...

No sight adjustment on those for some reason. Disabling wind will help a lot.

[=SFLR=]DK
Jan 23 2010, 15:15
Yeah, I know that... but it only works on sniper rifles... my problem is with assault rifles though.

Later I'm gonna try disabling the wind system and see if that's the problem.

Missing 50m shots is really frustrating...

yer i bet, ok i just tried shooting at a target 50m with aimpoint and ironsight im getting clean hits, have you been running alot as tht can mess your aiming up and the same if your are injured, it hard to guess what going on without being able to see what your doing. :)

and what manzilla said!

Njayjay
Jan 23 2010, 15:25
Where can I read a list of changes to flying in ace2 along with instructions? I'm trying to do the bootcamp combat flying mission and everything has been changed around. I'm trying to get the hang of flying in order to play the Eagle Wing campaign with ACE2.

Mosh
Jan 23 2010, 15:37
Where can I read a list of changes to flying in ace2 along with instructions? I'm trying to do the bootcamp combat flying mission and everything has been changed around. I'm trying to get the hang of flying in order to play the Eagle Wing campaign with ACE2.

http://dev-heaven.net/projects/ace-mod2/news

Now my question... I have searched the thread and not one mention of a G15 keyboard. I've been learning my ACE keys and cannot figure out what number my windows key is (I would assume it would be the same layout as a normal 104 key, but doesn't seem to be)... other keys do what they are supposed to, I just haven't figured out the windows key. I'll keep trying and post back if I figure it out.

EDIT - G15 - Left Windows key is 219... just like it says in key file under US 104 keys... :rolleyes:

Njayjay
Jan 23 2010, 15:39
Wheres the crosshair in the chopper for firing my hydras?

Also, whats up with hellfires not hitting their targets? How do I lock on?

WMike20052
Jan 23 2010, 15:48
Originally Posted by D3lta
Hi masters,


I put the ACE2's Wounding system module on the map (empty First), and after each respawn ("base method") , the AI stay freeze or dont see my human soldiers again.


Ps. The problem happens with the Arma2 First Aid Modules, too...


How I Fix this?

Best Regards



Have you tried syncing them to your character? F5 is the button to sync in the editor.

maturin
Jan 23 2010, 15:49
I like what ACE does to tanks, but isn't a bit much to have BMP 2s and 3s blowing up from PG-7Vl warheads 100% of the time? Heck, I remember LAV-25s surviving hits.

And Bradleys too. They blow up from frontal armor hits at 400m. I know IFVs are very vulnerable, but it shouldn't be instant death.

And I noticed that with the RPG's sights calibrated at 400m, I could only hit the 395m distant Bradley by placing its TOW rack on the sight tray itself, which meant that it was completely obscured.

VKing
Jan 23 2010, 15:59
And Bradleys too. They blow up from frontal armor hits at 400m. I know IFVs are very vulnerable, but it shouldn't be instant death.

Armour is being worked on.



And I noticed that with the RPG's sights calibrated at 400m, I could only hit the 395m distant Bradley by placing its TOW rack on the sight tray itself, which meant that it was completely obscured.

The sight adjustment for the RPG7 is only accurate for the PG7V rocket.
The PG7VL is heavier and has less range, and the PG7VR even less so.

tobmic
Jan 23 2010, 16:04
Originally Posted by D3lta
Hi masters,


I put the ACE2's Wounding system module on the map (empty First), and after each respawn ("base method") , the AI stay freeze or dont see my human soldiers again.


Ps. The problem happens with the Arma2 First Aid Modules, too...


How I Fix this?

Best Regards



Have you tried syncing them to your character? F5 is the button to sync in the editor.

Does that fix the problem ?

[J4F] Thunder666
Jan 23 2010, 16:10
@<hidden>[=SFLR=]DK: that`s the Problem :(. I use the MC-5 and havent a Altitude Indicator.

THX

[=SFLR=]DK
Jan 23 2010, 17:10
Thunder666;1552243']@<hidden>[=SFLR=]DK: that`s the Problem :(. I use the MC-5 and havent a Altitude Indicator.

THX

hmmmm:confused:, ok long shot have you tried reinstalling very thing(it sucks im sorry)

Alex72
Jan 23 2010, 17:22
Wheres the crosshair in the chopper for firing my hydras?

Also, whats up with hellfires not hitting their targets? How do I lock on?

Hydra is FFAR wich are non guided rockets. Point and shoot. The only "miss" in ACE imo is that they arent "zeroed" at good distance to the actual crosshair (little circle). They hit always under it.

---------- Post added at 19:22 ---------- Previous post was at 19:20 ----------


Yeah, I know that... but it only works on sniper rifles... my problem is with assault rifles though.
Missing 50m shots is really frustrating...

Assault rifles: ACOG and ironsights etc cannot be adjusted. And personally i have no problems with it. You have to practise.

Angle
Jan 23 2010, 17:30
SMAW spotting rifle annoys me a lot.

Switch to smaw spotting and range you smaw. And then in a stressed situation you have to immediately switch back to the smaw. And the option you are presented with is smaw spotting. And you will only read smaw then press it. And then you are still firing at the t72 with the spotting rifle and then you are ether dead or its gone. And the actual smaw is at the bottom of the list. That makes little to no sense

Manzilla
Jan 23 2010, 17:58
DK;1552276']hmmmm:confused:, ok long shot have you tried reinstalling very thing(it sucks im sorry)

Are you using other content? Try it with just the ACE2 stuff and nothing else. You are using the latest ACE2 version right?

---------- Post added at 12:58 PM ---------- Previous post was at 12:55 PM ----------


http://dev-heaven.net/projects/ace-mod2/news

Now my question... I have searched the thread and not one mention of a G15 keyboard. I've been learning my ACE keys and cannot figure out what number my windows key is (I would assume it would be the same layout as a normal 104 key, but doesn't seem to be)... other keys do what they are supposed to, I just haven't figured out the windows key. I'll keep trying and post back if I figure it out.

EDIT - G15 - Left Windows key is 219... just like it says in key file under US 104 keys... :rolleyes:

Just switch the key binding. If you don't have a right windows key then figure out a key you aren't using and change the interaction menu to that key. That's why the added the ability to switch key bindings I expect.

luckyhendrix
Jan 23 2010, 18:11
SMAW spotting rifle annoys me a lot.

Switch to smaw spotting and range you smaw. And then in a stressed situation you have to immediately switch back to the smaw. And the option you are presented with is smaw spotting. And you will only read smaw then press it. And then you are still firing at the t72 with the spotting rifle and then you are ether dead or its gone. And the actual smaw is at the bottom of the list. That makes little to no sense

You're not forced to use it , for shoots up to 800 meters I shot my rocket straight away

Mosh
Jan 23 2010, 18:35
Just switch the key binding. If you don't have a right windows key then figure out a key you aren't using and change the interaction menu to that key. That's why the added the ability to switch key bindings I expect.

Yeah I got it... I was just wondering what the actual number was for my (G15) keyboard... it happened to be the same as any other keyboard. It just defaulted to my right windows key instead of left which confused me at first. Once I realized that... easy fix. Thanks though. :)

-=seany=-
Jan 23 2010, 18:39
I have yet to be shot while using the spotting rifle (unless they already know I'm there). I can fire multiple spotting rounds at armor and they dont notice. If I fire 1 smaw and miss they will kill me then.

Evil_Echo
Jan 23 2010, 18:47
... about missing targets with an assault rifle at 50m


No sight adjustment on those for some reason. Disabling wind will help a lot.

Because you don't normally re-zero an assault rifle during combat. Normal engagement ranges are such that wind rarely matters for those weapons. If you are fighting in a hurricane then perhaps bringing up the wind arrow might be appropriate - otherwise just you should be fine.

Kramxel
Jan 23 2010, 19:38
Assault rifles: ACOG and ironsights etc cannot be adjusted. And personally i have no problems with it. You have to practise.

I know, I know...

Been trying out different riffles, in a training setup I found (a man walking from side to side at user defined ranges).

The range was 50m, semi-auto.

I must say some riffles are absolute money! (MP5, one of the PLA's and a couple more)
The M4 is one of the worse... I can only get consistent shot using multiple one-shoters...


P.S: I confirmed wind has little (if any) effect at that range.

Steakslim
Jan 23 2010, 19:56
UH-60L for US Army [rocko]

All I can find is a UH-60M, no L model, is this a typo or am I not looking hard enough?

Max255[PL]
Jan 23 2010, 20:15
UH-60L name was changed to UH-60M for more realism...

fakename2
Jan 23 2010, 20:27
I know this is going to sound stupid, but hwo do you use the new ACE wounding system? I'm playing single player, and my guy gets wounded. My guy calls the medic over, but nothing happens. I switch to the medic, and I try to manually heal my guy. I get the option, but when I click it, nothing happens. After a few minutes, my medic says negative, and no one gets healed. I know I'm missing something with the system, but I have no clue what. I'm a pretty noob player so I haven't read into it too much, and I honestly have no idea how to use it. Can anyone help me out, or at least point me to the right forum?

Mizz
Jan 23 2010, 20:35
ok guys i have BIG problem

http://img39.imageshack.us/img39/350/96755345.jpg

everytime when im trying to uptade/download my ace folders 6uptader freezing on "trying rsyn"

i tried turn off firewall,turn off nod32 - didnt help
i tried to download all ace2's files via 6uptader- didnt help , trying rsync still
i tried to download ace2's files manualy - didnt help , trying rsync also

do you have any ideas what is wrong?

i have router maybe the problem is in forwarding ports?

Alex72
Jan 23 2010, 22:22
I know this is going to sound stupid, but hwo do you use the new ACE wounding system? I'm playing single player, and my guy gets wounded. My guy calls the medic over, but nothing happens. I switch to the medic, and I try to manually heal my guy. I get the option, but when I click it, nothing happens. After a few minutes, my medic says negative, and no one gets healed. I know I'm missing something with the system, but I have no clue what. I'm a pretty noob player so I haven't read into it too much, and I honestly have no idea how to use it. Can anyone help me out, or at least point me to the right forum?

Did you bring bandages and morphine? If its the ACE wounding system your guys might be bleeding wich (i think!) is not the same as the usual "injured". You have to bandage AND heal afterwards. Im not 100% here mate sorry. But with ACE wounding system you can get more hurt in more ways than the usual ARMA2 ways and you need to have medic gear with you. The healing process might be borked atm as well. I havent tested it thouroghly.

fakename2
Jan 23 2010, 22:55
Did you bring bandages and morphine? If its the ACE wounding system your guys might be bleeding wich (i think!) is not the same as the usual "injured". You have to bandage AND heal afterwards. Im not 100% here mate sorry. But with ACE wounding system you can get more hurt in more ways than the usual ARMA2 ways and you need to have medic gear with you. The healing process might be borked atm as well. I havent tested it thouroghly.

