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PuFu
Jan 6 2010, 12:59
With more details.
I never played ACE, so more information would be nice, some kind of guide.
What kind of details are you looking for exactly? The ace wiki is pretty detailed as it is now

TimRiceSE
Jan 6 2010, 13:07
With more details.
I never played ACE, so more information would be nice, some kind of guide.

did you even look at the link he gave you? "Features of ACE2" would seem to be a rather suitable point to look at on the wiki, dont you think?

<Spoonfeeding> http://ace.wikkii.com/wiki/Features_of_ACE2 </Spoonfeeding>

JW Custom
Jan 6 2010, 13:14
Do you have both the First Aid Simulation, and Battlefield Clearance? I could easily have set up my BI modules incorrectly. :D


Yes and also the First Aid Sumulation module.



Edit:
And another small nit to pick, it seems like the "pop-up" actions are disabled. Like, if you walk up to a vehicle, you have to activate the addaction menu to get in, whereas before, it would prompt you to get into whatever location was closest. Same thing with walking up to ammo boxes.

NOT a big deal, just an observation.

I'm pretty sure thats done intensionally because those popups were dead annoying :p

TRexian
Jan 6 2010, 13:19
I'm pretty sure thats done intensionally because those popups were dead annoying :p
You say annoying, I say efficient. :D

jasonnoguchi
Jan 6 2010, 13:21
I think the popup icons look too gamey. :) glad they are gone.

TRexian
Jan 6 2010, 13:33
Yeah, because when I go to get into my PK armed pickup, I have to get out my cellphone and figure out where to get in. ;)

(Just messin with you - I think it is a personal taste issue.)

Alex72
Jan 6 2010, 13:45
Trexian: you have to activate the addaction menu to get in

It works the same way as before. You can still just run up to the correct place of a vehicle and press middle mouse button. You will get in.

However due to the lack of the icons you can also do the wrong stuff and change weapon etc in heated moments. But it still works the same. I have no issues. The trick is to know where to stand. I can run up full speed to for example a car driving seat/cargo seat/back and just press middle mouse as i get there - jumps in. :)


Is this what you are after Alex?

http://ace.wikkii.com/wiki/Class_Lists_for_ACE2

http://ace.wikkii.com/wiki/Class_Lists_for_ACEX (http://ace.wikkii.com/wiki/Class_Lists_for_ACEX)
Ah yes thank you Jackal! I added ACEX to the list as well. Just in case someone reads this and wants both. :)

jasonnoguchi
Jan 6 2010, 13:52
@<hidden>, thats new to me! thanks for the tip! hahahaha! I always go through the menu and found it impossible to hop onto already moving vehicles because of that! Now I know! :)

Sickboy
Jan 6 2010, 16:55
A.C.E Beta 2, Update #6 Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/278)
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)

Simon C
Jan 6 2010, 16:59
Saw the release notes for the Groza, does this include RH's AKs as well? The models look nice, and are well textured. Nice update btw, plenty of stuff in it.

Paul-Hewson
Jan 6 2010, 17:01
The 2 last update when i run six updater it doesn't found the new "ACE" update but find "ACE_X" "ACE_PLA" & "CBA" update first launch.

And i must launch a second time to get the "ACE" updated. I got the last version from six updater 0.7.2

I don't think it is the way you want the tools to handle the client update.

Edit : Hmm, this time it doesn't find the build 209 of ACE. But it doesn't skip the checksum on "ACE" mod, others are skipped. Something wrong with rsynch ? ... i must have run the program 3 or 4 times now. and it is downloading at last the build 209

Tonci87
Jan 6 2010, 17:06
I just saw this
Sys_countermeasures for air vehicle [Xeno]

Does this mean we are geting Flares and Stuff?

Manzilla
Jan 6 2010, 17:10
The 2 last update when i run six updater it doesn't found the new "ACE" update but find "ACE_X" "ACE_PLA" & "CBA" update first launch.

And i must launch a second time to get the "ACE" updated. I got the last version from six updater 0.7.2

I don't think it is the way you want the tools to handle the client update.

Edit : Hmm, this time it doesn't find the build 209 of ACE. But it doesn't skip the checksum on "ACE" mod, others are skipped. Something wrong with rsynch ? ... i must have run the program 3 or 4 times now. and it is downloading at last the build 209

Hey bud, if I get what you are saying I had a similar problem along with others. We posted the solution earlier in this thread a bunch of times. Do a thread search for my posts, I believe it's possible to just show mine. I can't remember the solution of the top of my head but I'm pretty sure a few of my earlier posts will help you out. It seems we had the same problem.

Good luck.

---------- Post added at 01:10 PM ---------- Previous post was at 01:09 PM ----------


I just saw this
Sys_countermeasures for air vehicle [Xeno]

Does this mean we are geting Flares and Stuff?

I wouldn't doubt it. I'm eagerly waiting to see what ACE2 comes up with. I'm sure Xeno's got something wicked up his sleeve. ;)

Simon C
Jan 6 2010, 17:14
Several new bugs uploading to DevHeaven. :(

Sickboy
Jan 6 2010, 17:23
Re issues with 1 of the Six Updater mirrors; found the issue and resolving that now.

Cross
Jan 6 2010, 17:24
Jan 04 - Kellys ACE Server & YAS Repository updated to b.209

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 (http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z)

http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z

***Make sure the Auto-Config-URL is exactly the same as above. Lowercase & Uppercase matters and may result in 404.

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

Enjoy!



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

Sickboy
Jan 6 2010, 17:35
We are preparing a quick hotfix due to issues with grenades etc. Please stand by.
Extremely sorry, KH etc!

Paul-Hewson
Jan 6 2010, 17:36
Hey bud, if I get what you are saying I had a similar problem along with others. We posted the solution earlier in this thread a bunch of times. Do a thread search for my posts, I believe it's possible to just show mine. I can't remember the solution of the top of my head but I'm pretty sure a few of my earlier posts will help you out. It seems we had the same problem.

Good luck

I've looked in the search the only thing that could eventually help is to be sure autoskip is enabled and for me it is. Or i've missed the right post.

syscrash
Jan 6 2010, 17:39
How do I install ACE2 on our dedicated server? I searched for the instructions but maybe I'm missing something. I'm sorry for my ignorance :)

Cross
Jan 6 2010, 17:42
no problems...
Will re-run the update sequence again.
Also I had to run updater 3-4 times earlier to be able to update them all. FYI.
take it easy ;)

Manzilla
Jan 6 2010, 17:53
Damn you guys work fast! Thanks for the quick responses from all. Quite amazing how fast stuff gets updated, fixed, etc.

Sickboy
Jan 6 2010, 17:56
A.C.E. Beta 2, Update #6 Hotfix up now
ACE Build 211
ACEX Build 167

Bugref: http://dev-heaven.net/issues/show/7807

Cross
Jan 6 2010, 18:02
Kellys Heroes ACE Server & YAS Repository updated to b.211 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
Kelly's Heroes Community YAS AddonSync AutoConfig URL - sponsored by Nat & Whisper
http://www.kellys-heroes.eu/updater/ArmA2Community-Repository/ArmA2Community-Repo.7z

***Make sure the Auto-Config-URL is exactly the same as above. URLs are case-sensitive (ie lowercase & uppercase matters) and may result in 404.

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

Enjoy!



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

Tonci87
Jan 6 2010, 18:20
Now that we all have the Hotfix, what is this Stuff with the Countermeasure System about?

Paul-Hewson
Jan 6 2010, 18:22
I were thinking of something, but maybe you wanna keep it secret :p

Can we have an approximative target range of max weight per ArmA II class.
I mean weight that won't kill your stamina in no time. I suppose there is a point where we loose significantly more stamina than when we had 1kg less in tbe backpack ? Or it is something that increment the same after every kg we put in the gear ?

exemple : with 1kg i can sprint 100m, with 2kg i can sprint 95m, with 3kg i can sprint 90m... (-5m per kg)

Thanks anyway for any info :)

Edit : Suppose you already knew it, but the new wikkii home of ACE don't have the image uploaded in the different section. They need to be re-uploaded.

Tonci87
Jan 6 2010, 19:21
Wow we really have countermeasures. Awesome!

BoxiouS
Jan 6 2010, 19:43
@<hidden> I've read all the Devheaven stuff for the web-client not updating, they were resolved but I still have the issue. The last thing I did was copy and rename the chcp.com to exe and place it in the bin(:)) Have I missed something, or is this still an issue? thanks for the hard work, the mod (and sixupd) is awesome and this is the first issue I've had since release.

cri74
Jan 6 2010, 20:54
Anyone got a tool for sixupdater to update the keys on the server automaticly, they are put in respective folders (example @<hidden>/keys), but are there a way to make sixupdater to overwrite the ..../arma 2/keys folder ?

This would make it easier to update the servers if use a script to make sixupdater to update servers each morning for example.

Dr.Pulp
Jan 6 2010, 20:58
Anyone got a tool for sixupdater to update the keys on the server automaticly, they are put in respective folders (example @<hidden>/keys), but are there a way to make sixupdater to overwrite the ..../arma 2/keys folder ?

This would make it easier to update the servers if use a script to make sixupdater to update servers each morning for example.

for linux, i have done that...for windows...i have no idea ;-)

Sneaker-78-
Jan 6 2010, 21:26
Wow we really have countermeasures. Awesome!

we already had that ?

Manzilla
Jan 6 2010, 23:02
we already had that ?

Has anyone tried them yet? How do they work in comparison to RKSL CM's or Mando's? Curious to read how they perform, I won't be able to try them until late Sunday.

TRexian
Jan 7 2010, 00:06
Tasers. You guys need to make a taser weapon. :)

Spec_Ops_Sniper
Jan 7 2010, 00:18
Ummmm... your documentation is missing :nervous: maybe you guys are updating it idont know


Also in regards to the towing tractor (which i was going to look for in the biki) how do you use it, i keep trying to tow a C130 but i am made of fail cake.

Thanks.

EDIT: im talking about the BIS wiki, i found the DevHeaven on.

EDIT2: Okay so you cant tow a C130.... I think you should be able too, can you guys consider it?

Hboybowen
Jan 7 2010, 01:49
I wont say this again...remove me from the ACE 2 mod development update email list...

Everytime yall discuss or update private info on that devheaven thing I get a update saying what yall are doing or gonna do with ACE 2.

LAST TIME!!!!

NikoTeen
Jan 7 2010, 02:52
I just found a bug : when a pilot is onboard his personal weapon is materialized at his right. It's a neat feature, but in the case of a chopper pilot his weapon is definitely outside !

I haven't found an occurence on google or in the bug tracker so I post it here.

Cossack8559
Jan 7 2010, 04:08
I just found a bug : when a pilot is onboard his personal weapon is materialized at his right. It's a neat feature, but in the case of a chopper pilot his weapon is definitely outside !

I haven't found an occurence on google or in the bug tracker so I post it here.

I first noticed this weeks ago but was not sure if it was ace related or not...

HyperU2
Jan 7 2010, 05:31
It's nice to have nukes, I don't think anything else will scratch a T90.

ReconTeam
Jan 7 2010, 05:53
Where can I find these nukes? I haven't seen them anywhere in the mod.

HyperU2
Jan 7 2010, 05:57
I don't know, I haven't really looked for them. I just had a T90 roll over 10 AT mines and drive away laughing.

Grub
Jan 7 2010, 06:11
awesome work guys, keep it up. Sound Mod is really good.:)

Just a few questions. When I'm playing I cannot hear my character giving orders or the sound of my gun when I fire. I think everything else is ok though.

Just FYI I have not used 6 updater. I have just downloaded 'ACE and ACEX beta 2' and made mod folders, and run with the sound mod. Configs are in 'Userconfig' folder under 'ACE' and I have latest CBA

I have used sound mod by itself with 'CSM2 modular (v 1.01)' and all works fine.

Any ideas? Any help is greatly appreciated. As I'm really hanging to explore this mod. Heard some good things.

Sickboy
Jan 7 2010, 07:29
Updater and Mod Bug reports, Feedback, requests....
http://dev-heaven.net/wiki/six-arma-updater/Bugz

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



...Done. Next time you maybe let someone responsible know instead, saves you from having to go to "the last time".

