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Thread: COWarMod ACE Compatible - Open beta Project

  1. #21
    I meant ARD mod. ard.pbo needs to be removed. AI acting weird.

    Quote Originally Posted by Günter Severloh View Post
    Ok, couple of things

    AI Improvements
    addons that are in concern here:
    - ard - http://www.armaholic.com/page.php?id=12815
    - sys_airearming - http://www.armaholic.com/page.php?id=12105
    - inf_stealth_recognition- http://www.armaholic.com/page.php?id=9604
    - mechinftac.pbo - http://www.armaholic.com/page.php?id=13199
    - zeu_cfg_core_ai_sensors.pbo - http://www.armaholic.com/page.php?id=8250
    zeu_cfg_core_ai_skills.pbo
    zeu_cfg_core_ai_spotting.pbo
    zeu_cfg_core_ai_engagement.pbo


    you mean ASR?
    need to list what pbos, and files you are testing
    the ones I listed above are the ones in concern.
    The AI mod for ASR AI only effects rearming, the other part to that mod which is AI skill I had removed in v 1.1 of CoWarMod as Zues adds skill.

    For the AI accuracy I already know about this one, this one I' am still trying to understand what causes this for CoWarMod alone.


    What bug did you encounter or what is happening? and this is running CoWarMod + ACE correct?
    details my friend, lets tackle the rpg bug first if it is one then go to the AI accuracy as that is a big one.


    any questions please ask, either ask here in reply, or pm me.
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  2. #22
    Master Gunnery Sergeant Kommiekat's Avatar
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    Kommiekat Report

    Code:
    Fire and Smoke
    
    Addons
    JTD_FireAndSmoke.pbo
    Testing Method:
    Code:
    - Tested all 4 ways 
    COWarMod + ACE
    COWarMod 
    ACE
    COWarModACE + ACE
    note:
    COWarModACE is the version without the addons

    Test Results:

    Code:
    COWarMod + ACE
    Smoke was blacker, richer, thicker, crisper, focused and more voluminous, spiraling upward.
    Fire was a bit out of control, spreading length of the destroyed vehicle.
    
    ACE
    Nice Black smoke.
    Fire was more controlled but less realistic.
    
    COWarMod (JTD included)
    Smoke was a bit lighter in color and greyer with volume.
    Fire, again, less controlled, covering the length of the destroyed vehicle.
    
    COWarModACE (JTD taken OUT) + ACE
    Smoke was Blacker but out of focus. No volume.
    Fire was more controlled and less realistic.
    Suggestion:

    Code:
    COWarMod (JTD included) + ACE make an excellent combination giving visual entertainment with smoke and more realistic fire.

  3. #23
    Hey I'll get on to the rocket ballistics sometime over the next few hours

    ---------- Post added at 07:48 PM ---------- Previous post was at 06:54 PM ----------

    I did what you suggested and played a mission with people firing rockets everywhere in all configurations of the game, then I tried out a few of the rocket launchers myself and I still have no idea what the addon does. If it affects the ballistics of the rockets though then it shouldn't be used with ACE, as ACE already does the same thing. It would also render the ACE SMAW spotting rifle useless.

  4. #24
    Great feedback guys!

    I meant ARD mod. ard.pbo needs to be removed. AI acting weird.
    ARD dont effect AI til you press the key you allocated to start ARD, so I'm not sure what it is you feel makes
    them act weird, see the vids of what ARD does:
    Scroll down a bit and watch the vids:
    http://www.armaholic.com/page.php?id=12815

    when you hit the key for ARD not only should a menu pop up on th riht side of your screen, but the AI in your
    squad will form a circle around you, at a certain distance which you can control, if you move out of that circle
    your squad will form back on you on whatever formation you had them in before, thats how that works. It dont
    do nothing beyond that, so whatever is weird its got to be something else.

    Also use details when you report, no pun intended but weird really dont say much.

    Kommiekat
    great report.

    Fire and Smoke

    Based on your report:

    Decision:
    Code:
    Keep- COWarMod (JTD included) + ACE make an excellent combination giving 
    visual entertainment with smoke and more realistic fire.
    @Kommiekat
    The next test will be the AI Improvements, Soldaten is already testing this ACE feature but the AI is a
    big aspect of the game so like you had tested the jtd fire and smoke, we will also need to test the AI.

    For information on what files to test, refer to:
    http://forums.bistudio.com/showpost....6&postcount=20
    post #20 towards the middle, that is the post i made about the AI improvement feature to test.
    @Angus
    If it affects the ballistics of the rockets though then it shouldn't be used with ACE, as ACE already
    does the same thing. It would also render the ACE SMAW spotting rifle useless.
    What you can do to confirm if their are any conflicts, is to test the following weapons to
    be sure they are working like hey should:
    -Smaw
    -AT4
    -Javelin
    -RPG7
    -metis
    -dragon
    even test mounted versions like the tow ect,.

    TESTING
    When you do test them test the 3 ways and compare notes, see what ACE does by itself,
    and then see what COWarMod does by itself, then test COWarMod + ACE and see what happens.
    The AI improvement thing will not be the last thing to test based on the list, there is alot more things to test,
    the list was just the major ones that were possibly going to conflict but we had to confirm.

    Any questions post or pm me.

    Thanks again for the feedback keep up the good work.

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  5. #25
    Features Tested
    Rocket Ballistics

    Addons that are in concern are:
    Zeu_OA_c_RocketBallistics

    Test Results:
    Tested in all configurations of the game and apart from the added ACE features could not find any difference to how the rockets behaved with the addon enabled. Without knowing exactly what the addon does I didn't know what else I could do

  6. #26
    Sounds good, and understandable.

    Final decision:
    Rocket Ballistics
    Keep
    Tested in all configurations of the game and apart from the added ACE features could not find any difference to how the rockets behaved with the addon enabled.
    You did good Angus, we'll go with it, if there were no conflicts, or you did not see any difference then thats fine, lets move on.

    The next feature I would like to have you on is the AI improvement feature.
    As per my previous post:
    The next test will be the AI Improvements, Soldaten is already testing this ACE feature but the AI is a
    big aspect of the game so like you had tested the jtd fire and smoke, we will also need to test the AI.

    For information on what files to test, refer to:
    http://forums.bistudio.com/showpost....6&postcount=20
    post #20 towards the middle, that is the post i made about the AI improvement feature to test.
    You can start testing that when you are able and ready.
    In the meantime while you guys are testing the AI Improvements, I am working on a list of other things that will be needed to test.

    Any questions, thoughts, post your reply, or send me a pm.

  7. #27
    Sure I'll test that, but your link is broken

  8. #28
    Just go to post 20, and scroll down mid page youll see the format, and what addons in COWarMod need to be tested with ACE.

  9. #29
    I click on the link and it just comes up with "The requested URL /showpost....6&postcount=20 was not found on this server."

  10. #30
    What mod have that can't-shot-while-walking-thing?

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