I'm playing through Sick1's Seal Team Six 3 campaign here, (which is awsome by the way) and my medic has 1 bandage, no morphine, and no other medic gear. I sometimes get the option to "stop bleeding" but I'm unsure if that's for the medic or the guy the medic is attempting to heal. But even if I do press it, I go through the actions, but nothing happens. I still got a bandage lef tin inventory, and my guys are still complaining. Is this a glitch or are there supplies I'm lacking?

Alex72
Jan 23 2010, 23:50
Oh ok. Anyone can bandage anyone (even self). If the campaign have the ACE wounding system activated then you need morphine as well i think. They are used combined usually. At least if you have a wound that need bandaging - morphine will get you back to normal state as it takes away the pain. for example shaky aim due to pain will go away. If its a minor wound - bleeding - the morphine will basically put you almost back to full health if im thinking correctly.

But i would add morphine as well if i made a mission with ACE wounding system ON.

However what your saying that "nothing" works might be that the ACE wounding module atm doesnt work properly like i said before (ACE is beta stage so far and things are updated back and forth due to this. Not easy to keep track of everything). I dont know yet if its not working properly as i havent had time to test it. Im beta testing other things as well. :) I will test it during the night though and get back to ya.

TheRev709
Jan 24 2010, 02:00
I'm playing through Sick1's Seal Team Six 3 campaign here, (which is awsome by the way) and my medic has 1 bandage, no morphine, and no other medic gear. I sometimes get the option to "stop bleeding" but I'm unsure if that's for the medic or the guy the medic is attempting to heal. But even if I do press it, I go through the actions, but nothing happens. I still got a bandage lef tin inventory, and my guys are still complaining. Is this a glitch or are there supplies I'm lacking?

Ignore the action menu, instead press the right windows key and a radial menu will appear so you can examine, diagnose, and heal your teammates.

[KH]Jman
Jan 24 2010, 02:03
ok guys i have BIG problem

http://img39.imageshack.us/img39/350/96755345.jpg

everytime when im trying to uptade/download my ace folders 6uptader freezing on "trying rsyn"

i tried turn off firewall,turn off nod32 - didnt help
i tried to download all ace2's files via 6uptader- didnt help , trying rsync still
i tried to download ace2's files manualy - didnt help , trying rsync also

do you have any ideas what is wrong?

i have router maybe the problem is in forwarding ports?

I have this issue. I can tell you that Six Updater does not work with nod32 AV. It is not enough to disable nod32 to get six updater to work you have to uninstall it, something that I was not prepared to do - thats why we host a Yoma addon sync server for ACE2. You could try updating to the most recent version of NOD32 and see what happens, I use version 2.7 though as that revision was and still is the best version of nod32 to date. Them's your choices.

CombatComm
Jan 24 2010, 03:28
Hey guys, iv been having some real problems with my medics since I got arma2. They dont heal anyone and the command to heal isnt there EVEN THOUGH Iv equipted them with a rucksack stuffed with medical supplies. IV, PLASMA, BANDAGES. I also have ACE2 wounds system enabled. What gives? Am I misson something? A module or setting? Thanks in advance.

PROTOTYPE 001
Jan 24 2010, 04:00
Custom face still keeps reverting back to default arma2 face after putting on glasses or mask.

SnR
Jan 24 2010, 06:49
Ive had no luck locating info on reverting Key bindings back to pre v225.
For example since Armed Assault my GPS Key has been H, now it comes up with a Instantview distance option. I would like to remove this option and others.

callihn
Jan 24 2010, 08:10
Anyone know where I can get the latest version, #15?

Mine that I downloaded on the 21st from the OPs link apparently doesn't have the UH-60 because I can not play on the OP4Gaming server. :(

Sickboy
Jan 24 2010, 08:17
Latest versions of NOD32 and E-Set work fine with the Updater.
If you're looking for official support, please seek it at the designated areas :)

Mod Bugs 'n Feedback (http://dev-heaven.net/wiki/ace-mod2/Bugz)
Updater Bugs 'n Feedback (http://dev-heaven.net/wiki/six-arma-updater/Bugz)

callihn
Jan 24 2010, 08:26
Latest versions of NOD32 and E-Set work fine with the Updater.
If you're looking for official support, please seek it at the designated areas :)

Mod Bugs 'n Feedback (http://dev-heaven.net/wiki/ace-mod2/Bugz)
Updater Bugs 'n Feedback (http://dev-heaven.net/wiki/six-arma-updater/Bugz)


I mean the latest version of ACE and ACEX, the one supplied at the link you provided is outdated apparently.

Sickboy
Jan 24 2010, 08:28
I mean the latest version of ACE and ACEX, the one supplied at the link you provided is outdated apparently.

Answer was to someone else. Please see the documentation for your issue.
http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#General

callihn
Jan 24 2010, 08:33
Answer was to someone else. Please see the documentation for your issue.
http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#General

Bro the files have not been updated in the links there, they are build #10, the latest says it's #15.

luckyhendrix
Jan 24 2010, 08:36
So 1.0 RC tomorow or today ? ;)

Njayjay
Jan 24 2010, 08:40
What does panic mode do?

Murklor
Jan 24 2010, 09:16
What does panic mode do?
Absolutely nothing. That's why you panic.

CombatComm
Jan 24 2010, 09:18
Anybody please tell me how to get my corpsman to heal people, including me?

evolve-r
Jan 24 2010, 10:16
M4 SOCOM not have sound

Njayjay
Jan 24 2010, 10:25
What do you mean nothing? There's a "panic" key stated in the ace_keys.hpp file. What's it for?

jasonnoguchi
Jan 24 2010, 10:47
Absolutely nothing. That's why you panic.

Classic answer. :) Sadly, some thick skulls will never get it.

Sneaker-78-
Jan 24 2010, 10:51
M4 SOCOM not have sound

http://dev-heaven.net/wiki/ace-mod2/Bugz

NouberNou
Jan 24 2010, 11:24
WIP Dialog for M23 MBC (http://www.globalsecurity.org/military/library/policy/army/fm/23-91/ch6.htm) for (potential) use with the M224 60mm mortar system.

Click for big:
http://raceriv.com/arma2/M23_small.jpg (http://raceriv.com/arma2/M23.jpg)

Don't worry, you wont have to use all those buttons... :p and the mud may or may not be included. ;)

Manzilla
Jan 24 2010, 11:42
Excellent NouberNou, thanks! Will this work with AI gunners? That would be wicked.

luckyhendrix
Jan 24 2010, 12:21
as I already said , I love your contribution to ace Nou ! can't wai to see map plus and the mortar system in action

Kremator
Jan 24 2010, 14:07
Someone wipe my keyboard ! Noubernou that is LOVELY!

Keep up the good work !

Njayjay
Jan 24 2010, 14:23
How do you use the spotting scope? And what does the panic key do?

Due-_-
Jan 24 2010, 14:47
Hi @<hidden>, is there a way to disable the debug console? or just make that it doesnt appear in the "ESC" menu? found nothing in the wiki :<

ChiefRedCloud
Jan 24 2010, 15:26
ok guys i have BIG problem

http://img39.imageshack.us/img39/350/96755345.jpg

everytime when im trying to uptade/download my ace folders 6uptader freezing on "trying rsyn"

i tried turn off firewall,turn off nod32 - didnt help
i tried to download all ace2's files via 6uptader- didnt help , trying rsync still
i tried to download ace2's files manualy - didnt help , trying rsync also

do you have any ideas what is wrong?

i have router maybe the problem is in forwarding ports?



Jman;1552586']I have this issue. I can tell you that Six Updater does not work with nod32 AV. It is not enough to disable nod32 to get six updater to work you have to uninstall it, something that I was not prepared to do - thats why we host a Yoma addon sync server for ACE2. You could try updating to the most recent version of NOD32 and see what happens, I use version 2.7 though as that revision was and still is the best version of nod32 to date. Them's your choices.

Don't know anything about nod32.AV and I have no idea if my comment will be helpful. But this is what I do to update my ACE 2 mod.

1) go to the START menu and look for the folder "SIX" (on my computer anyway)

2) Open the folder and look for "SixUpdater-Update Ruby Gems". Run this.
3) When this is completed go back and look for "Six Updater-Console. Run this and go get a snack. I can take a few minutes to update.

Seems the short cut on the desktop does not take all this into consideration. Hope this helps.

Johan S
Jan 24 2010, 15:26
How do you use the spotting scope? And what does the panic key do?

Put down the scope on the ground (via the action menu). You can now see the scope on the ground. Walk close to it, and choose "Enter scope", or something similar, also from the action menu.

And wasn't the panic button thing answered already? It seems it doesn't do anything at all.

Gabe_Ruckus
Jan 24 2010, 15:35
Got a few suggestions for the newest build:
Medics don't carry plasma, but we do carry normal saline, lactated ringers, and hextend.
Also, epipens are for severe allergic reactions. Are you thinking of atropine? That's used for slow and absent heart rate.
As for bandages, I've got a lot of kerlix rolled gauze and Emergency Trauma Bandages, or Israeli Dressings. Also carry a couple of abdominal pads and occlusive hyphen chest seals and chest needles.
Lastly, Tourniquets. They're step one for controlling bleeding now, they should have their own graphic.
http://www.narescue.com/liCombat-Application-Tourniquet-C-A-T--C145.aspx

Anyway, I'd love to give more input if you need it on what a medic should carry, I think they should have more stuff when you place them in the editor without having to run to a medical supply crate, and then there were a couple of things that didn't make any sense.

Njayjay
Jan 24 2010, 16:07
Put down the scope on the ground (via the action menu). You can now see the scope on the ground. Walk close to it, and choose "Enter scope", or something similar, also from the action menu.

And wasn't the panic button thing answered already? It seems it doesn't do anything at all.

I've mounted the scope once deployed, but cannot look thru it. Is it not implemented yet?

Cole
Jan 24 2010, 16:28
I've mounted the scope once deployed, but cannot look thru it. Is it not implemented yet?
try crawling around it, you should see a "Enter spottingscope as gunner" action, so click that.

Njayjay
Jan 24 2010, 16:32
I already said I tried that. But I can't see through the scope once I mount it.

CombatComm
Jan 24 2010, 16:39
How do you get medics and corpsman to heal you in ACE2? I have no option to order them too and they dont seem to care about my profuse bleeding and broken leg.

Johan S
Jan 24 2010, 16:41
I already said I tried that. But I can't see through the scope once I mount it.

You need to use weapons view once you have "entered" the scope to look through it. Default Num 0, or whatever you have mapped it to. Then you can look through it and also zoom in/out.

Electricleash
Jan 24 2010, 17:08
How do you get medics and corpsman to heal you in ACE2? I have no option to order them too and they dont seem to care about my profuse bleeding and broken leg.