Hboybowen
Jan 7 2010, 08:21
ok fine since yall arent taking responsibility and remove me completely after i continuously told ViperMaul to take care of it privately in Skype. I am asking once more but in public. REMOVE ME FROM THE ACE 2 DEV EMAIL. I dont want to get mail about your mod mixed in with important emails.

Hopefully I dont have to see another one again thnx

Sickboy
Jan 7 2010, 08:32
Done. I'll quote again.

Simon C
Jan 7 2010, 08:32
ok fine since yall arent taking responsibility and remove me completely after i continuously told ViperMaul to take care of it privately in Skype. I am asking once more but in public. REMOVE ME FROM THE ACE 2 DEV EMAIL. I dont want to get mail about your mod mixed in with important emails.

Hopefully I dont have to see another one again thnx

Learn to set up spam filters. There is really no need to come into this topic ranting and raving about something you could fix yourself.

markushaze
Jan 7 2010, 09:09
@<hidden> Not only that, but you could just ask nicely:-)

Evil_Echo
Jan 7 2010, 09:37
It's nice to have nukes, I don't think anything else will scratch a T90.

Thanks - that what they are meant for. Putting a lot of hurt on massed mechanized units. :smiley-evil:

vasmkd
Jan 7 2010, 09:55
Does anyone know where the groza variants are located in editor?
I can't find any

dave317
Jan 7 2010, 10:48
Is there any way to increase stamina? I know it depends on what you are carrying but it seems like you can't run too far without blacking out and falling over. Once you have blacked out it seems to take ages before you can walk or run any distance without blacking out again.

JW Custom
Jan 7 2010, 10:56
Is there any way to increase stamina? I know it depends on what you are carrying but it seems like you can't run too far without blacking out and falling over. Once you have blacked out it seems to take ages before you can walk or run any distance without blacking out again.

If your building your own missions you can disable it, dunno if the NoStamina module still is broken but in that case you can put the below in like your init.sqf:

ACE_NoStaminaEffects = true;

This will disable the ACE stamina system :)

Killswitch
Jan 7 2010, 10:56
How do I install ACE2 on our dedicated server? I searched for the instructions but maybe I'm missing something. I'm sorry for my ignorance :)I noticed they were a bit difficult to find, so I've added a section with a few tips for dedi installations here (http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2#How_to_install_on_Dedicated_Servers.3F). Hope that helps! :)

Alex72
Jan 7 2010, 13:19
The SixUpdater seems to be very slow for my mate. Downloading mods the usual way is around 4-500Kb/s (UK), but through the SixUpdater he gets around 10Kb/s and it always takes so much time he never can join in playing (thanks to the nice and often new versions). And the speeds are tested at the same times. When using updater its the low speed, and he shuts it down and tests to download some other mod from various sites and its fast.

Any idea what this can be?

PS. For myself the SixUpdater is uber-fast.

NikoTeen
Jan 7 2010, 13:19
I first noticed this weeks ago but was not sure if it was ace related or not...

Damn, it's SLX related in fact.
That's SLX_Mod_Veh_Core.pbo which adds the pilot's gun.

Sorry ACE team ...

Sickboy
Jan 7 2010, 13:26
Added new action to the updater: "--keys". When used, it will auto-place the bikey files from mod\keys, into ArmA 2\keys.
If a number has been detected in the end of the key, it will first remove older keys, and then place the new keys in the folder.
http://dev-heaven.net/issues/show/7824#change-34861



The SixUpdater seems to be very slow for my mate. Downloading mods the usual way is around 4-500Kb/s (UK), but through the SixUpdater he gets around 10Kb/s and it always takes so much time he never can join in playing (thanks to the nice and often new versions). And the speeds are tested at the same times. When using updater its the low speed, and he shuts it down and tests to download some other mod from various sites and its fast.

Any idea what this can be?

PS. For myself the SixUpdater is uber-fast.

I would suggest to try a few different mirrors. There's 9 in the network, im sure at least 1 or a few of them must be fast for him.
If you figure out which, set the other mirrors to 'disabled', under Configuration -> Repositories.

KillingtimeProductions and the 64.... ip are US mirrors btw.

If all mirrors are just as slow, i'd think there's a piece of software or hardware that is limiting rsync connections, or the type of connections rsync makes.
In this case you'd better setup a ticket with details :P

Virus.HP1
Jan 7 2010, 14:07
Have you ever seen Russian weapons???? Have you ever seen Russian scopes?? If you not, when dont even do it. If RobertHammer cant make a good models and textures dont do it. Cause Vilas make it better and more brilliant
You making mod for all people, not just for you and because of that you MUST listen to people choise! If people like Vilas pack add it.

Simon C
Jan 7 2010, 14:12
Have you ever seen Russian weapons???? Have you ever seen Russian scopes?? If you not, when dont even do it. If RobertHammer cant make a good models and textures dont do it. Cause Vilas make it better and more brilliant
You making mod for all people, not just for you and because of that you MUST listen to people choise! If people like Vilas pack add it.

For the millionth time, this will not happen. A.C.E is not some sort of all-inclusive mod. Sickboy and others have already stated that this isn't going to happen, plus it's their mod. It's their choice as to what goes in here, and they actually don't have to listen to anyone. It's a sign of good addon-making that they do.

TRexian
Jan 7 2010, 14:12
Hey Sickboy,

Just to make sure I understand something.... if someone has ACE/ACEX near the start of their addon "chain" (right after CBA, perhaps), then something like Vilas' or Fincuan's mods later in the chain, the latter ones basically overwrite the prior ones? So, if ACE has an AK that someone finds distasteful, they can still use the other one, just later in the addon chain?

(Still think a taser would be cool in ACE.) ;)

Thanks for all the hard work and dedication.

DeaDNoTLiFe
Jan 7 2010, 14:12
Have you ever seen Russian weapons???? Have you ever seen Russian scopes?? If you not, when dont even do it. If RobertHammer cant make a good models and textures dont do it. Cause Vilas make it better and more brilliant
You making mod for all people, not just for you and because of that you MUST listen to people choise! If people like Vilas pack add it.
+1
Dont be egos! No doubt, you making mod for all. And mod must be without personal offense! People love Vilas pack and saying that RobertsHammer make weapons sloppy

Simon C
Jan 7 2010, 14:18
Hey Sickboy,

Just to make sure I understand something.... if someone has ACE/ACEX near the start of their addon "chain" (right after CBA, perhaps), then something like Vilas' or Fincuan's mods later in the chain, the latter ones basically overwrite the prior ones? So, if ACE has an AK that someone finds distasteful, they can still use the other one, just later in the addon chain?

(Still think a taser would be cool in ACE.) ;)

Thanks for all the hard work and dedication.

Would depend on whether either addon (ACE or vilas/rh/fincuan) uses requiredAddons. If they both require the same BIS addon, then it should work as you said. :)

TRexian
Jan 7 2010, 14:20
Thanks, Simon. :)

So... wow... people could actually HAVE what they say they WANT? That's pure genius right there. ;)

Virus.HP1
Jan 7 2010, 14:22
If you want a good mod and if dont want to add Vilas pack. Delete RobertHammer weapons, cause they suck. I prefer nothing, instead shooting from suck guns
You make M4 series good, but Russian weapon looks poor

Sickboy
Jan 7 2010, 14:28
Our modelers model what they feel like modeling. That hasn't included russian equipment (yet). Sorry.
Use Vilas weapons if you want. Nobody stops you :)

We're glad we can use RH's weapons, and if at any time there are any better/more, or you'd like to contribute any better, let us know on the issue tracker:
http://dev-heaven.net/projects/ace-mod2/issues

DeaDNoTLiFe
Jan 7 2010, 14:32
If you do Russian weapons, listen to Russian community! How can you eat cake, without cake? We like Vilas pack. It is nice. Yes we can add it by self, but it take a lot of time. Instead play it in ACE.

Sickboy
Jan 7 2010, 14:33
Sad, really sad. Continue, and i'll request a topic lock.
We can use our time a lot better.

Simon C
Jan 7 2010, 14:39
If you do Russian weapons, listen to Russian community! How can you eat cake, without cake? We like Vilas pack. It is nice. Yes we can add it by self, but it take a lot of time. Instead play it in ACE.

Ok, I'm going to go ahead and use some capital letters now.

VILAS' ADDONS AND ACE ARE NOT GOING TO HAPPEN.

Oh, and by the way? The only RH weapon that I can see included is the Groza, which isn't in the game by default anyway. So stop complaining about the stock AKs and learn a little something called constructive criticism.

EDIT:


Sad, really sad. Continue, and i'll request a topic lock.
We can use our time a lot better.

Damn right. Some people seem to forget that you guys aren't making the addon because you have to.

DeaDNoTLiFe
Jan 7 2010, 14:42
Vilas pack include Groza series too ))))

Virus.HP1
Jan 7 2010, 14:46
Sickboy, thanks for ACE mod. If you make mod with realism, dont add so bad weapons.
RH Groza it isnt Groza, it is a slingshot.
And i didnt seen bad M4 model in you mod

Sickboy
Jan 7 2010, 14:47
I am happy for your opinion. If you don't like our Mod, don't use it, and make your own. Problem solved.

If anyone has any constructive suggestions, feedback or bug reports, we'll see you at the Issue Tracker.

scubaman3D
Jan 7 2010, 14:48
Panda[PL] is working on some sweet HK weapons. This is an HK416 in excellent form.

http://img519.imageshack.us/img519/3612/wipl.th.jpg (http://img519.imageshack.us/img519/3612/wipl.jpg)

Simon C
Jan 7 2010, 14:51
Panda[PL] is working on some sweet HK weapons. This is an HK416 in excellent form.



That's looking nice. :D
Will there be 417s too? :p

Alex72
Jan 7 2010, 14:53
I would suggest to try a few different mirrors. There's 9 in the network, im sure at least 1 or a few of them must be fast for him.
If you figure out which, set the other mirrors to 'disabled', under Configuration -> Repositories.

KillingtimeProductions and the 64.... ip are US mirrors btw.

If all mirrors are just as slow, i'd think there's a piece of software or hardware that is limiting rsync connections, or the type of connections rsync makes.
In this case you'd better setup a ticket with details :P

Ah thank you very much mr Sickboy i will pass this info on right away. You rock man. You rock. :) And yes ofcourse if nothing works a ticket comes up. But this can surely be a problem since his internet isnt the best over there.

EDIT: And damn Scubaman that HK looks SWEET!

RobertHammer
Jan 7 2010, 15:06
Finally some news about HK very nice :) I hope to see those Hk417 from ace1 too

Manzilla
Jan 7 2010, 15:12
Yup, that's excellent to see the HK's. That's a damn fine screen shot. Thanks for the news!

scubaman3D
Jan 7 2010, 15:17
Here's something I'm tooling around with. This is the future replacement for the M249 Para in ACEX. Currently, all US Army BCTs and Stryker BCTs are being issued a M249 Para kit similar to this. There is an unpainted version also. In addition, I made an MK46 and a modernized M249 with the telescoping stock, soft ammo pouch, and 3-way RIS.

http://img519.imageshack.us/img519/1466/parawoodland.th.jpg (http://img519.imageshack.us/img519/1466/parawoodland.jpg)

http://img412.imageshack.us/img412/3645/paradesert.th.jpg (http://img412.imageshack.us/img412/3645/paradesert.jpg)

Dasquade made the softpouch and stock, that vert grip came from the M4s in ace, made by Panda. All "accessory" textures were merged onto 1 UV sheet to reduce sections.

JW Custom
Jan 7 2010, 15:25
Here's something I'm tooling around with. This is the future replacement for the M249 Para in ACEX. Currently, all US Army BCTs and Stryker BCTs are being issued a M249 Para kit similar to this. There is an unpainted version also. In addition, I made an MK46 and a modernized M249 with the telescoping stock, soft ammo pouch, and 3-way RIS.


That looks very cool, also the HK :cool:

Hammer_757
Jan 7 2010, 16:04
Please excuse my ignorance but I could not find information on this stuff anywhere. (I think Im finaly posting this in the appropriate place)

Im trying to use ACE in the stock single player campains. Im trying to use the controls as specified in the Keybinding from the ACE_2 Wiki.