I second this, the 'Examine' option in the radial menu does nothing, though the 'Gear' and the 'Rehab' (whatever that is) do sort of work.
I'm doing the same campaign as CombatComm, and cant use any of the medical equipment.

Man... the medic system seems to have got overly complex, over ACE1 I think...

luckyhendrix
Jan 24 2010, 17:23
It's almost the same as in ACE 1 , did you put the module ?

NouberNou
Jan 24 2010, 17:27
Excellent NouberNou, thanks! Will this work with AI gunners? That would be wicked.

While we do not know the extent of AI control for the artillery pieces yet, this would be able to facilitate AI controlled batteries in its features. There is the ability for this device (in real life) to connect to DMD and other digital messengers.

Manzilla
Jan 24 2010, 17:53
While we do not know the extent of AI control for the artillery pieces yet, this would be able to facilitate AI controlled batteries in its features. There is the ability for this device (in real life) to connect to DMD and other digital messengers.

hanks. That's great to hear.

madbull did a really nice artillery program except the AI can't fire the cannon.

CombatComm
Jan 24 2010, 18:19
Im talking about AI medics and corpsman. Does anyone know how to get them to do there job?? Im dieing over here, litterally and figurativly.

Manzilla
Jan 24 2010, 18:34
Im talking about AI medics and corpsman. Does anyone know how to get them to do there job?? Im dieing over here, litterally and figurativly.

Select the unit(F-whatever). Then hit 6, then usually 1.(It will say Heal unit.) But the AI medic needs to be equipped with the Bandages, etc. If you want them to heal you just hit 5 then 4.(No unit should be selected.)

Mine usually do it automatically though.

CombatComm
Jan 24 2010, 19:20
weird. I dunno whats wrong with mine than... Rucksacks should count right? All of my medics gear is in his rucksack, maybe AI cant access that..

DMarkwick
Jan 24 2010, 19:58
Feedback:

I might not know how many rounds are in any one magazine, but surely I must know how many magazines I have? :)

Also, I note that before the most recent update my AA and AT squad member's icons would let me know their weapon status via a little icon-within-icon, but now that info has gone. The icon-within-icon is still there, but it no longer disappears once the weapon is used and empty. Can anyone confirm the correct activity of these?

skooma
Jan 24 2010, 20:05
Can't wait for the RC!

Steakslim
Jan 24 2010, 20:32
any word on the outlook of any additional upcoming 160th SOAR heli's? Any hints, bad puns, DaVinci Code-esque clues?

Manzilla
Jan 24 2010, 20:38
weird. I dunno whats wrong with mine than... Rucksacks should count right? All of my medics gear is in his rucksack, maybe AI cant access that..

Nope. Gotta be equipped. Not in a ruck.

Murklor
Jan 24 2010, 20:39
I might not know how many rounds are in any one magazine, but surely I must know how many magazines I have? :)
... go into the gear menu and count them?

Tonci87
Jan 24 2010, 21:15
I have to say it once more. ACE is just great. My Clan =NAG= played yesterday Domination for six Hours, and today again 5 hours. Its just so much fun with ACE^^

DMarkwick
Jan 24 2010, 23:09
Also, I note that before the most recent update my AA and AT squad member's icons would let me know their weapon status via a little icon-within-icon, but now that info has gone. The icon-within-icon is still there, but it no longer disappears once the weapon is used and empty. Can anyone confirm the correct activity of these?

Hmm never mind about that one, it isn't happening tonight :)

USSRsniper
Jan 25 2010, 01:38
Hi @<hidden>, is there a way to disable the debug console? or just make that it doesnt appear in the "ESC" menu? found nothing in the wiki :<

Have the same question, want to disable debug console...

[J4F] Thunder666
Jan 25 2010, 09:57
hello,

is it possible to ask via a small Script if i set my Gasmask or not ? Please say yes :-)
And maybe someone can write the code then ?
THX in advance

jasonnoguchi
Jan 25 2010, 09:58
@<hidden>, you can tell if your gasmask is on or not from your screen. If its on, there should be a view constrain like looking through a bino and also heavy gasmask breathing sound, you can't miss the effects. Having gas masks in your inventory doesn't mean you are wearing it.

Nonkel Mich
Jan 25 2010, 10:14
Is there a possibility to create stretchers?
Does it already excist?
Would be a great addition

[J4F] Thunder666
Jan 25 2010, 10:17
thats not what i mean but THX :)- The Mask works phantastic. But i need to create a Mission without Teargas, but other dangerous Situation that needs a to use a Gasmask.
And the Guys must be damaged if they not have a Mask.

greetings

HateDread
Jan 25 2010, 10:59
Hey guys,

A few questions;

- How do I disable flashlights? I don't want the player to be able to use one.

- Why does the flashlight display script errors when switching it off, and will this affect anything important?

And finally;

- Why does the flashlight move up and down so slow, and jumpily? It moves side-to-side perfectly, but it's so clumsy up-and-down. Breaks immersion, to an extent.

Cheers.

MARBESSI
Jan 25 2010, 11:09
Trying to put items in rucksack during a Mission played on-line (kelly heroes servers) but I noticed that I'can't put anything in. Gas mask, earplugs and so on goes fine but none of the sack (medic pack or assault was the same) I tried worked. Is a trouble of some config I missed?:confused:

Blechreiz
Jan 25 2010, 13:32
sorry for my quick question but were there any news about the HK416 / HK417 ?
I dont want to read about 200 pages :D

Mosh
Jan 25 2010, 14:05
sorry for my quick question but were there any news about the HK416 / HK417 ?
I dont want to read about 200 pages :D

There is a wonderful feature called 'search this thread', type HK416 in it, hit enter, and see what you come up with...:rolleyes:

Alex72
Jan 25 2010, 14:14
Airplane vapour animates (running) after aircrafts crashed if vapour is activated at the impact. Cant really make an example mission out of it though. But i guess having a mate crash a plane while banking hard (to get vapour going) will show it. Might be performance problems after a bunch of them crashed with vapour animating constantly.

Manzilla
Jan 25 2010, 14:15
I hate reading 200 pages too! It's in the search though, a lot. They are being worked on is all they say. And "It will be done when it's done" many times. That's probably still the case.

b0b
Jan 25 2010, 14:51
IM having some mad troubles lately and i don't know if its ACE2 or ArmA.

Every time the game/mod crashes my char gets stuck on the server and i cant rejoin. Happened to a buddy of mine too multiple times. You cant kill the stuck player ( someone tried) and i don't believe its possible to kick the name either.

A royal PITA when you've spent 2 hrs commanding and just building stuff up for the team :P

Any fixes? I tried a game and machine reboot.... rebooted my router... still no go. Eventually the char name times out and you can rejoin but this takes anything upto an hour.

Never had this happen in vanilla arma.

I might just add ... fkinGreat Mod BTW itll be epic once the ironing out is done.

JW Custom
Jan 25 2010, 14:55
IM having some mad troubles lately and i don't know if its ACE2 or ArmA.

Every time the game/mod crashes my char gets stuck on the server and i cant rejoin. Happened to a buddy of mine too multiple times. You cant kill the stuck player ( someone tried) and i don't believe its possible to kick the name either.

A royal PITA when you've spent 2 hrs commanding and just building stuff up for the team :P

Any fixes? I tried a game and machine reboot.... rebooted my router... still no go. Eventually the char name times out and you can rejoin but this takes anything upto an hour.

I tried that on vanilla ArmA 2 when i had some internet connection problems and lost connection, but it only took 2-3 min before i was able to re-join though!

wildone_106
Jan 25 2010, 14:57
So I run the six updater, it says updating 'gems' and does nothing, now what in the hell am I supposed to do? This is pissing me off, the instructions dont make sense or work...

b0b
Jan 25 2010, 15:05
So I run the six updater, it says updating 'gems' and does nothing, now what in the hell am I supposed to do? This is pissing me off, the instructions dont make sense or work...

I take it you tried this?

http://dev-heaven.net/wiki/ace-mod2/Lazy

Manually downloading yml file etc?

St. Jimmy
Jan 25 2010, 15:21
Why I can't use binoculars when I'm using this mod? It puts binoculars in front of the nose but I can't see through it. That is really annoying
Even re-installing the game and mods didn't solve my problem.

I only have GBA and ACE 2 mods and this problem only shows in ACE mod.

DMarkwick
Jan 25 2010, 15:22
Why I can't use binoculars when I'm using this mod? It puts binoculars in front of the nose but I can't see through it. That is really annoying
Even re-installing the game and mods didn't solve my problem.

I only have GBA and ACE 2 mods and this problem only shows in ACE mod.

For some reason you need to click your right mouse button to "sight" the binos. I guess it's a "realism" feature but it seems daft to me :)

Evil_Echo
Jan 25 2010, 15:28
For some reason you need to click your right mouse button to "sight" the binos. I guess it's a "realism" feature but it seems daft to me :)

The requirement to use the alternate optics view for binoculars has been in ACE since ArmA1 days. If you think about how you need to do the same to look through rifle scopes and other gear it does make sense. ACE is just being consistant here.

Sickboy
Jan 25 2010, 15:29
For some reason you need to click your right mouse button to "sight" the binos. I guess it's a "realism" feature but it seems daft to me :)

Press and hold your compass key during looking through binos, and over binos ;)

St. Jimmy
Jan 25 2010, 15:30
For some reason you need to click your right mouse button to "sight" the binos. I guess it's a "realism" feature but it seems daft to me :)

Haha :D I haven't tried to only click the mouse. I've only tried to press the right button and it only zooms over the binoculars. Haha how stupid i have been.

Ty

DMarkwick
Jan 25 2010, 15:31
Press and hold your compass key during looking through binos, and over binos ;)

Woo, a mystery :D will try it. I'm hoping to see boobs, but I'm always grotesquely optimistic :D

wildone_106
Jan 25 2010, 15:38
Yea and even that is confusing, so I ran the 6 updater, I have a black dos window open right now and it was scrolling thru a bunch of stuff like this
c:/program files/six-updater/tools/ruby/lib/gems/1.9.1/gems/mongrel-1....ect ect

Its not moving anymore, is it supposed to close on its own? what the hell am I supposed to do now! Gdamn they coulda made this easier to install for us 'non coder' types...!




I take it you tried this?

http://dev-heaven.net/wiki/ace-mod2/Lazy

Manually downloading yml file etc?

Manzilla
Jan 25 2010, 15:45
Check the program file for the six updater, or start menu. In the start menu find SIX then Six Updater Suite. Try the Six Updater GUI. That worked for me in the most recent Six Updater version.

Or try the Console. That works the best for me. But you need to access the internet page for the initial set up. If you've already done that use the Console.

EDIT:

When using the GUI shortcut it will take you to the Six-updater page, hit "MAIN" along the top. Then select ACE Mod Vanilla. Then hit Execute just below it. It should start DL'in the Mod.

DMarkwick
Jan 25 2010, 15:52
The requirement to use the alternate optics view for binoculars has been in ACE since ArmA1 days. If you think about how you need to do the same to look through rifle scopes and other gear it does make sense. ACE is just being consistant here.

I'd have to take a different stance on that (of course ;)), IMO if you select binos, then it's because you wish to look through them yes? I think binos represent an example of exception NOT proving the rule (of consistency) ;)

Just seems like an unnecessary hassle, ArmA2 is already pretty clicky (mouse buttons, scroll wheel, keyboard, sometimes it's like playing a complex instrument). Is there any penalty for me removing the relevant PBO? (Other than it will simply reappear on the next update)

Sickboy
Jan 25 2010, 16:00
You have the ability to switch between the two modes, because it gives you quick access to compass/watch/map. They are inaccessible during Binocular view, and without the second mode, you take a lot of animation time to put away the binoc, check the compass, and grab the binoc again :P
Maybe there's something we can do so you start automatically in zoomed mode though?

wildone_106
Jan 25 2010, 16:06
Ok THANK YOU VERY MUCH at last someone with clear simple instructions (for a simpleton like me!)..its DL now!



Check the program file for the six updater, or start menu. In the start menu find SIX then Six Updater Suite. Try the Six Updater GUI. That worked for me in the most recent Six Updater version.

Or try the Console. That works the best for me. But you need to access the internet page for the initial set up. If you've already done that use the Console.

EDIT:

When using the GUI shortcut it will take you to the Six-updater page, hit "MAIN" along the top. Then select ACE Mod Vanilla. Then hit Execute just below it. It should start DL'in the Mod.

strongbird
Jan 25 2010, 16:13
is it just me or is Map opening/closing alot faster in ace

Manzilla
Jan 25 2010, 16:17
Ok THANK YOU VERY MUCH at last someone with clear simple instructions (for a simpleton like me!)..its DL now!

My pleasure. Glad to help.

You'll find it's actually a genius set up, after you get past the initial difficulty. Now just use the Console shortcut for the updates.(One should be scheduled in an hour or so.)

Enjoy this Mod. It's wicked. Makes the game tough but very, very fun. There's so much new s&^t available to A2 with this Mod it's nuts.

DMarkwick
Jan 25 2010, 16:55
You have the ability to switch between the two modes, because it gives you quick access to compass/watch/map. They are inaccessible during Binocular view, and without the second mode, you take a lot of animation time to put away the binoc, check the compass, and grab the binoc again :P
Maybe there's something we can do so you start automatically in zoomed mode though?

Well it's not exactly game-breaking :) but it's a generally interesting point about whether the items should all be treated exactly the same regardless, or whether initial conditions should always be context-sensitive. i.e. weapons always in non-sighted mode initially because you're interested in why you need that weapon rather than that you immediately be sighted through it, while other equipment like binos are selected because of the direct immediate intent of sighting through it.

I guess each equipment is an individual case though. "Weapons" being all one equipment type.

Sickboy
Jan 25 2010, 17:00
A.C.E Release Candidate, (B2 Update #16) Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/296)
Mod Bugs 'n Feedback (http://dev-heaven.net/wiki/ace-mod2/Bugz)
Updater Bugs 'n Feedback (http://dev-heaven.net/wiki/six-arma-updater/Bugz)

AnimalMother92
Jan 25 2010, 17:02
thanks for bringing back the intro :thumbsup:

maturin
Jan 25 2010, 17:08
Armor damage simulation?
no wai

time to spend an hour shooting at empty APCs on the Utes runway like a loser.

-=Grunt=-
Jan 25 2010, 17:15
*drools* Too bad the Kellys Heroes update server still haven't updated their ACE2. :(

tobmic
Jan 25 2010, 17:15
what is with the wounding system does it work in mp now so that the enemy ai does not turn friendly after respawn ?

Cross
Jan 25 2010, 17:28
Kellys Heroes ACE Servers & YAS Repository updated to b.229

Subscribe to KH-RSS -> http://www.kellys-heroes.eu/forum/rss.php

Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper
http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z (http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z)

Kelly's Heroes Community YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper (Repo for Islands & other Mods)
http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z (http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z)


URLs are case sensitive (ie lowercase & uppercase matters). So make sure the Auto-Config-URL is entered exactly as above, otherwise may result in 404.

YAS users: Do not forget to remove extra files through YAS after updated.

AddonSync Usage-> http://www.kellys-heroes.eu/forum/viewtopic.php?f=40&t=3212

blackpulpit
Jan 25 2010, 17:36
Hi Guys

Not sure if this is because of Ace but it started after I did the last update a few days ago and also using Chammie's sound mod latest and also GL4FX. I keep having a problem with the rate of fire and "F" functions, in other words I will only get single fire/smoke grenade....or....full auto/M203...but...not the entire sequence such as Single/Full/Grenade/M203/Smoke.

Any ideas why or what to do about this? I use AcexSM with CSM latest and I place the configs each time I update into the Arma2/Ace/config folder along with CSM one as well in the config folder.

-=Grunt=-
Jan 25 2010, 17:46
Anyone here got an issue with DevHeaven that his/her username/password wont work?

Cause I registered, I even changed the password about 4 times, and it just wont work at all. It keeps saying "Invalid user or password". :mad:

(Yes, I used the right user name...)

Manzilla
Jan 25 2010, 17:59
Armor damage simulation?
no wai

time to spend an hour shooting at empty APCs on the Utes runway like a loser.

Wow, that's f*&^in' nasty!!! Well done ACE2 crew!

---------- Post added at 12:59 PM ---------- Previous post was at 12:55 PM ----------


Hi Guys

Not sure if this is because of Ace but it started after I did the last update a few days ago and also using Chammie's sound mod latest and also GL4FX. I keep having a problem with the rate of fire and "F" functions, in other words I will only get single fire/smoke grenade....or....full auto/M203...but...not the entire sequence such as Single/Full/Grenade/M203/Smoke.

Any ideas why or what to do about this? I use AcexSM with CSM latest and I place the configs each time I update into the Arma2/Ace/config folder along with CSM one as well in the config folder.

You can use CSM with ACESM? Never used CSM so that's probably your cause. I use the others though.

Sickboy
Jan 25 2010, 18:21
Sorry guys, we had to hotfix again.
Build 231 is the latest.

trickster1982
Jan 25 2010, 18:23
Yea and even that is confusing, so I ran the 6 updater, I have a black dos window open right now and it was scrolling thru a bunch of stuff like this
c:/program files/six-updater/tools/ruby/lib/gems/1.9.1/gems/mongrel-1....ect ect

Its not moving anymore, is it supposed to close on its own? what the hell am I supposed to do now! Gdamn they coulda made this easier to install for us 'non coder' types...!





That happened to me earlier, I just closed it then re-started it again & it went through ok the second time :)

maturin
Jan 25 2010, 18:24
time to spend an hour shooting at empty APCs on the Utes runway like a loser.

The simulation is a lot of fun, but I've run into plenty of (afaik) oddities.

Shouldn't five PG-VRs and six PG-Vl register some damage on the turret of a T-90 eventually? It killed the crew but left the tank untouched. Or is damage color only represented by mobility and firepower kills now?

But I have also had a javelin only kill a single crew member and two Smaw AA rounds do exactly nothing. Also, the entire ammo store of 30mm BMP-3 sabot did nothing to the side of a T-90's turret.

I like randomness of APCs getting hit by RPGs now, except everyone in a BMP-2 seems to die 100% of the time.

Flashbang151
Jan 25 2010, 18:30
The simulation is a lot of fun, but I've run into plenty of (afaik) oddities.

Shouldn't five PG-VRs and six PG-Vl register some damage on the turret of a T-90 eventually? It killed the crew but left the tank untouched. Or is damage color only represented by mobility and firepower kills now?

But I have also had a javelin only kill a single crew member and two Smaw AA rounds do exactly nothing. Also, the entire ammo store of 30mm BMP-3 sabot did nothing to the side of a T-90's turret.

I like randomness of APCs getting hit by RPGs now, except everyone in a BMP-2 seems to die 100% of the time.

BMP-2 is only a bunch of steel sheets. :)

But i think, 30mm should do more damage.

King Homer
Jan 25 2010, 18:34
Please place the wounds module to have proper crew damage.

Remember it's a game and simulating every cm² on a tanks outer hull is just not possible.

scubaman3D
Jan 25 2010, 18:35
The simulation is a lot of fun, but I've run into plenty of (afaik) oddities...

I'd expect that it will take some time to adjust all the values and iron out the oddities. You're right, javelin should be able to disable or destroy any of the MBTs in ACE (M1 and T90 included).

You may want to open a ticket at dev-heaven and add your feedback there so the authors of the armor simulation can see it.

luckyhendrix
Jan 25 2010, 18:39
So no Map plus in this release ?

PhilippRauch
Jan 25 2010, 18:45
also .. HEAT warheads explode infront of the target, sending a plasma jet into it ... so outter damage might be absent or appear very slight .. the damage is mostly done by spalling inside the compartments of the tank. so if a hit kills the crew, but does not explodes the tank .. its perfectly reasonable ..
Dont believe those hype-videos of the industry trying to sell their weapons *g

M1n1d0u
Jan 25 2010, 18:49
when we udapte nothing to udapte and still in 229

Cross
Jan 25 2010, 18:52
Kellys Heroes ACE Servers & YAS Repository updated to b.231-Hotfix

Subscribe to KH-RSS -> http://www.kellys-heroes.eu/forum/rss.php

Kelly's Heroes ACE2 YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper
http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z (http://www.kellys-heroes.eu/updater/ArmA2ACE-Repository/ArmA2ACE-Repo.7z)

Kelly's Heroes Community YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper (Repo for Islands & other Mods)
http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z (http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z)


URLs are case sensitive (ie lowercase & uppercase matters). So make sure the Auto-Config-URL is entered exactly as above, otherwise may result in 404.

YAS users: Do not forget to remove extra files through YAS after updated.

AddonSync Usage-> http://www.kellys-heroes.eu/forum/viewtopic.php?f=40&t=3212

Jingle
Jan 25 2010, 18:54
Awesome work guys finally some decent armour simulation - I thank you very much for all the hard effort and research put into this, its guys like you who make this great community even better :yay::yay:

callihn
Jan 25 2010, 18:54
Well I broke down and used the six-updater and I hate it!

1. By default it trys to install way too much stuff so you have to go through all of it and set it to skiped and disabled, which is far more time consuming than just downloading what you want.

2. It constantly trys to install ACE_SM and ACE_PLA even after setting them both to skiped and disabled.

3. Now I'm running a newer version than any of the servers I actually want to play on.

4. At times it will bounce back and forth between one version and another in a matter of minutes.

Otherwise everything is just peachy!