NVG brightness PGUP and PGDN and Adjust grenade throw Shift H works in a single mission but not in the campaign (campaign started with all ace mods enabled). It seems like none of the commands are available in the Campain. Is this something that must be enabled?

Also when using default ACE2 commands like adjust Rifle Sights, Shift-V, the non-shift command also occurs, in this case Step Over Obstacle "V". Is this a bug or just a limitation of the interface system

Someone previously sugested I should edit the ACE config file which I will try tonight.

Mosh
Jan 7 2010, 16:29
I am happy for your opinion. If you don't like our Mod, don't use it, and make your own. Problem solved.

Very well said. Your patience with people is amazing... much better than mine. ;)



I hate to waste thread space by thanking you... but I feel I have too. Thanks for the mod, and your time (all of you) put into it. :) Thanks for the wiki, all the documentation, the updater, everything... damn that's a lot for you all to do. I am enjoying a brand new Arma 2 because of this mod.

luckyhendrix
Jan 7 2010, 16:32
Very nice models I can't wait :yay:

jhoson14
Jan 7 2010, 16:38
That HK looks awesome!!

I'm not a fan of the telescoping stock in a AR, but the model is really pretty.

ACE team i love you for the awesome Mod you guys made and the effort to keep it geting every moment even better.

bfalcon
Jan 7 2010, 16:52
I am happy for your opinion. If you don't like our Mod, don't use it, and make your own. Problem solved.

If anyone has any constructive suggestions, feedback or bug reports, we'll see you at the Issue Tracker.

Well said m8. You guys are working hard and it's just completely bad manners for anyone to try to dictate what should and should not be in your own mod.

I know we're not using ACE, it's more the rate of change and problems with our servers using sixupdate that's the issue with us than anything else, but we'd not be so crass as to lecture you guys what should and should not be your mod. :(

Sickboy
Jan 7 2010, 16:56
Thank you all, by the whole team :)
We will continue delivering you our best, and hope you will enjoy :)


(On the note of patience; I actually believe I could use an injection (or two), of patience right about now.. Im slipping.. Anyone? :P)

Murklor
Jan 7 2010, 17:11
Panda[PL] is working on some sweet HK weapons. This is an HK416 in excellent form.

http://img519.imageshack.us/img519/3612/wipl.th.jpg (http://img519.imageshack.us/img519/3612/wipl.jpg)
Aw but its yet another 5.56mm...

I'm really missing a decent 7.62mm assault rifle in ACE. The FN FAL is nice, but its got a crappy ironsight that blocks half your view. The SA58 is also nice, but its sort of the same thing. A 7.62mm with a micro cco... now that would be heaven. Devs getting any ideas? :pet5:

Sickboy
Jan 7 2010, 17:22
Well what if them Bigger Brother 417 comes storming along?
Would that settle it? :)

Meatball0311
Jan 7 2010, 17:23
Panda[PL] is working on some sweet HK weapons. This is an HK416 in excellent form.

http://img519.imageshack.us/img519/3612/wipl.th.jpg (http://img519.imageshack.us/img519/3612/wipl.jpg)

Sweet! Been gone a few days working on OC my new GTX260 and to find out that ACE is working on some HK action:yay: I love me some HK416!!! nice work, keep it coming ACE!!

TRexian
Jan 7 2010, 17:24
I'm really missing a decent 7.62mm assault rifle in ACE. The FN FAL is nice, but its got a crappy ironsight that blocks half your view. The SA58 is also nice, but its sort of the same thing. A 7.62mm with a micro cco... now that would be heaven. Devs getting any ideas? :pet5:

+1 (at the risk of trying SB's patience). ;)

Partial to the larger calibers myself.

Simon C
Jan 7 2010, 17:26
Well what if them Bigger Brother 417 comes storming along?
Would that settle it? :)

I think that would seal the deal, yes. :p

malibu.stacey
Jan 7 2010, 17:32
Hell, yes!

And a G3A4 for some old skool ass kicking :D

Murklor
Jan 7 2010, 17:32
Well what if them Bigger Brother 417 comes storming along?
Would that settle it? :)
HK417 in ironsighted, micro cco, and sniper version... And silenced variants of each.

*ghaaaaargh*

*passes out from excessive drooling*

scubaman3D
Jan 7 2010, 17:32
The SA58 is also nice, but its sort of the same thing. A 7.62mm with a micro cco... now that would be heaven. Devs getting any ideas? :pet5:

grr...you just reminded me that I had some variants planned for the SA58 that I never made :(

I modeled a Valdada QR-TS 3x scope for the SA58 but I haven't textured it yet.

http://www.dsarms.com/images/VT325QRTSCQ.gif

AnimalMother92
Jan 7 2010, 17:35
Here's something I'm tooling around with. This is the future replacement for the M249 Para in ACEX. Currently, all US Army BCTs and Stryker BCTs are being issued a M249 Para kit similar to this. There is an unpainted version also. In addition, I made an MK46 and a modernized M249 with the telescoping stock, soft ammo pouch, and 3-way RIS.

[im]http://img519.imageshack.us/img519/1466/parawoodland.th.jpg[/img] (http://img519.imageshack.us/img519/1466/parawoodland.jpg)

[im]http://img412.imageshack.us/img412/3645/paradesert.th.jpg[/img] (http://img412.imageshack.us/img412/3645/paradesert.jpg)

Dasquade made the softpouch and stock, that vert grip came from the M4s in ace, made by Panda. All "accessory" textures were merged onto 1 UV sheet to reduce sections.

Wow. just wow.
Those look so cool. I was thinking about the Mk46 the other day. Glad to see those nice para models. And nice textures too. Hope they come to ACEX soon!

TheRedRibbon
Jan 7 2010, 17:36
Is it possible to add smoke grenades in all 6 chambers of the 6-shot-grenade launcher (MGL?)?

CodyLang
Jan 7 2010, 17:44
Panda[PL] is working on some sweet HK weapons. This is an HK416 in excellent form.

http://img519.imageshack.us/img519/3612/wipl.th.jpg (http://img519.imageshack.us/img519/3612/wipl.jpg)

Oh nice, Love the HK versions.

Manzilla
Jan 7 2010, 18:06
Aw but its yet another 5.56mm...

I'm really missing a decent 7.62mm assault rifle in ACE. The FN FAL is nice, but its got a crappy ironsight that blocks half your view. The SA58 is also nice, but its sort of the same thing. A 7.62mm with a micro cco... now that would be heaven. Devs getting any ideas? :pet5:

No doubt, some more 7.62 options would be great. I love the 417. That HK416 will definitely suffice though.

usarmy19dsniper
Jan 7 2010, 18:09
Any update on those sweet 60 mm mortars?

scubaman3D
Jan 7 2010, 18:13
Yup. The M224 60mm is done. Now the fun part is making the mortar system for it to be used with in-game.

NouberNou
Jan 7 2010, 18:24
Yup. The M224 60mm is done. Now the fun part is making the mortar system for it to be used with in-game.

I really suggest using some sort of animation system to adjust traverse and elevation. If you need any help feel free to ask me, I have something going on that for a player based artillery suit I am working on. Its much, much, less tedious than using the mouse to manually aim the mortar.

Obviously since its a mortar you'd want something a little bit less complex than what I have.

wcBxVaHQMpA

Also a simple in game ballistics table with different charge and round types ranges at different elevations would be pretty easy to do, or you could go a little bit more crazy and make a simple mortar ballistics computer.

---------- Post added at 11:24 AM ---------- Previous post was at 11:22 AM ----------

BTW the BIS functions for calculating range tables is really good and you can use the AI purposed firing solution generator to return elevations for any charge number (magazine) you want as long as you have the write ballistics table generated in their format.

Right now I have it implemented in a click interface on the map for testing, but you could easily rig something up that is much closer to the sight adjustment interface for sniper rifles/grenade launchers.

Also I'd love if the elevation and traverse were in milliradians! :D

Simon C
Jan 7 2010, 18:30
I really suggest using some sort of animation system to adjust traverse and elevation.

....


Also I'd love if the elevation and traverse were in milliradians! :D

That looks really quite impressive, seems much more realistic than the default method. I also like how you've got the map marker and blue smoke for the shell, that looked impressive, shows that the rounds aren't just spawned. :)

Hbomber110
Jan 7 2010, 18:32
Please ACE team , use as much Nouber's stuff as possible !!

His work is impressive and usefull unlike new weapon models(no hate!) and things like that. I think he can upgrade the gameplay very good.

NouberNou
Jan 7 2010, 18:34
That looks really quite impressive, seems much more realistic than the default method. I also like how you've got the map marker and blue smoke for the shell, that looked impressive, shows that the rounds aren't just spawned. :)

Yea, the benefit to not using the artillery module is that rounds are tied to the player who fired them (aka kills count in multiplayer) Even though you still can "manually" aim the artillery using your mouse and the artillery dialog with the module it still grabs your rounds as they leave the gun and does some trickery on them which ends up resulting in your round not being related to your player in game.

My system is dead simple and for player fired artillery it can replicate pretty much everything the current artillery module does with a lot LESS code. It simply relies on the game mechanics that are already there. I even have a fusing system built in thats ready to accept different round types like DPICM, SADARM, and Copperhead/Excalibur in a much more realistic and easy to program way than the current artillery module. Currently I have a VT (proximity fuse) fuse implemented (you can see in the video the shell detonated above the ground) that actually has better kill ratio on troops under cover.

Simon C
Jan 7 2010, 18:37
Yea, the benefit to not using the artillery module is that rounds are tied to the player who fired them (aka kills count in multiplayer) Even though you still can "manually" aim the artillery using your mouse and the artillery dialog with the module it still grabs your rounds as they leave the gun and does some trickery on them which ends up resulting in your round not being related to your player in game.

My system is dead simple and for player fired artillery it can replicate pretty much everything the current artillery module does with a lot LESS code. It simply relies on the game mechanics that are already there. I even have a fusing system built in thats ready to accept different round types like DPICM, SADARM, and Copperhead/Excalibur in a much more realistic and easy to program way than the current artillery module.

That's some nice work, looking forward to trying it out. I also imagine that your system would be easier to add to addon-based artillery too? Just a simple eventHandler sorta thing?

NouberNou
Jan 7 2010, 18:42
That's some nice work, looking forward to trying it out. I also imagine that your system would be easier to add to addon-based artillery too? Just a simple eventHandler sorta thing?

The only thing addons need for them to work with my suite will be two custom animations for the main turret that allow a script to control their animation phases for traverse and elevation and then the ballistics tables for each round type and charge number. That is it, the rest is handled by dialogs and controls defaulted to the suite. Additional systems can be added at my discretion or the addon makers discretion (such as self propelled guns having actual ballistics computers in them and other niceties that would not be seen on a towed piece).

Anyway, sorry. Somehow my stuff hijacks threads. Just throwing this out there as a suggestion for how to do aiming for those sweet 60mm mortars. :D

*edit*

When I say custom animations, i mean entries in the model.cfg. I am using the ArmA1 M119 model in that video with my own model.cfg.

Gurky
Jan 7 2010, 23:03
A.C.E. is definitely the most realistic mod I have ever played for any game. It's amazing what they are doing for us realism gamers :).

I just have some feedback that I would like to post.. I was in a Stryker unit for 4 years. I was part of 1st Brigade 25th ID out of Ft. Lewis Washington and we were reflagged to 2nd Stryker Cavalry Regiment and moved to Vilseck, GE. I was an 11C (Mortarman) for the first two years and re-classed to an 11B (Rifleman) for the final two. I served one 15 month combat tour and took part in the final Sadr City Uprising in the spring of 2008. These are just some things I have noticed with your Army/Stryker units.

1. Would it be at all possible to make use of the Squad Leader and Air Guard hatches on the Stryker vehicles? We always used them while we were moving and usually left 1 soldier in a rear air guard hatch when we dismounted, seeing as the RWS can not effectively cover the rear of the vehicle. I am not sure if the game limits the ability for "cargo" to use these hatches, but it sure would be a nice addition.
2. Every infantry unit in the Army has phased out the M16 and switched to M4s. Almost every infantry unit has switched from Iron Sights to M68's and EOTechs for their personal weapons. Squad Leaders and SDMs usually have ACOGs.
3. Would it possible to add the M1129 Mortar Carrier variant? It has a 120MM Mortar mounted in the rear of the vehicle... It's pretty sick. :D

NouberNou
Jan 7 2010, 23:23
I'd love a 120mm mortar in any form... They burst bigger than 155mm shells (unless the 155's are coming in HA, almost straight down).