I'm starting to feel that ARMA II has a cancer myself and wish that there were more servers running vanilla with AI, of course if there were they would probably be too hard to find since we have no way to sort that out currently.

andersson
Jan 25 2010, 19:08
Well it's not exactly game-breaking :) but it's a generally interesting point about whether the items should all be treated exactly the same regardless, or whether initial conditions should always be context-sensitive. i.e. weapons always in non-sighted mode initially because you're interested in why you need that weapon rather than that you immediately be sighted through it, while other equipment like binos are selected because of the direct immediate intent of sighting through it.

I guess each equipment is an individual case though. "Weapons" being all one equipment type.

The reason is not to treat all weapons/equipment the same. Even if you most of the time need to look through them when you bring them up you sometimes need to take them away from the eyes without putting them away.

As Sickboy says, if your looking through binos and need a bearing you can look at the compass. Also you can take a look at the map. All this without going through all the animations.
I want to add other important reasons to have it this way. If you use freelook/trackir/freetrack you can look around quick and easy if you hear something. You can also lower your binos and move around. Also, when you have trouble finding the thing you want to look at you can, as in RL, look over the binos to get the correct bearing first.

There are also situations when you do have time to put the binos away to have a look at the map/compass/surrounding but you dont want to. Imagine being consealed as a spotter, every movement can reveal you. Then its good to have access to your map/compass/surrounding without moving your avatar. As in RL.

Rapira
Jan 25 2010, 19:10
Please fill in the helicopter ka 52. It work on air targets homing missiles.

DMarkwick
Jan 25 2010, 19:11
The reason is not to treat all weapons/equipment the same. Even if you most of the time need to look through them when you bring them up you sometimes need to take them away from the eyes without putting them away.

As Sickboy says, if your looking through binos and need a bearing you can look at the compass. Also you can take a look at the map. All this without going through all the animations.
I want to add other important reasons to have it this way. If you use freelook/trackir/freetrack you can look around quick and easy if you hear something. You can also lower your binos and move around. Also, when you have trouble finding the thing you want to look at you can, as in RL, look over the binos to get the correct bearing first.

There are also situations when you do have time to put the binos away to have a look at the map/compass/surrounding but you dont want to. Imagine being consealed as a spotter, every movement can reveal you. Then its good to have access to your map/compass/surrounding without moving your avatar. As in RL.

Well, generally I'm cool with it. :) as I said, not exactly a game-breaker :)

CarlGustaffa
Jan 25 2010, 19:14
player addWeapon "ACE_Map_Tools" for those who want to have a go. Had some "issues" with it initially though. It opens at the lower left corner of the map. Keys seems to "work better" if you hold them instead of just click them. Yeah, sometimes I forget reading a manual, lol :)

Alex72
Jan 25 2010, 19:27
My helicopters is not in my game even though they are in the editor 2D map view...? AH64, AH6 and UH60M is right there - but not when i start the game lol.

I was just scared as i can see them in my drop down lists and i see the icon placed out but nothing.

-=Grunt=-
Jan 25 2010, 19:31
Since I can't make a ticket in dev-heaven, I'll just post my suggestion here...
(Yes... I like flying choppers and planes in ArmA 2)

Mi-28s:

http://www.armaholic.com/page.php?id=6595

B-52:

http://forums.bistudio.com/showthread.php?t=87710

F-117:

http://www.armaholic.com/page.php?id=8266

MH-60 variants:

http://www.armaholic.com/page.php?id=7356

Chinooks:

http://www.armaholic.com/page.php?id=6232

Extra Russian armor:

http://www.armaholic.com/page.php?id=8784
http://www.armaholic.com/page.php?id=8866

wildone_106
Jan 25 2010, 19:41
GRRRRRRRRRR Im having the same problem, I just tried to join 4 servers and kept getting pinged message saying client/server versions are different ( the servers all had different version # too wtf?>!?!) and I JUST got ACE installed..how can I be out of date already?

This is extremely annoying..they need to make this thing easy to godamn install




Well I broke down and used the six-updater and I hate it!

1. By default it trys to install way too much stuff so you have to go through all of it and set it to skiped and disabled, which is far more time consuming than just downloading what you want.

2. It constantly trys to install ACE_SM and ACE_PLA even after setting them both to skiped and disabled.

3. Now I'm running a newer version than any of the servers I actually want to play on.

4. At times it will bounce back and forth between one version and another in a matter of minutes.

Otherwise everything is just peachy!

I'm starting to feel that ARMA II has a cancer myself and wish that there were more servers running vanilla with AI, of course if there were they would probably be too hard to find since we have no way to sort that out currently.

Alex72
Jan 25 2010, 19:44
And to NouberNou: Awesome work on the MAP PLUS mate! Works like a charm and so easy to take out directions now. :)

Now i just gotta find all the missing helicopters...

b0b
Jan 25 2010, 19:49
GRRRRRRRRRR Im having the same problem, I just tried to join 4 servers and kept getting pinged message saying client/server versions are different ( the servers all had different version # too wtf?>!?!) and I JUST got ACE installed..how can I be out of date already?

This is extremely annoying..they need to make this thing easy to godamn install


D00d the six updater ( i use console ) couldnt be much easier..... i think maybe youve got a virus in between your chair and your computer.


Seriously be patient heh its all for free and improves arma2 no end so no reason to whinge really.

Manzilla
Jan 25 2010, 19:58
GRRRRRRRRRR Im having the same problem, I just tried to join 4 servers and kept getting pinged message saying client/server versions are different ( the servers all had different version # too wtf?>!?!) and I JUST got ACE installed..how can I be out of date already?

This is extremely annoying..they need to make this thing easy to godamn install

There was an update a few hours ago and a hotfix. Did you try to update again? What ACE2 number are you using.

Or you just need to take a breath and relax, it's just a video game. All will work out.

wildone_106
Jan 25 2010, 19:58
Yea well it updated but apparently doesn't install all the stuff u need..what about ACEX..does that come with it or do I need to go elsewhere to install that?
The comp is clean Im doing this at work so there's def no virus's/ect



D00d the six updater ( i use console ) couldnt be much easier..... i think maybe youve got a virus in between your chair and your computer.


Seriously be patient heh its all for free and improves arma2 no end so no reason to whinge really.

NouberNou
Jan 25 2010, 20:05
So no Map plus in this release ?

Should be in there, looks like it didn't make it into the release notes though. :(

Oh well. Check this page: http://ace.wikkii.com/wiki/Features_of_ACE2#Map_Tools

---------- Post added at 01:05 PM ---------- Previous post was at 01:00 PM ----------


GRRRRRRRRRR Im having the same problem, I just tried to join 4 servers and kept getting pinged message saying client/server versions are different ( the servers all had different version # too wtf?>!?!) and I JUST got ACE installed..how can I be out of date already?

This is extremely annoying..they need to make this thing easy to godamn install

You literally should be able to do this.


Download Six Updater Suite
Install Six Updater Suite
Run Six Updater Suite
Wait till it opens the webpage with all the options
Press execute
Watch it install CBA, ACE, ACEX, ACE_SM, ACE_PLA
Wait till it is finished, and if it didnt create a shortcut for you in your arma install directory, make one yourself by right clicking on the exe and creating a short cut, then going into the properties of that and at the end of the target line adding '-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>'


After that any time you need to update just go and start the GUI again and press execute. It will automatically update.

wildone_106
Jan 25 2010, 20:07
Ace Beta 0.2.255

then on the right hand side it says Version 1.05.62917 (is this arma2 version #?)



There was an update a few hours ago and a hotfix. Did you try to update again? What ACE2 number are you using.

Or you just need to take a breath and relax, it's just a video game. All will work out.

---------- Post added at 09:07 PM ---------- Previous post was at 09:06 PM ----------

Ok thanks VERY much, I will try again later I have to install it at home as well!


Should be in there, looks like it didn't make it into the release notes though. :(

Oh well. Check this page: http://ace.wikkii.com/wiki/Features_of_ACE2#Map_Tools

---------- Post added at 01:05 PM ---------- Previous post was at 01:00 PM ----------



You literally should be able to do this.


Download Six Updater Suite
Install Six Updater Suite
Run Six Updater Suite
Wait till it opens the webpage with all the options
Press execute
Watch it install CBA, ACE, ACEX, ACE_SM, ACE_PLA
Wait till it is finished, and if it didnt create a shortcut for you in your arma install directory, make one yourself by right clicking on the exe and creating a short cut, then going into the properties of that and at the end of the target line adding '-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>'


After that any time you need to update just go and start the GUI again and press execute. It will automatically update.

CarlGustaffa
Jan 25 2010, 21:08
A.C.E Release Candidate, (B2 Update #16) Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/296)
Mod Bugs 'n Feedback (http://dev-heaven.net/wiki/ace-mod2/Bugz)
Updater Bugs 'n Feedback (http://dev-heaven.net/wiki/six-arma-updater/Bugz)


Map tools are mentioned in these release notes. Which is where I read about its inclusion.

Alex72
Jan 25 2010, 21:10
NouberNou: I guess the stock compass cant be removed right (from map)?

I love it. Superb stuff. Have to learn more about elevation though argh. :) Was taking out azimuth and elevation but i was on a hill... Then the elevation is changed ofcourse. But what instrument checks what height we are on? Do we have that in ACE/ARMA2? Never thaught about it before.

NouberNou
Jan 25 2010, 21:24
NouberNou: I guess the stock compass cant be removed right (from map)?

I love it. Superb stuff. Have to learn more about elevation though argh. :) Was taking out azimuth and elevation but i was on a hill... Then the elevation is changed ofcourse. But what instrument checks what height we are on? Do we have that in ACE/ARMA2? Never thaught about it before.

I could remove it, but to be honest it helps because it gives you your persons bearing, you can use the map compass to align on that if you want, or just set it by looking, but it does help a bit, at least for me, so I don't forget the bearing I had sighted when I'm on the map.

Manzilla
Jan 25 2010, 21:36
Yea well it updated but apparently doesn't install all the stuff u need..what about ACEX..does that come with it or do I need to go elsewhere to install that?
The comp is clean Im doing this at work so there's def no virus's/ect

Check your main directory. You'd know if you DL'd the stuff cause it'll be there. If you are playing via shortcut you need to add @<hidden> and the other ACE2 mod folder in the target line.

---------- Post added at 04:36 PM ---------- Previous post was at 04:34 PM ----------


Ace Beta 0.2.255

then on the right hand side it says Version 1.05.62917 (is this arma2 version #?)




---------- Post added at 09:07 PM ---------- Previous post was at 09:06 PM ----------

Ok thanks VERY much, I will try again later I have to install it at home as well!

Then you have the wrong version. A hotfix was released today. It's a few pages back.