At least thats what I was told from a couple different people... :p

NikoTeen
Jan 7 2010, 23:59
Just one word to say that the M4 and m16 models in ACE2 are IMO the best ever created since I mess around with addons. I mean usually I prefer BIS models as they look very professional but this time your weapons outperformed by far the originals.

I'm sure BIS is watching. Haven't they introduced in Arma2 ideas from the community ?

scubaman3D
Jan 8 2010, 00:49
:D

Thanks for the feedback

1. I am not sure if the game limits the ability for "cargo" to use these hatches, but it sure would be a nice addition.
This would indeed be nice but unfortunately not currently possible. The coveted "shoot from vehicle" feature has eluded us and BIS has seen fit not to reach into their magic bag and pull out the "use personal item" features from VBS2 :(

2. Every infantry unit in the Army has phased out the M16 and switched to M4s. Almost every infantry unit has switched from Iron Sights to M68's and EOTechs for their personal weapons. Squad Leaders and SDMs usually have ACOGs.
This has recently been brought up among us. The fact that the default Army soldiers in ACE have M16A2 or A4 isn't realistic, unless we're talking about USMC.

Can you tell me - did the CompM4s start replacing the CompM2's and 3's yet?

3. Would it possible to add the M1129 Mortar Carrier variant? It has a 120MM Mortar mounted in the rear of the vehicle... It's pretty sick.
Well sure its "possible" but its not really on the radar right now. There are currently other priorities.

Enad
Jan 8 2010, 01:52
Along with none of the ACE Features working, I have a particularly annoying problem.
When I shoot any tank with a Javelin Missile or any equivalent launchers, it never destroys it. All it does is disable its treads and the crew pops out. Another thing is nothing explodes any more!! I put 5 satchels on a tank and all I see is the explosion from the satchels and the tank its black, no smoke, no fire. WTF? Surely thats not realism, I understand not everything catches on fire when destroyed but not one vehicle in the game explodes or catches on fire with ACE2.... Please help..


Another thing, any chance you guy could make a replacement pack with those cool desert camo special forces M4's?? They look so awesome. And they are the one thing that works for me, the weapons. Nothing else... :(

Cossack8559
Jan 8 2010, 02:39
Along with none of the ACE Features working, I have a particularly annoying problem.
When I shoot any tank with a Javelin Missile or any equivalent launchers, it never destroys it. All it does is disable its treads and the crew pops out. Another thing is nothing explodes any more!! I put 5 satchels on a tank and all I see is the explosion from the satchels and the tank its black, no smoke, no fire. WTF? Surely thats not realism, I understand not everything catches on fire when destroyed but not one vehicle in the game explodes or catches on fire with ACE2.... Please help..


Another thing, any chance you guy could make a replacement pack with those cool desert camo special forces M4's?? They look so awesome. And they are the one thing that works for me, the weapons. Nothing else... :(

Tanks blow up and catch fire fine for me using latest ace build :)

Are you sure its not some other mod causing it?

bhaz
Jan 8 2010, 03:05
class ace_sys_stamina
{
class Panic_Button
{
key = 69; // Num - Whatever
};
};

...

NUM = 69Does this refer to num-lock, or just any num key?


Does the radio pack object currently have a purpose within ACE? I've searched both threads and there's no mention of it on the wiki pages.
I'm referring to the large radios (ACE_PRC119) that take up the backpack slot. Do they have a practical use in any mission, or are they just in place for mission designers to make use of?

b00ce
Jan 8 2010, 03:36
I was in a Stryker unit for 4 years. I was part of 1st Brigade 25th ID out of Ft. Lewis Washington...

WOO... Ft. Lewis FTW!!! :yay:
Me ma works on base for GD. :cool:
(You can't spill what you don't know, so I can't answer your questions. Use google to find the stuff I know. You'd be better off asking Gurky here anyways. :p )

Anywho, I too would like to see these things implemented. It would A. Make things even MORE realistic and B. Reek of pure epic and win.

NouberNou
Jan 8 2010, 03:43
WOO... Ft. Lewis FTW!!! :yay:
Me ma works on base for GD. :cool:
(You can't spill what you don't know, so I can't answer your questions. Use google to find the stuff I know. You'd be better off asking Gurky here anyways. :p )

Anywho, I too would like to see these things implemented. It would A. Make things even MORE realistic and B. Reek of pure epic and win.


Yep, gotta love Ft. Lewis! :D I Corps and the 17th Fires Brigade ftw!!! :D

Enad
Jan 8 2010, 03:47
Tanks blow up and catch fire fine for me using latest ace build :)

Are you sure its not some other mod causing it?

Yeah Im sure. Because even when I run ArmA II with nothing but ACE2. Its still fucked up.
Its not just that. 90 percent of the core ACE Mod doesn't work. About 13 of the features work and there all the small ones. ACEX works fine so does ACEX_PLA...But the core ACE mod doesn't work. And not one person has attempted to help me figure out whats wrong.
I know I've installed it right. I got step by step directions by Dead3yez and his is working perfectly. I've tried deleting all contents of ACE and ACEX and trying to reinstall again. But nope it still doesn't work.

NouberNou
Jan 8 2010, 03:52
Just to make sure, you are running ArmA2 patch 1.05 right?

scubaman3D
Jan 8 2010, 04:15
M224 - clicky for larger

http://img697.imageshack.us/img697/360/m2241.th.jpg (http://img697.imageshack.us/i/m2241.jpg/)

ThaGZAgenius
Jan 8 2010, 05:40
Ok. I have been away for awhile, but I must be missing something. I am having trouble even finding the downloads (all 5 components). I get directed to some page, or filefront which doesnt give any download. What the hell am I missing? Lol.

Help me out, so I can get started.

Sickboy
Jan 8 2010, 06:21
Ok. I have been away for awhile, but I must be missing something. I am having trouble even finding the downloads (all 5 components). I get directed to some page, or filefront which doesnt give any download. What the hell am I missing? Lol.

Help me out, so I can get started.http://dev-heaven.net/wiki/ace-mod2#Installation



Yeah Im sure. Because even when I run ArmA II with nothing but ACE2. Its still fucked up.
Its not just that. 90 percent of the core ACE Mod doesn't work. About 13 of the features work and there all the small ones. ACEX works fine so does ACEX_PLA...But the core ACE mod doesn't work. And not one person has attempted to help me figure out whats wrong.
I know I've installed it right. I got step by step directions by Dead3yez and his is working perfectly. I've tried deleting all contents of ACE and ACEX and trying to reinstall again. But nope it still doesn't work.
Help yourself ;); http://dev-heaven.net/wiki/ace-mod2/Bugz
First thing I notice is that you speak nothing about CBA?

SilverBlue
Jan 8 2010, 07:05
M224 - clicky for larger

http://img697.imageshack.us/img697/360/m2241.th.jpg (http://img697.imageshack.us/i/m2241.jpg/)

Sweeeeeeeeet. Makes me sad I never finished mine so you wouldnt have had to create it but what can you do, ey? :)

Meatball0311
Jan 8 2010, 07:18
@<hidden> Team

I want really give you all a thumbs up on the progress of ACE2! I just did runs against CSM2 and ACEX_SM and to be honestly speaking you guys are getting it right. Talking only about the weapon sounds, ACEX_SM is winning the battle. The M16, M203, and grenade sounds are really good and the 240 is not all that bad. I hope you guys continue to put an all out effort into ever aspect of the mod. Thanks for all of your hard work!

Reserve
Jan 8 2010, 08:45
About the missing ACE features (bipod, handgrenade...) when playing ACE+GL4

-when disabling "GL4 Radio Chatter" the features are back.

-sorry wrong thread

luckyhendrix
Jan 8 2010, 08:47
Gosh ! this M224 looks amazing, your doing wonderfull work guys !! I admit it will be a CSW ?

Zonekiller
Jan 8 2010, 09:13
This looks realy good :) thanks guys

Is there a list of the new vehicles and men
i would like to convert BattleField2 to ACE

Nephris1
Jan 8 2010, 09:21
Hi Ace Team,
is there a variable if i want to deactivate the "sling arm" option?

I personally dont like it as far as i cant see the model, which is supposely an engine limit,however, just a meaning of my small arma light.

This thread is fulll of information, but very messy in the meantime.
Is an own ACE forum in the planning at devheaven?Or is there already one?

Sickboy
Jan 8 2010, 09:32
We at ACE like to spend our time developing instead of discussing :)

If you have any feedback, issues, suggestions or requests, feel free to leave a ticket at our Issue Tracker (http://dev-heaven.net/wiki/ace-mod2/Bugz).

luckyhendrix
Jan 8 2010, 10:38
Is it normal that BRDM2 ,BMP2, T90 and lots of others vehicle have the engine that starts when turret is moving ? If I recall correctly it wasn't like that in previous version

Damp
Jan 8 2010, 10:45
http://dev-heaven.net/wiki/ace-mod2#Installation



Help yourself ;); http://dev-heaven.net/wiki/ace-mod2/Bugz
First thing I notice is that you speak nothing about CBA?

That page is really bad...

Cant you guys just line up the links for all the ace parts that are needed in that single link? Instead your redirected to all kinds of places, its quite annoying when trying to install for the first time.

On the other hand, it works flawless when you have set it up. :)
It's just really annoying to look everywhere for all the download links and what to download. Cant you make a simple list? Like; 1. Download this (5 insta dl links come) then 2: blablabla and so on.

VKing
Jan 8 2010, 11:00
@<hidden>: You need engine for power/hydraulics to turn turret.

Trracer
Jan 8 2010, 11:01
That page is really bad...

Cant you guys just line up the links for all the ace parts that are needed in that single link? Instead your redirected to all kinds of places, its quite annoying when trying to install for the first time.

On the other hand, it works flawless when you have set it up. :)
It's just really annoying to look everywhere for all the download links and what to download. Cant you make a simple list? Like; 1. Download this (5 insta dl links come) then 2: blablabla and so on.

You mean something like this URL?
http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2

Alex72
Jan 8 2010, 11:13
No Stamina Module - anyone knows how to activate it? I checked the ACE2 Features and didnt see any explanation there. I did the obvious things like placing it on the map and also tested synch it, but my guy still dropped from fatigue. Im testing something out and would need the no stamina during the tests.

Tested searching but got the whole ACE2 thread up...

Thanks.

luckyhendrix
Jan 8 2010, 11:25
Yeah Vking but vehicles like BRDM2 have only a mechanical turret so engine shouldn't go on , same for T72 wich has an electric engine for the turret.

Trracer
Jan 8 2010, 11:34
Since you removed the commanders radar/threat indicator I presume you are going to add full BCS and rangefinder support?

Panda_pl
Jan 8 2010, 11:34
@<hidden>: You need engine for power/hydraulics to turn turret.
Partially true, but some IFVs have Auxillary Power Unit for when they are not driving.
In case of M2 Bradley all the versions had it adn it's been actually switched for bigger APU unit lately because of the demand of the extended sensor arsenal.

In case someone was wondering - the grill atop of the M2A0 hull is the air intake, the grill more to the right is the exhaust of APU - the exhaust gasses are cooled and dispersed in order to reduce the signature.

Cross
Jan 8 2010, 12:18
No Stamina Module - anyone knows how to activate it?

Tested searching but got the whole ACE2 thread up...

Thanks.

o'rly :p

http://forums.bistudio.com/showpost.php?p=1537630&postcount=1049

King Homer
Jan 8 2010, 12:34
Since you removed the commanders radar/threat indicator I presume you are going to add full BCS and rangefinder support?

Why do you presume that? Like a normal TC you use your eyes to spot any target. BI's ballisticComputer is still working along with canLock.

scubaman3D
Jan 8 2010, 12:55
will be a CSW ?

Yes. We will use the "2-man carry"technique. One gets the tube and bipod, the other gets the base.

Alex72
Jan 8 2010, 12:56
o'rly :p

http://forums.bistudio.com/showpost.php?p=1537630&postcount=1049

Thanks!

And yeah - really. The whole thread came up searching "No Stamina Module".