Like NouberNou said:


Wait till it is finished, and if it didnt create a shortcut for you in your arma install directory, make one yourself by right clicking on the exe and creating a short cut, then going into the properties of that and at the end of the target line adding '-mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>'

ACE2 guys,

The new armor system is remarkable. This will add so much to the game it's silly.

skooma
Jan 25 2010, 22:11
Shouldn't five PG-VRs and six PG-Vl register some damage on the turret of a T-90 eventually? It killed the crew but left the tank untouched. Or is damage color only represented by mobility and firepower kills now?


I was messing around last night with an M1A2 TUSK and a Chedaki RPG guy.

It was kind of funny to hit the top armor of it 3 times and not even make a dent. I played as the tank and let him keep hitting me and after he was done using all his rockets and shooting his AK at my tank I had a little yellow on my damage indicator but nothing more. I killed him with one .50 cal round and went on my way.

Sneaker-78-
Jan 25 2010, 22:14
http://ace.wikkii.com/wiki/Features_of_ACE2#Armor_Damage_System

Sounds realy great !

But when i am a gunner in a abrams is verry hard to kill a t90 , but then again i dont have a abrams in real life to test it out .

sow is it a good system or has it a few miner bugs ?

I want to ask it before i can make an report

mrcash2009
Jan 25 2010, 22:16
Ive just updated to the latest 231 (15 mins ago uk time 23:00 PM via Yoma/Kellies Heros) and I jumped into editor and map and ran it, went to the map and cannot see any new feature compass, is it a config switch thing, I notice the link above to the readme but I press H and not a lot happens, do I have to bring the compass up with something else?

Banderas
Jan 25 2010, 22:22
Grats for the new developments ACE team!

However the new armor system makes one eye laughing and one eye crying for me, it could still use some work (don't take it offensely please). I played a bit around with it, there are more aspect to look at, I just give some first impressions.

What I like about it:
-vehicles don't become burned out wrecks immediately;
-different levels of damages on the vehicles (smoking turret, burning engine...);
-Crew damaging system is good idea and well executed (not neccesarily all of them die)

What I dislike (concrete examples):
-sometimes two AGM-65s neccesary into a T-72A only to take out the crew (not to destroy the tank);
-T-72As sometimes can take so many rounds from a GAU-8 you could sink a Nimitz-class mothership with that quantity;
-frontal armor of a T-72A is impenetrable even with M829 SABOT rounds (I'll test Abrams and T-90 too);
-Zsu-23 Shilka, BMP, even BRDM cannot be destroyed with one M830 HEAT (which seems interesting to me, I thought it is a very capable anti-armor round which can easily take out even older MBTs - T-55, T-62, T-72A)

Later I'll test out some more, I just liked to convey my first hand experience, and I'm curious what's the experience of others with the system.

Manzilla
Jan 25 2010, 22:38
Yea well it updated but apparently doesn't install all the stuff u need..what about ACEX..does that come with it or do I need to go elsewhere to install that?
The comp is clean Im doing this at work so there's def no virus's/ect

Again, you'd know if you DL'd ACEX and the other stuff.

Did you check your main A2 directory? If if DL'd that other stuff it will be in there. You'll see the mod folders. If those are there, then you have ACEX, and the rest. They should be there.

---------- Post added at 05:38 PM ---------- Previous post was at 05:36 PM ----------


Ive just updated to the latest 231 (15 mins ago uk time 23:00 PM via Yoma/Kellies Heros) and I jumped into editor and map and ran it, went to the map and cannot see any new feature compass, is it a config switch thing, I notice the link above to the readme but I press H and not a lot happens, do I have to bring the compass up with something else?

Did you update the ace_keys.hpp as well? The keys should be there.

fakename2
Jan 25 2010, 22:39
OK, I'm hearing a lot about the medic system and how it needs to be accessed with the right windows key, but I'm rather incopetent at computers so I have absolutely no clue what that is. I don't see any windows key on my keyboard, other than the one on the left side. Also, what's ephidermine, and what's the difference between it and morphine. And what's the difference between all the different types of bandages (i.e splints, bandages, heavy bandages, tourneqits, etc.) Also, what do you use IV and plasma for. I'm not a military buff like a lot of other players so I don't know that much abou these kinds of things.

And in response to my last post about 20 or so pages ago. I restarted and gave my medic everything he could carry, but after one battle he was all out except for different types of bandages. I don't think he healed anyone, so I think he just got hit once and used them all on himself at once. (just a theory). Anyway to prevent that from happening?

DMarkwick
Jan 25 2010, 22:43
The armour system seems to be better than before in that it used to take 30+ mines to disable a tank, now it takes <10, which is obviously better.

On the subject of mines, who do I need to complain to that mines only destroy tracked vehicles and not wheeled vehicles? :)

Sneaker-78-
Jan 25 2010, 22:44
Grats for the new developments ACE team!

However the new armor system makes one eye laughing and one eye crying for me, it could still use some work (don't take it offensely please). I played a bit around with it, there are more aspect to look at, I just give some first impressions.

What I like about it:
-vehicles don't become burned out wrecks immediately;
-different levels of damages on the vehicles (smoking turret, burning engine...);
-Crew damaging system is good idea and well executed (not neccesarily all of them die)

What I dislike (concrete examples):
-sometimes two AGM-65s neccesary into a T-72A only to take out the crew (not to destroy the tank);
-T-72As sometimes can take so many rounds from a GAU-8 you could sink a Nimitz-class mothership with that quantity;
-frontal armor of a T-72A is impenetrable even with M829 SABOT rounds (I'll test Abrams and T-90 too);
-Zsu-23 Shilka, BMP, even BRDM cannot be destroyed with one M830 HEAT (which seems interesting to me, I thought it is a very capable anti-armor round which can easily take out even older MBTs - T-55, T-62, T-72A)

Later I'll test out some more, I just liked to convey my first hand experience, and I'm curious what's the experience of others with the system.

i made an bug report http://dev-heaven.net/issues/show/8517
Please reply with you`re experience

Manzilla
Jan 25 2010, 22:46
On the subject of mines, who do I need to complain to that mines only destroy tracked vehicles and not wheeled vehicles? :)

Just make a ticket at DH. I'm surprised someone hasn't done that yet over there.

DMarkwick
Jan 25 2010, 22:49
Just make a ticket at DH. I'm surprised someone hasn't done that yet over there.

Well I'll have to find out if the issue is with ArmA2 or ACE2 first I suppose. I already made one ticket over there in the wrong place today :D

HateDread
Jan 25 2010, 22:57
Hey guys,

A few questions;

- How do I disable flashlights? I don't want the player to be able to use one.

- Why does the flashlight display script errors when switching it off, and will this affect anything important?

And finally;

- Why does the flashlight move up and down so slow, and jumpily? It moves side-to-side perfectly, but it's so clumsy up-and-down. Breaks immersion, to an extent.

Cheers.

Does anyone know? I don't have any understanding of how you guys set up the flashlight system, so that's why I'm asking (:

mrcash2009
Jan 25 2010, 23:02
Did you update the ace_keys.hpp as well? The keys should be there.

Yes the keys are in the config all setup fine and dandy. So what im asking is when i now press M for map .. what am I supposed to see?


IE: normal compass, watch, map coords & the new compass by default? All I see is the usual but no other new compass, the keys mainly ref drawing tools:


class ace_sys_maptools // These binds are specific to the map. Other keys will work, but might cause actions out side of the map.
{
class Place_Ruler
{
key = 35; // H Default
};
class Align_Ruler
{
key = 36; // J Default
};
class Start_Drawing
{
key = 26; // [ Default, holding to free hand draw, clicking once to place origin.
};
class End_Straight_Line
{
key = 27; // ] Default, holding while draging will drag straight line around origin, clicking will draw from origin to that point.
};
class Delete_Line
{
key = 43; // \ Default. Do not try to bind this to backspace or delete because the map over rides their calls and it wont work.
};
};

... and no "on" option, so what should happen so im clear on this? I have latest 231 all working as per normal. Configs in user config as normal as well (had to re edit userconfig again due to update so they all updated fine with Yoma).

Manzilla
Jan 25 2010, 23:04
Does anyone know? I don't have any understanding of how you guys set up the flashlight system, so that's why I'm asking (:

-Can't

-Never seen that. Check the bug tracker at DH and if there's not a report make one. I've never seen anyone else mention this as well. Maybe it's the mission or a conflict. Either way a bug report should be made and more info about the problem and setup would help them.

-Not sure. I really haven't noticed this either. This would be a good bug report as well.

blackpulpit
Jan 25 2010, 23:14
I would like to use VOP Sound mod "Environment" and "Gear" along with just AcexSM as my only sounds, can I simply place those pbo's from VOP into the AcexSM folder? if not what is best way to do this, thanks all.

Manzilla
Jan 25 2010, 23:34
Yes the keys are in the config all setup fine and dandy. So what im asking is when i now press M for map .. what am I supposed to see?


IE: normal compass, watch, map coords & the new compass by default? All I see is the usual but no other new compass, the keys mainly ref drawing tools:



... and no "on" option, so what should happen so im clear on this? I have latest 231 all working as per normal. Configs in user config as normal as well (had to re edit userconfig again due to update so they all updated fine with Yoma).

If you go to the map, initially you see nothing new. It looks the same. But then hold the ACE compass key and it brings up a new clear compass. Then use the other key to draw lines, align the compass, etc.

---------- Post added at 06:34 PM ---------- Previous post was at 06:32 PM ----------


I would like to use VOP Sound mod "Environment" and "Gear" along with just AcexSM as my only sounds, can I simply place those pbo's from VOP into the AcexSM folder? if not what is best way to do this, thanks all.

Just use the VOP mod folder but place the unwanted .pbo's in a new folder called Disabled.(Create that folder inside the @<hidden>\AddOns folder. That way you keep the sound mod files separate.

Make sure you add both mod folder names to the target line too.

Can you even use these 2 together? I never knew.

HateDread
Jan 25 2010, 23:49
How does one add those lights that you attach to yourself, to an inventory? I couldn't find the classnames.

And will the AI auto-equip, or is there a command for that too?

mrcash2009
Jan 25 2010, 23:50
Been in the biki, checked the config file, searched via "compass" etc.

Ok, stupid dumbass time :


If you go to the map, initially you see nothing new. It looks the same. But then hold the ACE compass key and it brings up a new clear compass. Then use the other key to draw lines, align the compass, etc.

Enlighten me of which this is ... compass for me = "k" ... pressing that does nothing when in map, tried right click, left click and then each key on my keyboard in a game of "key-bind roulette" while in the map and nothing again :), I am now stumped by the most trivial of issues .. its shameful, I feel so unclean :icon_wink: :depressed:

Banderas
Jan 25 2010, 23:51
i made an bug report http://dev-heaven.net/issues/show/8517
Please reply with you`re experience


I would stay clear of it in the first place, ACE team is working continously on the project. Before I report anything I'd like to know what other people are experiencing, yet I have a lot of aspect to survey (Hellfires, hand-held and crew served AT systems like Metis and TOW, opfor tank rounds/rockets, Bushmasters, different RPG warheads ectect...)

All I say that inconsistencies can be found, however if -for instance- tuning down the AP capabilities of the M830 HEAT is for playability reason, then I don't recommend anything.

For now I will report my findings here and discuss it out with others, to try and help out ACE team in their future development.

maturin
Jan 25 2010, 23:53
I would like to use VOP Sound mod "Environment" and "Gear" along with just AcexSM as my only sounds, can I simply place those pbo's from VOP into the AcexSM folder? if not what is best way to do this, thanks all.

In my experience, using parts of Vop with ACE only works if you load VopSound first in the startup line. And you have to delete the ACE_SM sounds you don't want.

SixUpdater restores them so I have to go and delete the four ACE rifle sounds every time, but it works.

skooma
Jan 25 2010, 23:58
Does the search/disarm and arrest options in the menu do anything yet?

NouberNou
Jan 26 2010, 00:28
Yes the keys are in the config all setup fine and dandy. So what im asking is when i now press M for map .. what am I supposed to see?


IE: normal compass, watch, map coords & the new compass by default? All I see is the usual but no other new compass, the keys mainly ref drawing tools:



... and no "on" option, so what should happen so im clear on this? I have latest 231 all working as per normal. Configs in user config as normal as well (had to re edit userconfig again due to update so they all updated fine with Yoma).

Make sure your unit has the Map Tools, you should see it in your gear as an item, next to your map and compass and stuff.

I am not sure if its in the current distro of Dom, but you can add it in the editor by going adding this to the units init field:


this addWeapon "ACE_Map_Tools";

---------- Post added at 05:28 PM ---------- Previous post was at 05:26 PM ----------


Been in the biki, checked the config file, searched via "compass" etc.

Ok, stupid dumbass time :



Enlighten me of which this is ... compass for me = "k" ... pressing that does nothing when in map, tried right click, left click and then each key on my keyboard in a game of "key-bind roulette" while in the map and nothing again :), I am now stumped by the most trivial of issues .. its shameful, I feel so unclean :icon_wink: :depressed:

As long as you have the Map Tools you should see the clear compass on your map screen. It does NOT replace the compass you use in first person mode. They are different types of compasses (the in game one is a lensatic compass, used to sight objects and read their bearing, the tools one is a flat map compass used to triangulate on the map angles and distances). It should be down in the lower left hand corner of the map... zoom all the way out, you should find it.

If it does not appear, press and hold H and then click on the map and it should pop up.

All of this though only if you have the actual ACE_Map_Tools weapon/item.

jasonnoguchi
Jan 26 2010, 01:05
THE NEW ARMOR SYSTEM COMPLETES ARMA2!!!!!

This is sorely lacking in ArmA2! At last tanks survive in combat like what they are SUPPOSED to be! Thank you ACE TEAM!!!


UPDATE: APCs can survive RPG-7 rounds without exploding AT LAST!!!!!!! GEEEZ!~~~~ The end of the reign of RPGs~~! RPG-7VRs are now deadly as hell... one shot killed on T-72s... carry 3 of these and oh oh... the return of RPG tank busters...

fakename2
Jan 26 2010, 02:32
Hey, i fixed my last problem, so ignore my last posts. Anyway, I'm wondering if in this game silencers decrease weapon power. Because I have literally shot prone enemies 5 times in a row with a silenced sniper rifle without them dying, or even seeming to take notice. Now this might be lag, or me confusing live prone enemies with dead ones, since usually it takes one or two shots to take out a standing or crouching enemy. I also realize that it is more realistic that enemies don't just die from 2 hits in the arm, but they also don't accurately return fire after being hit multiple times, but this is exactly what happened. This sound like a glitch or is it actually how the system works?

jasonnoguchi
Jan 26 2010, 02:40
@<hidden> Thats how it works. especially for silenced ammo. It depends heavily on where you hit the enemy. If you hit the arms and legs, they could take up to 6 or 7 hits to die proned. The default arma game allows a prone subject to take up to 6 hits before dying. If you want to kill someone with one shot close up, the only 2 weapons that seem to do that consistently for me so far is the shotgun and the desert eagle.

---------- Post added at 03:40 AM ---------- Previous post was at 03:34 AM ----------

Armor system testing feedback:

I tested the RPG-7VR against the side armor of an Abrams and a T-72. The T-72 would take only one round to the side and went fubar skyhigh while the Abrams took 5 hits and sustained turret and mobility kill only. I repeated the test 3 times with consistent results... is the RL armor between the T-72 and M1A1 so different?

Also, I noticed a HUGE difference in the power of the AT-4 and the SMAW HEAA. The SMAW HEAA would kill a T-72 with one shot to the front while the AT-4 would do almost nothing to the front armor of a T-72... is that how it is in RL too?

These are just feedback and I would be excited to know that it is the way it is in RL too. :) Having big performance variance leads to better decision making when gearing up which is a good thing. Just need to know. :)

xPaveway
Jan 26 2010, 03:11
Will there be documentation for everything?

More specifically, I'm wondering how we can get AI to utilize things in ACE like gasmasks, "JUMP OUT" actions, "Pull ripcord" actions etc.

I've looked on the wiki but haven't found a list of actions and stuff. I did find the classnames though, which is nice. As long as things are documented well, mission makers won't have too much of a headache :D

jay316
Jan 26 2010, 03:31
nice job on the new map tools.

gunterlund21
Jan 26 2010, 04:16
I could remove it, but to be honest it helps because it gives you your persons bearing, you can use the map compass to align on that if you want, or just set it by looking, but it does help a bit, at least for me, so I don't forget the bearing I had sighted when I'm on the map.

Nouber do we take out mapplus now that Ace has Maptools?

Zeron
Jan 26 2010, 05:05
I tested the RPG-7VR against the side armor of an Abrams and a T-72. The T-72 would take only one round to the side and went fubar skyhigh while the Abrams took 5 hits and sustained turret and mobility kill only. I repeated the test 3 times with consistent results... is the RL armor between the T-72 and M1A1 so different?

Yes there is a big difference ;).



Also, I noticed a HUGE difference in the power of the AT-4 and the SMAW HEAA. The SMAW HEAA would kill a T-72 with one shot to the front while the AT-4 would do almost nothing to the front armor of a T-72... is that how it is in RL too?

SMAW HEAA is made to penetrate reactive armor, so yes this is how it is in RL as well :)

jasonnoguchi
Jan 26 2010, 05:27
@<hidden>, thanks a lot! :) That distinction certainly wasn't clear in the default game. Thanks ACE team! :) That made driving armored vehicles so much more fun now and with so much more tactical consideration! Love the new effect where the vehicle would burn but remain drivable for a significant while before going fubar, this really allows more aggressive players like me to press on in the burning vehicle for that last few moment before bailing out. :)

NouberNou
Jan 26 2010, 05:37
Nouber do we take out mapplus now that Ace has Maptools?

Yes. They both share the same key bindings and that would probably cause some interesting things to appear on your map! :p

Probably be releasing the standalone of MapPlus2 soon as well (exact same features of the Map Tools) but you only need one or the other.

Inkompetent
Jan 26 2010, 06:20
I tested the RPG-7VR against the side armor of an Abrams and a T-72. The T-72 would take only one round to the side and went fubar skyhigh while the Abrams took 5 hits and sustained turret and mobility kill only. I repeated the test 3 times with consistent results... is the RL armor between the T-72 and M1A1 so different?

Very, very different. First and foremost when it comes to actually destroying the tank completely there are two VAST differences between the Abrams and the T-72, aside from the astronomical difference in armour thickness and technology. The Abrams stores its ammunition in a way that makes it unlikely to get hit or ignite on a hit of the tank, and spare/reserve ammunition is stowed in the back of the turrent behind fire-proof hatches in a compartment with upwards-directed blow out-hatches. If the reserve ammunition should explode the hatches are designed to open easily and let out the force of the explosion upwards to not damage the tank or crew.
The T-72 stores its ammunition under the floor in the crew compartment in a a rotary "dish" letting it have much more ammunition readily available than the Abrams, and within easy reach for the tank's auto-loader (The T-72 has a mechanical auto-loader and not a crewman loading like in the Abrams). The downside is that it is very badly protected from inside the tank, and should the ammunition explode it WILL destroy the entire the tank and blow it to smitherens, most likely with the iconic 'turret flies 30 meters into the air and lands 50 meters away'.

Thus a 'destroyed' Abrams is probably looking quite whole, but is disabled/crippled, while a 'destroyed' T-72 might just as well be burning, blown out scrap metal.



Also, I noticed a HUGE difference in the power of the AT-4 and the SMAW HEAA. The SMAW HEAA would kill a T-72 with one shot to the front while the AT-4 would do almost nothing to the front armor of a T-72... is that how it is in RL too?

Yes. Using an AT-4 against the front armour of even a T-62 can be considered waste of tax-payers' money and your own life. To use it against a T-72 is even more pointless. IRL, even when shooting at the side of a T-72 (without ERA protection on it) one isn't likely to do any considerable damage with an AT-4 (you better volley-fire with an entire infantry squad with AT-4s). AT-4s work well against APCs, IFVs and AFVs. Against MBTs you better call in air support or armour of your own, unless you can get a side-shot with a RPG-29, RPG-7V with PG7VR rocket, SMAW with HEAA or carry around a Javelin.

jasonnoguchi
Jan 26 2010, 06:27
@<hidden>, I LOVE THIS NEW FEATURE SO MUCH!!!!! This level of realism has been SORELY missing in the default game making RPGs and AT-4s way too powerful. :)

Inkompetent
Jan 26 2010, 06:31
Oh, and an additional correction about the AT-4. The AT-4 used in ArmA and ACE is the standard HEDP version which is a better all-round weapon since it can be used against both armour and entrenched enemies (i.e. using it against prepared firing positions and buildings), while the HP (High Penetration) version is only effective against armour.

IRL the HEDP version is the most common one used in for example Iraq, but it seems logical considering what they have spent most of the time there fighting. I do not know how the distribution of HEDP vs HP (or the overall availability of HP) was during the start of the war when enemy armour was to be expected.

King Homer
Jan 26 2010, 08:18
My two cents on the armor system:

Please remember, we cannot simulate every small square centimeter on a tanks hull.

The armor system differentiates between theoretically 10 and practically 8 different armor values:

turret front
turret side left
turret side right
turret back
turret top

hull front
hull side left
hull side right
hull back
hull bottom

Only 8 practically because mines and top attack weapons need special parameters set in config to affect the proper part.