JW Custom
Jan 8 2010, 13:00
Thanks!

And yeah - really. The whole thread came up searching "No Stamina Module".

In the search menu under "Show results as" check Posts instead of Threads :)

Evil_Echo
Jan 8 2010, 13:11
...


I'm referring to the large radios (ACE_PRC119) that take up the backpack slot. Do they have a practical use in any mission, or are they just in place for mission designers to make use of?

Currently, ACE does not have an intrinsic use of radios. They are for mission makers. People like Xeno use them as a means to control access to certain support features in their missions.

The rucks listed differ in color and capacity. Because of the electronics inside, radio rucks are quite limited in free volume and heavy. The newer PRC-119 is MUCH lighter than the Vietnam-era PRC-77 though.

jasonnoguchi
Jan 8 2010, 13:14
Let's talk about Rucks! :)

I love the ruck system in ACE and I use the RUSH pack most of the time. I see that there are many different types of assault rucks, are they all different or just graphics?

TheRev709
Jan 8 2010, 13:34
I've searched but haven't found an answer, but how do I preload ruck sacks in the mission editor? I've found the API in the wiki, but I'm apparently not using it right. In my unit's init field I put:


[TF141, "30Rnd_556x45_StanagSD", 4] ace_sys_fnc_API_PackMagazine;

but keep getting "Missing ;" for in front of the ace_sys....

luckyhendrix
Jan 8 2010, 13:41
you should try this :
[TF141, "30Rnd_556x45_StanagSD", 4] call ace_sys_fnc_API_PackMagazine;

TRexian
Jan 8 2010, 13:53
On the stamina effect - but not really a complaint, so much as an observation and potential issue with the intent to give helpful feedback. :)

The situation was that I was playing MP with DMarkwick last night testing some stuff, including ACE. He was hosting (and a gracious host, he was). I believe we both have the latest versions of CBA, as we both have mods that rely on it. :) At one point, we were about... I'd say 300m from some ammo boxes. I was carrying an M4+GL and a SMAW. I dropped the SMAW (and missiles) to run back to the ammo boxes to get a Stinger (we were get flybys by a Havoc). My gear screen said I was carrying 9 kg (basically the rifle/GL and a minimum of other equipment). As I got to the ammo boxes, I got the "blinking" effect. No big deal, I knelt to get the gear, and even rested a bit, then made my way back to the group.

And this brings me to the feedback part. I get right up to the group, and I didn't run most of the way back, as I could tell I was "tired" but then something basically made me collapse. I couldn't shoulder my rifle, I couldn't shoulder the Stinger, I couldn't crouch, I couldn't do anything but lie prone... in the open... with a Havoc buzzing us... and most likely enemy soldiers en route.

I then got this error:
http://i26.photobucket.com/albums/c114/TRexian/JTD/testing/JTDMP4.jpg

I forgot to look at the rpt for the error - I should still have it though, if it would be helpful. I can also ticket it if appropriate.

It seemed like I was in an animation loop. I was stuck prone for longer than it took to run back and forth to the ammo crates! :)

It may have been a coincidence, but it didn't stop until DM sent a medic over to "heal" me of my "tiredness." (Anyone got a go-pill?)

Notwithstanding the error, it does seem like there would be a middle ground before completely falling down. And, that the effect shouldn't last as long as it did, unless that was because of the animation error.

(The conclusion of the story is that after I was able to shoulder the Stinger, I waited for the Havoc to pass over. As it was coming towards us, I fired the Stinger. The Havoc fired flares (very cool) but was hit. Pilots ejected. The Havoc turned into an unmanned missile and crashed directly into me! :doh: At that point, I thought perhaps it would've been better to wait for the Havoc to be flying AWAY from us....)

Anyway, this is not an attempt to whine about the exhaustion thing - just to provide feedback.

Sickboy
Jan 8 2010, 14:00
Tr; You shouldn't 'also' ticket it. You should simply ticket it. And leave it out of this thread, or at most, refer to it :)
It's an old Bug, you can fix it by checking up on the first General Note: http://dev-heaven.net/wiki/ace-mod2/Bugz

G-Man-853
Jan 8 2010, 14:04
United Global Armed Force [UGAF] have set up an ace Yoma addon sync Repository from our @<hidden> server

Auto config url:
http://folders.ugaf-addons.co.uk/ACE_Server/modreopo.7z


For a guide and info to use YOMA's addon sync to join our server follow this link: http://www.ugaf.co.uk/forum/viewthread.php?thread_id=134&pid=591#post_591

TRexian
Jan 8 2010, 14:21
Tr; You shouldn't 'also' ticket it. You should simply ticket it. And leave it out of this thread, or at most, refer to it :)

Roger.

Just ticketing from now on. Upon reflection, since there was a 'real' error, I probably should've done that, regardless.

Sorry. :thumbs:

(DM and I did have a good time, though.) :)

Edit:
Hey - is the stamina value always going to be local to the player's machine? I have an idea....

[DirTyDeeDs]-Ziggy-
Jan 8 2010, 16:08
I'm referring to the large radios (ACE_PRC119) that take up the backpack slot. Do they have a practical use in any mission, or are they just in place for mission designers to make use of?


I think that radio allows the Artillery Operators slot in (ACE)Domination to call for Arty
This is what I am referring to, it takes a backpack slot like you described...I dont know if this item is the same as your PRC119

http://i4.photobucket.com/albums/y126/Bigtires79/radio.jpg

Murklor
Jan 8 2010, 16:13
With all this talk about the stamina, I just got to ask: is there any news whether you're going to revise the effect?

It remains annoying to no end to have sound abruptly cut. Being out of breath near a helicopter is hell on the ears. The wound effect (ie a pixel shader blur) is so much better even when your eyes bend from trying to focus.

-=seany=-
Jan 8 2010, 16:21
With the first few releases of ACE2 I was able to access the M34 the same way you access any hand thrown grenade in Arma2. I can no longer access it however. Any ideas?

BD1
Jan 8 2010, 16:31
Is anyone else suddenly getting CBA initialisation issues? Whenever I try to review my mission now a second time having changed it in the editor then gone to preview, I get the CBA Initialising screen appearing and there I sit for the next 15 minutes or more as my HD goes ape!

Until I refreshed yesterday via Yoma, I have not had this problem before... any ideas chaps?

Oh and stamina.... Grrrrrrrr

Yesterday...I loaded a ruck on nightstrike with 35 KG's of gear... jogged roughly 500 metres...started blacking out... and not I was not running up Mount Everest at the time..... tried resting and yet the recovery process hardly does anything...I am then faced with blacking out pretty much constantly for the rest of the game... until we reach the objective of the tanks with me lagging far behind everyone with 4 satchel charges...

Get to the Tanks..to blow them up....cannot unpack the Assault Molle backpack... test it by packing my remaining stanags into the ruck, and try to unpack....NADA... pass the ruck around the entire squad...nada.. no one can get the equipment out of it...so now I have no ammo and no gear...so I drop the ruck and my rifle and run back toward the rearm barn...except I collapse after 200 metres with stamina issues...bear in mind I have no gear now....

It takes me 25 minutes to get back to the barn... I reload with gear 20KG's this time to be safe... get 100 metres outside of the barn and collapse.... Half an hour later I reach my teamates...

This is really starting to spoil ACE for me... and if I hear one more weener state that it is realistic for a soldier not to be able to jog 500 metres hell even 2 miles with full battle gear and 30KG's of pack.... they have clearly never served.... the stamina level is FAR too aggresive and the recovery time is not fast enough...lets not forget this is also a game as much as a sim and as such... we sometimes dont have an hour to sit to simply fully recover...

I love this mod...but the stamina level is absurd...

Manzilla
Jan 8 2010, 16:32
Not exactly sure what you mean, do they not show up when you hit the f key? Are they in the action menu for some reason?

bhaz,

I believe they can be setup with scripts so artillery, air support, etc can be called only when someone in the group has the radio on.

Sickboy
Jan 8 2010, 17:01
A.C.E Beta 2, Update #7 Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/280)
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)


(Suggestion; Take a look at the links, BD1)

-=seany=-
Jan 8 2010, 17:02
Not exactly sure what you mean, do they not show up when you hit the f key? Are they in the action menu for some reason?

No, the cycle weapons key does not show the M34, But if I take a standard frag grenade I can cycle to it. There is no option in the mouse wheel menu to use an M34. It used to show up and be used like any other grenade.

Cole
Jan 8 2010, 17:03
A.C.E Beta 2, Update #7 Released! (rSync mirror network in sync and awaiting your requests!)

Release Notes (http://dev-heaven.net/news/show/278)
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)


(Suggestion; Take a look at the links, BD1)
The first link takes me to Update #6, you might wanna fix that :)

Downloading now.

Sickboy
Jan 8 2010, 17:05
The first link takes me to Update #6, you might wanna fix that :)

Downloading now.

Fixed, Cheers.

Banderas
Jan 8 2010, 17:05
Is anyone else suddenly getting CBA initialisation issues? Whenever I try to review my mission now a second time having changed it in the editor then gone to preview, I get the CBA Initialising screen appearing and there I sit for the next 15 minutes or more as my HD goes ape!

Yes, since the last update I get a loading screen stating "CBA initializing" before every mapload, but it's only there for about 2 or 3 seconds, so it's not a issue for me.

EDIT: didn't download tonight's update so I don't know if it's there in the latest...waiting for KH to update...;)

Sickboy
Jan 8 2010, 17:07
Yes, since the last update I get a loading screen stating "CBA initializing" before every mapload, but it's only there for about 2 or 3 seconds, so it's not a issue for me.

http://dev-heaven.net/issues/show/7808

But as mentioned, if BD1 (or anyone else for that matter) has bugs to report, we're eagerly waiting (http://dev-heaven.net/wiki/ace-mod2/Bugz) :).

-=seany=-
Jan 8 2010, 17:07
The first link takes me to Update #6, you might wanna fix that :)

Downloading now.
nm, holy smoke this thread moves quick

Manzilla
Jan 8 2010, 17:12
About this CBA initializing error, I can't recall ever seeing anything about CBA initializing to begin with. Is that something that has been added in a recent CBA or ACE2 update? I can't even figure out if it does anything or what it's use for mission makers making ACE2 missions or any other missions, is it even for mission makers?

I know this should be asked in the CBA thread but I'm specifically wondering if CBA has any use in ACE2 missions.

Cross
Jan 8 2010, 17:13
Kellys Heroes ACE Server & YAS Repository updated to b.213

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
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

***Make sure the Auto-Config-URL is exactly the same as above. URLs are case-sensitive (ie lowercase & uppercase matters) and may result in 404.

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

Enjoy!



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

BD1
Jan 8 2010, 17:21
A.C.E Beta 2, Update #7 Released! (rSync
(Suggestion; Take a look at the links, BD1)

EDIT... NOPE...still got the same problem despite just updating... never had this problem before I updated 2 days ago...will log the problem and try to find the rpt file...

Sneaker-78-
Jan 8 2010, 17:31
Well, I do love the stamina effect verry realistic to me if you carry 50kg gear on you`re back.

and I wonder do the A.C.E Dev team play arma or thay don`t have time for it anymore ?

Xeno
Jan 8 2010, 17:35
and I wonder do the A.C.E Dev team play arma or thay don`t have time for it anymore ?
Sadly no time to play anymore. Most of the time you end up with an open editor to play around in some code instead of playing and enjoying the game itself.

Xeno

rexehuk
Jan 8 2010, 17:43
C4 Classname please!

Eagerly awaited this for some time.

Simon C
Jan 8 2010, 17:49
C4 Classname please!

Eagerly awaited this for some time.

Classname = ACE_C4_M

rexehuk
Jan 8 2010, 17:53
Classname = ACE_C4_M

Negative. Already tried this before I even posted here.

Simon C
Jan 8 2010, 17:54
Negative. Already tried this before I even posted here.

It's a magazine classname, were you trying addWeapon? It's addMagazine.

Sneaker-78-
Jan 8 2010, 18:16
Sadly no time to play anymore. Most of the time you end up with an open editor to play around in some code instead of playing and enjoying the game itself.

Xeno

:( i feel sorry for you guys, but i am verry pleased that you guys make someting big like this :cool:

I cant play arma without A.C.E anymore :eek:

JW Custom
Jan 8 2010, 18:22
I was just standing next to a M1114 HMMWV (M240) and when the gunner opened fire i got almost instant ear ringing though i wear ear plugs! Then i placed myself as gunner without ear plugs and everything was fine, is this normal or maybe a known issue?

G-Man-853
Jan 8 2010, 19:10
United Global Armed Force [UGAF] @<hidden> Server & Yoma Addon Sync Repository updated to b.213

Auto config url:
http://folders.ugaf-addons.co.uk/ACE_Server/modreopo.7z


For a guide and info to use YOMA's addon sync to join our server follow this link: http://www.ugaf.co.uk/forum/viewthread.php?thread_id=134&pid=591#post_591

TheRev709
Jan 8 2010, 19:16
you should try this :

didn't work :(

anybody know how I to properly preload the ruck sack? I read the ruck API in ACE features but not sure how to use it.

Clawhammer
Jan 8 2010, 19:18
I saw that there are some RoberHammer AKs added :-)
Just a few not all, will the rest follow or just these?

Thx for Information!

rexehuk
Jan 8 2010, 20:45
didn't work :(

anybody know how I to properly preload the ruck sack? I read the ruck API in ACE features but not sure how to use it.

player addweapon "ACE_Rucksack_MOLLE_ACU";
[player, "30Rnd_556x45_Stanag", 6] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "200Rnd_556x45_M249", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "SmokeShellYellow", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "1Rnd_HE_M203", 6] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "HandGrenade_West", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "ACE_Flashbang", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck;


Hopefully that helps ^^

Manzilla
Jan 8 2010, 21:07
Sadly no time to play anymore. Most of the time you end up with an open editor to play around in some code instead of playing and enjoying the game itself.

Xeno

That's pretty much the same thing I do but I'm only making missions. I can't imagine what it's like to develop something of this magnitude. Just want to say thanks again to all you guys.

---------- Post added at 05:07 PM ---------- Previous post was at 05:04 PM ----------


player addweapon "ACE_Rucksack_MOLLE_ACU";
[player, "30Rnd_556x45_Stanag", 6] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "200Rnd_556x45_M249", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "SmokeShellYellow", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "1Rnd_HE_M203", 6] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "HandGrenade_West", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "ACE_Flashbang", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck;


Hopefully that helps ^^

Don't forget:

[player, "ACE_Weapon"] call ACE_Sys_Ruck_fnc_AddWepToRuck;
This adds weapons to a ruck as well. Of course "ACE_Weapon" refers to the class name of said weapon you want to add.

There's a website(Zeus forums I think) that has a thread with this explained. I don't know the link of hand as I'm not at my home pc. Sorry.

BD1
Jan 8 2010, 21:27
Just discovered the problem I think I was having with CBA and my mission. I used the Civilian vehicles module and once I removed that it started working again... it seems that was causing the CBA initialisation to hang...

It however strange that CBA is now initializing a lot more than it did just two updates ago...

TheRev709
Jan 8 2010, 21:29
player addweapon "ACE_Rucksack_MOLLE_ACU";
[player, "30Rnd_556x45_Stanag", 6] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "200Rnd_556x45_M249", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "SmokeShellYellow", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "1Rnd_HE_M203", 6] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "HandGrenade_West", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[player, "ACE_Flashbang", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck;


Hopefully that helps ^^

Worked like a charm! Thanks :)

Gurky
Jan 8 2010, 21:40
We replaced about 90% of our company's CompM2s with CompM4s and EOTechs right before we deployed to Iraq in 2007. Most Team Leaders got EOTechs and the vehicle crews (Stryker Driver and Vehicle Commander/Gunner) were the only ones with CompM2s.

Thr0tt
Jan 8 2010, 21:44
The mod keep expanding, just joined a server asking for PLA_MAIN now... thought I had all the ACE stuff, must I keep checking in to see what has been split ?

Xeno
Jan 8 2010, 21:48
The mod keep expanding, just joined a server asking for PLA_MAIN now... thought I had all the ACE stuff, must I keep checking in to see what has been split ?
Do you have ACEX_PLA ?

Xeno

gone3d
Jan 8 2010, 22:33
Is anyone else suddenly getting CBA initialisation issues? Whenever I try to review my mission now a second time having changed it in the editor then gone to preview, I get the CBA Initialising screen appearing and there I sit for the next 15 minutes or more as my HD goes ape!

Until I refreshed yesterday via Yoma, I have not had this problem before... any ideas chaps?

Oh and stamina.... Grrrrrrrr

Yesterday...I loaded a ruck on nightstrike with 35 KG's of gear... jogged roughly 500 metres...started blacking out... and not I was not running up Mount Everest at the time..... tried resting and yet the recovery process hardly does anything...I am then faced with blacking out pretty much constantly for the rest of the game... until we reach the objective of the tanks with me lagging far behind everyone with 4 satchel charges...

Get to the Tanks..to blow them up....cannot unpack the Assault Molle backpack... test it by packing my remaining stanags into the ruck, and try to unpack....NADA... pass the ruck around the entire squad...nada.. no one can get the equipment out of it...so now I have no ammo and no gear...so I drop the ruck and my rifle and run back toward the rearm barn...except I collapse after 200 metres with stamina issues...bear in mind I have no gear now....

It takes me 25 minutes to get back to the barn... I reload with gear 20KG's this time to be safe... get 100 metres outside of the barn and collapse.... Half an hour later I reach my teamates...

This is really starting to spoil ACE for me... and if I hear one more weener state that it is realistic for a soldier not to be able to jog 500 metres hell even 2 miles with full battle gear and 30KG's of pack.... they have clearly never served.... the stamina level is FAR too aggresive and the recovery time is not fast enough...lets not forget this is also a game as much as a sim and as such... we sometimes dont have an hour to sit to simply fully recover...

I love this mod...but the stamina level is absurd...

AGREE 100%
Me and my girlfriend were playing the other night and I sprinted like 50 meters. The second I saw myself starting to black out I instantly stopped and waited to recover under a tree. Me and my girl sat there and watch the dude breath heavy for 30 minutes before he recovered. (yes we timed it)...

I had a friend come over the other night and I tried to show him the game. He couldn’t stop passing out… We would restart and he would just passout again. He was like “this is a cool game if I could actually get anywhere” It’s because he has not played the game for endless hours and doesn’t know the limits.

Someone should make a mod that mods ACE mod without stamina.

We both love the ACE mod but the stamina is ridiculous. It’s a great idea, it’s just not implemented properly. Maybe a visual indicator would help.

JW Custom
Jan 8 2010, 22:39
AGREE 100%
Me and my girlfriend were playing the other night and I sprinted like 50 meters. The second I saw myself starting to black out I instantly stopped and waited to recover under a tree. Me and my girl sat there and watch the dude breath heavy for 30 minutes before he recovered. (yes we timed it)...

I had a friend come over the other night and I tried to show him the game. He couldn’t stop passing out… We would restart and he would just passout again. He was like “this is a cool game if I could actually get anywhere” It’s because he has not played the game for endless hours and doesn’t know the limits.

Someone should make a mod that mods ACE mod without stamina.

We both love the ACE mod but the stamina is ridiculous. It’s a great idea, it’s just not implemented properly. Maybe a visual indicator would help.

if you don't like it then disable it ;)

http://forums.bistudio.com/showpost.php?p=1537630&postcount=1049

Cossack8559
Jan 8 2010, 22:39
Yep agreed, i have had to stop using the stinger and A.T weapons because i cannot keep up with my squad they don't even travel that far and i am on the floor passed out! by the time you get back up enemy choppers or tanks have killed everyone anyway so mission is over! horrible feature IMO realistic or not.

Simon C
Jan 8 2010, 22:48
watch the dude breath heavy for 30 minutes before he recovered. (yes we timed it)...

30 minutes? What were you carrying, an Abrams? :confused:
As long as you keep at about 30kg or less, you can run for ages.

Sickboy
Jan 8 2010, 22:56
@<hidden>/issues/Feedback: http://dev-heaven.net/wiki/ace-mod2/Bugz

@<hidden>: http://dev-heaven.net/issues/show/7808
Please, if you have issues, create a ticket with .rpt and small repro, and we should be able to address any issues very quickly.

Alex72
Jan 8 2010, 23:01
35 KG's of gear... jogged roughly 500 metres ..Half a human being on your shoulder... Half a kilometer running with that is not something you do easily. Or come out on the other side NOT tired from.

I have more serious issues, but more testing. Distant gun fire are not delayed and im frikkin sure BIS fixed that? The ACE sounds are loud to the point a rifleman firing 100 meters away from me sounds like hes standing 20 meters away roughly. Anyone else with same story?

And thanks for the update ACE. :) Time to test it.

JW Custom
Jan 8 2010, 23:07
The ACE sounds are loud to the point a rifleman firing 100 meters away from me sounds like hes standing 20 meters away roughly. Anyone else with same story?


This was also discussed in the trouble shooting forum :)

Here's my dev ticket: http://dev-heaven.net/issues/show/7407

Kroky
Jan 8 2010, 23:36
[QUOTE=Alex72;1539237].I have more serious issues, but more testing. Distant gun fire are not delayed and im frikkin sure BIS fixed that? The ACE sounds are loud to the point a rifleman firing 100 meters away from me sounds like hes standing 20 meters away roughly. Anyone else with same story?

Yes here the same. I temporarily switched back to another sound mod, because this is disorientating too much. Hope tPM will find a solution for it, because the sounds are great.

@<hidden>

will there be new movement sounds? The ones from SOW (by Goeth, are great)

Damp
Jan 8 2010, 23:36
Jeeeesus! I ran 200 meters with a shotgun and my dude falls to the ground cause hes to exhausted? This is unplayable. Is there no ways to disable stamina system client-side?

PuFu
Jan 8 2010, 23:38
Is there no ways to disable stamina system client-side?
no. It is either for everyone on the server, or for none

Yoma
Jan 8 2010, 23:46
It might be a good idea to have serverbased configs for the stamina system. (I honestly don't know if this doesn't allready exist, so reject my ramble if it's pointless)
-"real" stamina
-"semi-real" stamina
-"some" stamina
-"no" stamina

This would save the Aceteam a crapload of rambling by people who just carry too much and shift the rambling to the serveradmins' choices.

Personally I like "some" to "semi-real" stamina, there should be limits to what a person can drag along and these limits should have gameplay consequences.
However a game (even if it's a sim) has to have a certain fun factor and for some people the current system is too real.
It's something that's hard to balance for sure. Don't get me wrong, i can totally live with the current system.
The variable itself could be some kind of "factor" where 1= the current system and 0= no stamina. So admins could toy with it.

MattXR
Jan 8 2010, 23:51
30 minutes? What were you carrying, an Abrams? :confused:
As long as you keep at about 30kg or less, you can run for ages.

This is not true, we played today with 23kg on us and we blacked out and fell over after 200m jog. then it took at least 5-10min to totally recover which in game time is way too long :/ :(

JW Custom
Jan 8 2010, 23:52
Jeeeesus! I ran 200 meters with a shotgun and my dude falls to the ground cause hes to exhausted? This is unplayable. Is there no ways to disable stamina system client-side?

Yeah a shotgun and what more? a SMAW + 3 HEAA rounds, a rugsack filled with ammo?

I can run far more than 200m with decent selection of gear. Yes it might be unplayable for those used to carry a M249 + 600 rounds and a anti-tank weapon.... thats not a proper gear selection ;)

Yoma
Jan 8 2010, 23:57
I don't know if it's possible but it might be nice to colour the weight red when you get over a certain threshold (25-30kg max).
This way people get some kind of visual warning before they start running and falling over.
Also I think there may be some issues where the stamina system does not "recover" the way it should. Unfortunately i'm not able to reproduce them, but i'm sure someone will be. I can imagine stuff like entering vehicles,certain hill inclinations, certain movements like jumping over fence or changing stance etc.
I don't know if,for example, it takes into account going prone and standing up.
Each time you check your map you automatically do this, someone running about with 30kg would probably not go lie down and stand back up to check his map.
So if it does take this into account, it introduces a bit of a problem..

JW Custom
Jan 8 2010, 23:58
I don't know if it's possible but it might be nice to colour the weight red when you get over a certain threshold (25-30kg max).
This way people get some kind of visual warning before they start running and falling over.