These are divided in KE and CE protection (mm of RHA). We are using data from the internet/books on the protection and penetration. We had to do a lot of research to get all those datas but in the end some might not be correct but I can't tell you because most of it is classified anyway.

Furthermore we removed the explosions when a tank is completely destroyed. There are new factors now like ammo explosion, engine fire, engine explosion which will lead indeed to a complete vehicle destruction.

As Inkompetent stated before, Abrams is pretty unaffected by explosions while older tanks like the T-72A are likely to blow up.

So please do not wonder when vehicles wont blow up in a big fireball when they're hit by powerfull shells.

For example: When using M830A1 HEAT-MP against light armored vehicles like BMP-2 or Shilka it is unlikely they blow up but get disabled to the fullest. But there is always a probability only the turret gets hit and driver still can drive.

The system is still based on BI's basic hitpoint system with few hit selections and this you players have to take in account, is limiting the scripts in all ends.

The goal of this new armor system is NOT the full destruction of every vehicle, it is the capability of taking out vehicles with well placed shells, missiles, rockets.

And yes it will be improved further on but IT IS impossible to simulate real penetration and the randomness coming with it. Keep that in mind, we do our best to have the community satisfied - and this is one step to do so.

Banderas
Jan 26 2010, 09:05
Thanks for clearing that KingHomer, I hope you and the team don't get offended by our posts, it's really only to give feedback to you what we think might be problematic (for my part at least) and not to whine around.
After further testing, I'm overally satisfied with this new armor system, but it sometimes gives me a WTF moment (for example when several sabots just bounces off from the rear of a T-72A, or driving away after being hit by a Maverick), and it is a bit unusual at the first time that you don't get kill count for what you have been "destroyed" (thinking of vehicles here), but that can be lead back to good old OFP times - for example if you damage an airplane enough for it to crash, the "ground will get the kill score" :) Well we have to learn to live without it

mrcash2009
Jan 26 2010, 09:09
Make sure your unit has the Map Tools, you should see it in your gear as an item, next to your map and compass and stuff.

I am not sure if its in the current distro of Dom, but you can add it in the editor by going adding this to the units init field:

Thank you as per my early original question some pages back I did ask if it was auto run or scripted .. so I guess that's "yes it scripted" I would have looked further, but initially it seemed like for map it would autorun :)

Shame in a way it would be nice to have this autoinit but maybe a config to turn off if not wanted, seems like something to have permanently for the map, anyway still a great feature,will plug this into my missions :)

evolve-r
Jan 26 2010, 09:29
This weapons not have sound: Glock17 & Clock18 ,M60 ,M4 socom(with miniAimpoint & Iron Sight)!!!!!!!!!!!!!!!!!!!

http://img-fotki.yandex.ru/get/3814/evolve-r.0/0_6279f_e45f9c2d_L

Sickboy
Jan 26 2010, 09:31
This weapons not have sound: Glock17 & Clock18 ,M60 ,M4 socom(with miniAimpoint & Iron Sight)!!!!!!!!!!!!!!!!!!!

http://dev-heaven.net/wiki/ace-mod2/Bugz (!!!!!!!!!!!!!!!!!!!)

Q1184
Jan 26 2010, 09:56
Regarding mines - they will never destroy a tank or APC. And they will always destroy one of the tracks or take out a couple of wheels. That's what they're for.

Evil_Echo
Jan 26 2010, 10:20
...

After further testing, I'm overally satisfied with this new armor system, but it sometimes gives me a WTF moment (for example when several sabots just bounces off from the rear of a T-72A, or driving away after being hit by a Maverick), and it is a bit unusual at the first time that you don't get kill count for what you have been "destroyed" (thinking of vehicles here), but that can be lead back to good old OFP times - for example if you damage an airplane enough for it to crash, the "ground will get the kill score" :) Well we have to learn to live without it

Just like RL - sometimes you have a crew kill and no idea if that tank is really dead - so you pump another round or two into it. Seeing a shot bounce off the hull is another special moment - ( 'reload, reload - HURRY!' ).

I know what you mean about "kill score" also. But as you said, A1 and A2 have not always managed to count all your kills correctly. Otherwise I'd be concidered Death Incarnate due to my knack for placement of artillery strikes so they intersect moving patrols and convoys. And all those jet and helo kills with tank guns/AT-4s.

But to be honest, I stopped caring about kill scores or any other score long ago. Stats just skew the game play for me, all that matters is my team doing well. If the ground gets credit for killing that Ka-50, who cares which of us did it as long as it's out of my sky? More important is that air-cover is down and now we can more easily slip into town to finish our objective and move on.

Manzilla
Jan 26 2010, 11:16
Kill scores?! Do people actually care about the score? I just want to survive. ;)

Banderas
Jan 26 2010, 11:38
Kill scores?! Do people actually care about the score? I just want to survive. ;)

In MP I don't care too.

In SP it's an IL-2 Sturmovik-related illness, I want to paint tallies on the side of my cabin after every clash :D

Edit: I merely apologise if this had been asked, but it hit a nail in my thoughts... in ACE you have to actually use a laser sight to mark targets for several laser-guided aircraft weapons (GBU-12, Kh-29...), and right now the only way to precisely drop/fire these ordnances you have to get it targeted with an infantry-held laser designator. What about the onboard laser targeting/designator systems that these planes (A-10, Su-25) have in RL, will those be implemented?

HateDread
Jan 26 2010, 11:47
As of latest update, I receive this on mission start-up;


42530.7 (0) XEH: PostInit Finished
Error in expression <(isNil "_id") then
{
;
(findDisplay 46) displayRemoveEventHandler [_key, _id];
}>
Error position: <displayRemoveEventHandler [_key, _id];
}>
Error Type Script, expected Number
File x\cba\addons\events\XEH_preClientInit.sqf, line 40

trickster1982
Jan 26 2010, 11:49
Really impressed with the effort you ACE lot have been making here, BIS should hire you if they make an Arma 3! All im waiting for now is some single player ACE missions that really take advantage of all the stuff you've put into it! Plenty of little things to be ironed out (noticed no muzzle flash or smoke when firing from a couple of vehicles) but on the whole top marks!

Manzilla
Jan 26 2010, 12:22
Really impressed with the effort you ACE lot have been making here, BIS should hire you if they make an Arma 3! All im waiting for now is some single player ACE missions that really take advantage of all the stuff you've put into it! Plenty of little things to be ironed out (noticed no muzzle flash or smoke when firing from a couple of vehicles) but on the whole top marks!

I have a few SP missions over in the User Missions section that take advantage of most of the ACE2 stuff. I'll probably need to add some more stuff but overall it uses a lot of stuff.

*TCF*Jackal
Jan 26 2010, 12:29
@<hidden> - Take a look at Mando Missiles mod. Sounds like this is what you are looking for. Of course, this sort of tech could well make an appearance in ACE should the team decide. But if a mod already does this so well, as Mando does, there may not be much point.

Mando Missiles is soooooooooo good and together with ACE, makes ArmA II a complete package.

Alex72
Jan 26 2010, 12:29
Really impressed with the effort you ACE lot have been making here, BIS should hire you if they make an Arma 3! All im waiting for now is some single player ACE missions that really take advantage of all the stuff you've put into it! Plenty of little things to be ironed out (noticed no muzzle flash or smoke when firing from a couple of vehicles) but on the whole top marks!

There are some real missions like Manzilla, JW Custom and many many more made plus you have my simple ACE test missions with random enemy patrols. You can test all the ACE stuff out in it just to get familiar with all gear and features.

There are tons and tons and tons of ACE powered missions. Start checking the USER MISSION thread plus ARMAHOLIC.COM - everyday. Youll be surprised how many ACE missions come out.

jasonnoguchi
Jan 26 2010, 12:52
Really impressed with the effort you ACE lot have been making here, BIS should hire you if they make an Arma 3! All im waiting for now is some single player ACE missions that really take advantage of all the stuff you've put into it! Plenty of little things to be ironed out (noticed no muzzle flash or smoke when firing from a couple of vehicles) but on the whole top marks!

100% Made for ACE campaigns... the SEAL TEAM 6 series http://forums.bistudio.com/showthread.php?t=94097 . You won't regret it! :)

Boevik
Jan 26 2010, 13:21
Hello. I would like to see in ACE2 more realism the road. That is to reduce the rate of movement off-road. The same will be an advantage in the use of tracked vehicles. I do not know how much is possible, but it would be great.
Just do not like the view from the cab driver vehicle. Each vehicle (BMP, LAV, etc) has a minimum of three vision devices, it is possible to look only in one. Switching between these devices would enhance the realism of observation.
Hopefully I will be heard.

Manzilla
Jan 26 2010, 13:27
Hello. I would like to see in ACE2 more realism the road. That is to reduce the rate of movement off-road. The same will be an advantage in the use of tracked vehicles. I do not know how much is possible, but it would be great.
Just do not like the view from the cab driver vehicle. Each vehicle (BMP, LAV, etc) has a minimum of three vision devices, it is possible to look only in one. Switching between these devices would enhance the realism of observation.
Hopefully I will be heard.

Are you saying get rid of command view and 3rd person? No way. There's still some SP players around plus those view have tremendous use for ordering around troops.

Or are you talking about being able to move the head while driving? That's free look and can be done.

Not sure what you are really asking though. My apologies.

scubaman3D
Jan 26 2010, 13:28
I tested the RPG-7VR against the side armor of an Abrams and a T-72...is the RL armor between the T-72 and M1A1 so different?

There is a difference in armor. I think the M1 frontal is rated 2x as much as T72 but its hard to quantify exactly how much this means in practical terms. From what I read, there are many cases of M1 (and even M2s) surviving multiple RPG7 hits in Iraq but also cases where they do not. I guess its about the location of the hit and a little bit of luck. Its more difficult to find reports of RPG7 survivability of T72s.



Also, I noticed a HUGE difference in the power of the AT-4 and the SMAW HEAA.. is that how it is in RL too?

Probably not. Again, its difficult to know for certain but based on what I read, the penetration of AT4 and SMAW AT systems should be ~ the same.



These are just feedback... :)

And where do we put feedback like this that's important for us to see? ;)

jasonnoguchi
Jan 26 2010, 13:32
@<hidden>, thank you for your attention. :) Yeah, I know the place, just didn't think its that important a feedback as the feature rocks. :) I don't really think it needs to be changed in any way.

anc
Jan 26 2010, 13:42
Is there any way for me to put more mods in the shortcut using the updater?
Because my shortcut is full and i wish to put more mods in the list.

"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -noSplash -noFilePatching -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>

Best regards

Jimbo762.au
Jan 26 2010, 13:43
I have an odd issue. None of the laser range finders work.

I have a battrie I look into them and "re-load" "Fire" nothing happens ideas?