Good idea.... Green going through yellow to red depending on loadout weight :)

MaXyM
Jan 9 2010, 00:05
It depends how you run.
Common run doesn't make you tired early.
But if you try to sprint or run on knees, you will be almost dead in a while.
However I also think that goes to fast.

sparks50
Jan 9 2010, 00:17
Yep agreed, i have had to stop using the stinger and A.T weapons because i cannot keep up with my squad they don't even travel that far and i am on the floor passed out! by the time you get back up enemy choppers or tanks have killed everyone anyway so mission is over! horrible feature IMO realistic or not.

A group should move at the speed of the slowest man in the group, your fault for running too much despite being warned by the breathing.

The stamina is pretty good, but it is not idiot proof: you have to slow down yourself when warned, because the ideal solution of limiting player speed is not possible.
Dont run full speed unless your life depends on it, and use transport when you can safely. If not, keep a low tempo.

Alex: same here with the buggy weapon loudness. Sometimes a shot is fired by an enemy far away, and it feel like its just nearby.

tpM
Jan 9 2010, 00:18
.I have more serious issues, but more testing. Distant gun fire are not delayed and im frikkin sure BIS fixed that? The ACE sounds are loud to the point a rifleman firing 100 meters away from me sounds like hes standing 20 meters away roughly. Anyone else with same story?

Yes here the same. I temporarily switched back to another sound mod, because this is disorientating too much. Hope tPM will find a solution for it, because the sounds are great.

@<hidden>

will there be new movement sounds? The ones from SOW (by Goeth, are great)

Well, I dont really know whats causing it. The sounds are in 44100 Hz (some explosions 22050 Hz) 16bit, Mono .wss format, and in config we have the default decibel values. Configwise only changed the range of the sounds, so 5.56 weapons are audible up to 1500 m instead of 1000, 7.62s up to ~2200 etc...

And yes, there will be more sounds like movement, sonic cracks, arty whistle and stuff, but first I'd like to figure out this loudness issue.

Kroky
Jan 9 2010, 00:21
I dont know how to use the new BI fake TI (kind of thermal vision?). Tried with nv goggles, in armored vehicles and with the vector nite...can anybody enlighten how it is supposed to work? No I dont mean the keys, I mean with what equipment does it work?

tpM
Jan 9 2010, 00:24
Most if not all armoured vehicles has TI. You have to look into the optics to use it, also you have to to copy the updated ace_keys.hpp from @<hidden>\userconfig\ to Arma 2\userconfig\ACE.

PuFu
Jan 9 2010, 00:26
I dont know how to use the new BI fake TI (kind of thermal vision?). Tried with nv goggles, in armored vehicles and with the vector nite...can anybody enlighten how it is supposed to work? No I dont mean the keys, I mean with what equipment does it work?
did you updated your userconfigs? (read move from /@<hidden>/userconfigs to /userconfigs/ACE?

EDIT:
damn, tPM beat me to it

Kroky
Jan 9 2010, 00:43
of course the userconfig is updated.
I tried with the default key T (which is not good IMHO, becasue its assigned to Teamswitch) and tried with a defined custom key P and it happens nothing. Tried with and w/o shift. Tried on M1A1HC M1A2 TUSK AAVP..

Anybody else has the same problem?

Pauld
Jan 9 2010, 01:14
Kroky press the T button or your custom key then press page up or down, thats how it works for me but i couldnt turn the bugger off after

Riah069
Jan 9 2010, 01:41
Guys just woke up just now coffee in hand and did the usual click on shortcut for the Six Updater.

Installed the latest version yesterday SIX_Updater_Suite_v0.5.2_setup and it worked.
But this time clicked on it and a the little DOS window comes up, but to fast too see what the error is.

Ie: Not going to the Website as it should :)

Regards
Mike

Xeno
Jan 9 2010, 01:44
For thermal vision please update your userconfig\ACE\ace_keys.hpp file.

You will find the newest one in @<hidden>\userconfig



class ace_sys_thermal
{
class TI_on
{
key = 20; // T, Switching TI mode WHITE - BLACK with SHIFT
};
};


We are still in beta phase. Please keep this in mind.

... Life is a strange thing... just when you think you learned how to use it it's gone...

Xeno

Cossack8559
Jan 9 2010, 01:59
A group should move at the speed of the slowest man in the group, your fault for running too much despite being warned by the breathing.

That's pretty impossible when most of our missions involve attacking armoured vehicles and choppers which requires us to run alot... attacking a chopper with a stinger is deadly now since the chopper just uses countermeasure system to avoid being hit then only option left is to run for our F**king lifes and of course poor Mr stinger and A.T guys don't last long after that :rolleyes: i'm not saying its not a good feature it just needs to be tweaked a bit maybe allow us to run a bit longer or not stay down for so long... after all this is a game sim or no sim it still needs a fun factor or it gets boring pretty fast :eek:

overall i love ace mod and will put up with it but just my opinion :)

Xeno
Jan 9 2010, 02:10
i'm not saying its not a good feature it just needs to be tweaked a bit maybe allow us to run a bit longer or not stay down for so long... after all this is a game sim or no sim it still needs a fun factor or it gets boring pretty fast :eek:

Please feel free to add your concerns at dev-heaven.

http://dev-heaven.net/projects/ace-mod2/issues/new

It isn't allways easy to have a balance between what is doable ingame and RL.

ACE tries to be as close as possible to RL (where realism matters) but we are not perfect at all and can make errors too.

... just because you feel good doesn't make you right ...

Xeno

Smurf
Jan 9 2010, 02:27
About Hun-IR:

They must be fired in some angle (close do 90º) or the monitor only scans in a certain range?
Cause other day, from 5 rounds that i fired, only 2 worked.

And one of them with THIS (http://dev-heaven.net/issues/show/7195)! So couldnt see nothing at all.

Xeno
Jan 9 2010, 02:36
They must be fired in some angle (close do 90º) or the monitor only scans in a certain range?
Cause other day, from 5 rounds that i fired, only 2 worked.

No, they are fine at any angle.

Could you please add the mission and some more info at dev-heaven ticket system ?

The bug you describe should have been fixed for some time now (december last year). Maybe I have overlooked a case where it still can happen.

... But take your time, think a lot, why, think of everything you've got. For you will still be here tomorrow, but your dreams may not...

Xeno

Njayjay
Jan 9 2010, 02:40
Did the issue with ACE features disappearing after reloading saves get fixed in this last update? Thx for replies in advance.

socal
Jan 9 2010, 03:06
I just installed Arma 2, the 1.05 patch, and the latest ACE mod, and have no interface ret, the little green ) ( that changes to various icons as you pass over interactive things.

When I load ARMA 2 clean - it is there. Only in ACE is it missing.

I have uninstalled ACE and reinstalled twice.

I am running a quadcore and nvidia 9800 gtx +.

Any ideas?

Cossack8559
Jan 9 2010, 03:08
I just installed Arma 2, the 1.05 patch, and the latest ACE mod, and have no interface ret, the little green ) ( that changes to various icons as you pass over interactive things.

When I load ARMA 2 clean - it is there. Only in ACE is it missing.

I have uninstalled ACE and reinstalled twice.

I am running a quadcore and nvidia 9800 gtx +.

Any ideas?

If you mean the icons that show up when you go near vehicles etc... ace disables that :)

jasonnoguchi
Jan 9 2010, 03:21
Ok, looked through the thread and found no instructions on how to use C4s.

I placed a C4 somewhere, top right hand corner of the screen pops up a confirmation but I can't find any option to detonate it anywhere. Not in the action menu or anywhere else. I tried hitting all kinds of key combos and still nothing. hitting the left window key brings up no menu or dialogue either. There is also no indication that a C4 was ever placed. No graphics of a C4 where I placed it, nothing.

As for the fake IR feature, hitting T or Shift-T brings up the team switch dialogue, no IRs....

HELP! (Thanks a lot for your kind attention)

bhaz
Jan 9 2010, 04:37
I tried hitting all kinds of key combos and still nothing.

The new ace_keys.hpp file doesn't seem to be overwriting the old one, which contains the new key bindings. I'll open up a ticket for it if there isn't one already, but I'm guessing its a feature so people's custom bindings don't get overwritten.

edit: I'll just leave it alone, looks like this ticket (http://dev-heaven.net/issues/show/7152) already has it covered.

columdrum
Jan 9 2010, 05:04
Ok, looked through the thread and found no instructions on how to use C4s.

I placed a C4 somewhere, top right hand corner of the screen pops up a confirmation but I can't find any option to detonate it anywhere. Not in the action menu or anywhere else. I tried hitting all kinds of key combos and still nothing. hitting the left window key brings up no menu or dialogue either. There is also no indication that a C4 was ever placed. No graphics of a C4 where I placed it, nothing.

As for the fake IR feature, hitting T or Shift-T brings up the team switch dialogue, no IRs....

HELP! (Thanks a lot for your kind attention)


For the C4, place it with the action, aim at it, select safety off, an then you will have a action in the action menu to detonate it.

And for the fake IR i think it only work on tanks( i dont know if all, but i tried a bradley and it worked).

Megahurt50
Jan 9 2010, 05:45
A few observations.

I just downloaded the ace 2 213 version and ive noticed the AI has become predominately weaker in missions that use the ACM module.

Situations that included tense and robust firefights are now a walk. I find this fluctuation in ai very hard to deal with when testing missions for balance. Playing the same missions with the previous build was very much more difficult.
I also noticed that scores of friendly units appeared on the map seemingly converging on my waypoint.
I also had to strip the ai of any healing powers (modules) or i could shoot then forever with no effect.

Fantastic mod. Great fun. I love everything you guys are doing.

jasonnoguchi
Jan 9 2010, 05:45
@<hidden>, yup, thats the problem... when I placed the C4, there was no graphic of a C4 anywhere.. you can't see it at all and aiming around the area where it is supposed to be turned out nothing.

CYXAPNK
Jan 9 2010, 07:15
I don't understand the logic of including OC-14 in ACE 2. This rifle is't used anywhere, by any army of force.

nes4day
Jan 9 2010, 07:26
I don't understand the logic of including OC-14 in ACE 2. This rifle is't used anywhere, by any army of force.

I'm pretty sure that it's still being used by MVD and Spetznaz

and I just want to make a little wish list here for the future updates:
Inclusion of Blackhawks (preferably without the refueling probes)
Give the US Army more land vehicles (can be simple re-textured models)
Give the Russian Air Force a bomber variant of the Su-25/39 (use the Insurgent su-25, which I think they shouldn't even have one because that things got Russian Roundel anyway:confused:)
Put the T-72A of the Russian Army back please, for mission editing purpose.:bounce3:

P.S if this thread isn't where I post this list, please forgive me.:p

Banderas
Jan 9 2010, 07:49
@<hidden>

Make suggestions here mate, but first check if it's already in progress/have been asked

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

Sickboy
Jan 9 2010, 08:06
This is not true, we played today with 23kg on us and we blacked out and fell over after 200m jog. then it took at least 5-10min to totally recover which in game time is way too long :/ :(

If you and everyone else like you keeps posting these stupid posts that have no meaning, then it will never change.

BUGS, FEEDBACK, ISSUES, REPORTS, COMPLAINTS:
With DETAILS

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

http://dev-heaven.net/wiki/six-arma-updater/Bugz

If there are actually bugs that are causing problems, with your details, rpt, and small repro steps, we will be able to actually do something about it.
Otherwise all that happens is talk about it all day, build up more and more frustration, and nobody is the wiser...


Re stamina. This is already server-side disableable by any competent Server-admin. Start cooking your own solutions for once.

Alex72
Jan 9 2010, 08:18
A few observations.

I just downloaded the ace 2 213 version and ive noticed the AI has become predominately weaker in missions that use the ACM module.

Situations that included tense and robust firefights are now a walk.

The ACM is random and can sometimes be a cakewalk and sometimes not. Im using it a lot myself and ACE hasnt changed it a single bit.

Murklor
Jan 9 2010, 08:29
I just downloaded the ace 2 213 version and ive noticed the AI has become predominately weaker in missions that use the ACM module.
I've been wondering about the AI myself now for a while, whether there are intended changes to their behaviour or not.

Playing Domination quite a bit I've noticed that they can no longer aim for crap at close range, I mean you can literally stand 30 meters apart and watch the AI empty a full mag at you (longer range still seem pretty effective though and mounted guns are as murderous as ever).

Sickboy
Jan 9 2010, 08:31
Hey, I have an idea! Setup a bug report with details!

Sneaker-78-
Jan 9 2010, 08:51
That would be an good idea so this thread would be better to read and discuss about things instead to read all those bug reports.

Its even better to post bugs @<hidden> http://dev-heaven.net/wiki/ace-mod2/Bugz for an better and faster response though :D

ray243
Jan 9 2010, 08:59
I heard there is a nuke for ACE 2, but somehow, I can't find it.

Turin Turambar
Jan 9 2010, 09:50
If you and everyone else like you keeps posting these stupid posts that have no meaning, then it will never change.

BUGS, FEEDBACK, ISSUES, REPORTS, COMPLAINTS:
With DETAILS

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

http://dev-heaven.net/wiki/six-arma-updater/Bugz

If there are actually bugs that are causing problems, with your details, rpt, and small repro steps, we will be able to actually do something about it.
Otherwise all that happens is talk about it all day, build up more and more frustration, and nobody is the wiser...


Re stamina. This is already server-side disableable by any competent Server-admin. Start cooking your own solutions for once.



a) If everything (reports, complaints, bugs, general feedback, etc) goes to DevHeaven, what's the point of this thread?
b) Stamina. Perhaps people doesn't want to disable the stamina system. Perhaps people want a realistic stamina system.

LiberNull777
Jan 9 2010, 10:03
I have a question. Do you will replace the M16 to the M4? This is not very realistic at this moment. Compared to current equipment. Is that intentional?

Sorry for my english.

[CeDe]Aushilfe
Jan 9 2010, 10:08
Well, certain issues are reported in this thread multiple times and no one can read back the whole topic. Less Forumusers are working with the search function..

Its not easy to track all issues via this thread. Thats why there is a platform with our bugtracker.

Stamina is a frequently discussed topic, most ppl havent jogged with that weight a single time in their life. Besides the weight displayed in the menu, the soldier carries his personal gear with him.

Damp
Jan 9 2010, 12:09
Aushilfe;1539578']Well, certain issues are reported in this thread multiple times and no one can read back the whole topic. Less Forumusers are working with the search function..

Its not easy to track all issues via this thread. Thats why there is a platform with our bugtracker.

Stamina is a frequently discussed topic, most ppl havent jogged with that weight a single time in their life. Besides the weight displayed in the menu, the soldier carries his personal gear with him.

I'd say fun go before realism in this case.

UKMERC
Jan 9 2010, 12:14
I was(Still am sort of) a member of the British armed forces i did multiple tours of afghanistan and Iraq my last tour was 18 months in afghanistan, The regiment i was with meant that we were quite often out doing what we do for weeks on end and only resupplied by air assets and so we had to carry a lot of equipment/supplies which just our bergens alone weighed 120lbs/54ish kg then we had our weapons and rigging on top of this and we had no trouble at all working with this.

We and i bet most armed forces personell will say the same you can run a lot further than 200-500mtrs with over 120lbs and be out of breath but dont pass/black out. Heck we used to run for well over a few miles getting used to the weight whilst preparing for our deployment and that was in Kenya/Kuwait.

sparks50
Jan 9 2010, 12:26
Glad to see the wiki hosted on devheaven.

http://ace.wikkii.com/wiki/Features_of_ACE2

ray243
Jan 9 2010, 13:01
How do I open the ACE user config?

Also, I seem to be lacking alot of stuff. And how do I update?

Simon C
Jan 9 2010, 13:02
a) If everything (reports, complaints, bugs, general feedback, etc) goes to DevHeaven, what's the point of this thread?
b) Stamina. Perhaps people doesn't want to disable the stamina system. Perhaps people want a realistic stamina system.

a) To announce the release of ACE 2 Beta 2 and subsequent patches? :p
b) How could the stamina be more realistic? You run for a bit with some weight on your back, you get tired. You add more weight, you get tired faster. Suggestions for improvements?

TimRiceSE
Jan 9 2010, 13:02
How do I open the ACE user config?

Also, I seem to be lacking alot of stuff. And how do I update?

http://ace.wikkii.com/wiki/Frequently_Asked_Questions_about_ACE2

[=SFLR=]DK
Jan 9 2010, 13:04
well i reported a bug and it got closed on Friday Bug #7220: AL RUCK GEAR got closed by rocko but a bit more info would be good just to say if it got fixed or not, dose not matter now as i tried it and the bug is still there, but the main standard of the game wont stop me playing just means i will carry all the kit i need lol as i figure i can carry weapon in the ruck as well as ammo and equipment:D so is it cause it a clash with Arma AI config, did it even get looked at, did it lose priority, what?

Evil_Echo
Jan 9 2010, 13:14
I heard there is a nuke for ACE 2, but somehow, I can't find it.

If ( _pilot ) then {...

Move your jet to a nuke-enabled EASA trailer.
Jump out and activate the EASA interface.
Select your kilotonage. Wait 30 sec/munition.
Look under the wings.


If ( _ground-pounder ) then {...

Wait for nuke-capable jet to fly overhead.
Look up.


:smiley-evil:

ray243
Jan 9 2010, 13:15
What about the nuke?

TimRiceSE
Jan 9 2010, 13:17
ugh...

he's telling you to use the editor, place teh EASA module and a EASA truck that is nuke enabled, then use a jet with the trailer to rearm it with nukes.

http://ace.wikkii.com/wiki/Features_of_ACE2#EASA_.28module.29

Manzilla
Jan 9 2010, 13:58
What about the nuke?

Yes, he's giving you the answer. As noted above, there is ample documentation about EASA and the nuke. Just try a forum search for EASA and nuke.

Xtreme1989
Jan 9 2010, 14:00
I would like to thank the entire ACE team for making all of this possible :) Many many thanks, you guys are amazing as are all the other modders around here :)

ARMA ftw !

[=SFLR=]DK
Jan 9 2010, 14:04
[QUOTE=Xtreme1989;1539697]I would like to thank the entire ACE team for making all of this possible :) Many many thanks, you guys are amazing as are all the other modders around here :)

i 2nd tht Arma was never really a game till u guys showed up!

Manzilla
Jan 9 2010, 14:05
Aushilfe;1539578']Well, certain issues are reported in this thread multiple times and no one can read back the whole topic. Less Forumusers are working with the search function..

Its not easy to track all issues via this thread. Thats why there is a platform with our bugtracker.



Guys, please.... Use the damn search function the forum has(and the thread search as well.) It really shouldn't be that hard to figure out. If you don't get a response or get a snappy/short answer about it, it's probably been answered, discussed, etc.

We gotta give the devs a break with the repetitive questions. It does nothing but waste time. Searching for the answers using the search function takes a lot less time than waiting for an answer to an already answered question.

Here it is, try it:
http://forums.bistudio.com/search.php

---------- Post added at 10:05 AM ---------- Previous post was at 10:04 AM ----------


[QUOTE=Xtreme1989;1539697]I would like to thank the entire ACE team for making all of this possible :) Many many thanks, you guys are amazing as are all the other modders around here :)

i 2nd tht Arma was never really a game till u guys showed up!

Well it was a game before, but no doubt it kicks serious a$% with ACE2.

ray243
Jan 9 2010, 14:07
Ok, somehow, I still can't update after reading the FaQ. Do I simply start up six updater and relax?

Soupdragon
Jan 9 2010, 14:07
For the past day or 2 I have been getting this error everytime I start the updater.
I don't want to unistall the rack (whatever that is) until I get some confirmation about what this error actually means. I can't remember even asking to delete anything anyway.

http://i16.photobucket.com/albums/b5/the_soupdragon/updater_error.jpg

Cheers

SD

EricStephenVorm
Jan 9 2010, 14:10
@<hidden>

The space after the // marks didnt make a difference, the crosshairs are remain disabled. //#define ACE_NOCROSS with or without spaces still produces crosshairs even on recruit, or regular difficulty settings.

Am I missing somthing or could this perhaps be a bug?


Is editing this config working for others who wish to enable the crosshairs?


Thanks,
Mike.

I've got the same issue. I've edited and re-edited the config, including trying to add a space (i.e. //#define ACE_NOCROSS or // #define ACE_NOCROSS) with no luck. I have changed my difficulty settings to normal or recruit, and that didn't do anything. I remain without crosshairs.

Not having them for personal weapons is not so bad, but not having them for helos, for instance, is a pain.

Any ideas anyone? I have seen about eight different posts with this question, but the only answers have been to edit the config or change difficulty settings... neither of which have worked, at least in my case.

I am running nothing but the ACE package mods.

Thanks for your help.

Manzilla
Jan 9 2010, 14:12
Soupdragon,
I believe this is supposed to happen. I had to deal with the same thing when I updated around Xmas. You may want to wait for confirmation from the devs but I believe it was discussed earlier in the thread as well.

Good luck.

Murklor
Jan 9 2010, 14:14
For the past day or 2 I have been getting this error everytime I start the updater.
I don't want to unistall the rack (whatever that is) until I get some confirmation about what this error actually means. I can't remember even asking to delete anything anyway.

http://i16.photobucket.com/albums/b5/the_soupdragon/updater_error.jpg

Cheers

SD
Had the same thing long ago, just said yes and let it uninstall (it want to uninstall the old because its been updated with a newer one).

Still using the ancient launcher downloaded well before christmas :)

Manzilla
Jan 9 2010, 14:15
I've got the same issue. I've edited and re-edited the config, including trying to add a space (i.e. //#define ACE_NOCROSS or // #define ACE_NOCROSS) with no luck. I have changed my difficulty settings to normal or recruit, and that didn't do anything. I remain without crosshairs.

Not having them for personal weapons is not so bad, but not having them for helos, for instance, is a pain.

Any ideas anyone? I have seen about eight different posts with this question, but the only answers have been to edit the config or change difficulty settings... neither of which have worked, at least in my case.

I am running nothing but the ACE package mods.

Thanks for your help.

Are you editing the config in the Main A2 Directory/userconfig/ACE2 folder or the configs that appear in the actual ACE2 Mod folder? Make sure you edit the files in the userconfig folder, not the ACE2 mod folder.

I hope that helps.

Thr0tt
Jan 9 2010, 14:24
Do you have ACEX_PLA ?

Xeno

I do yes. I joined RIP server and it said missing ACEX PLA MAIN... I always keep it up to date using KH server.

Yoma
Jan 9 2010, 14:38
I do yes. I joined RIP server and it said missing ACEX PLA MAIN... I always keep it up to date using KH server.
I just did a quick test, seems to work fine here. Maybe some shortcut problem?
(I just added the server in YAS, clicked add modset, clicked guess modstring and was ready to go)
They do have some other islands etc loaded i think.

Soupdragon
Jan 9 2010, 14:38
OK thanks guys. i just wanted some confirmation that I wasn't gonna screw up my updater. I said yes to uninstall it and it seems to be updating as normal.

[Edit]

Looks like I spoke too soon. now when I try to go to the web page i get this error which pops up and then dissapears quickly. I managed to take a snap of it before it disappeared though.

http://i16.photobucket.com/albums/b5/the_soupdragon/updater_error_1.jpg

I have tried choosing the update ruby and update ruby gems options and still nada. Any ideas?

[End edit]

[2nd edit]

Although the go to web page isn't working the update still seems too, but I would like to get this fixed if possible.

[End 2nd edit]
SD

Manzilla
Jan 9 2010, 14:41
OK thanks guys. i just wanted some confirmation that I wasn't gonna screw up my updater. I said yes to uninstall it and it seems to be updating as normal.

SD
It got me at first as well. I always get a little freaked out when I see "uninstall" anything.

Glad to hear it's working. Enjoy.

Mosh
Jan 9 2010, 14:47
Still using the ancient launcher downloaded well before christmas :)

I think it's time to update it to the current version?

Bono_LV
Jan 9 2010, 15:13
Some functions of ACE are controlled with right windows key. My Logitech's Wave keyboard doesn't have one, only left windows key, but it doesn't work in Arma.

Any suggestions how to force it to work?