Jump to content

krzychuzokecia

Member
  • Content Count

    1332
  • Joined

  • Last visited

  • Medals

Community Reputation

700 Excellent

About krzychuzokecia

  • Rank
    Master Gunnery Sergeant

Contact Methods

  • Website URL
    http://www.moddb.com/members/krzychuzokecia
  • Steam url id
    krzychuzokecia

Profile Information

  • Gender
    Male
  • Location
    Warsaw, Poland

Recent Profile Visitors

6646 profile views
  1. krzychuzokecia

    3CB Factions

    @jgaz-uk I may be misunderstanding what you wrote, but the group I play with uses a pretty extensive modpack where 3CB Factions and RHS are used, and we never encountered any issues with overriding of loadouts on non-3CB units. There is a problem with 3CB units where after disabling randomisation etc., enabling "add basic loadout in Eden", and modifying unit's loudout manually in ACE Arsenal, the contents of uniform/vest will be shifted. As in items being in wrong containers (like mags in uniform even though I placed them in the vest), probably because on 3CB Faction units the embedded script will apply Eden/ACE Arsenal loadout by itself. But there are no missing or additonal items, and it only happens on 3CB Factions units.
  2. krzychuzokecia

    3CB Factions

    I was wondering, if it might be possible to expand on the "remove frags" function of the 3CB Factions Configuration module. As in, not be it a simple "all frags or no frags" setting, but able to set a limit, and expand it from just frag grenades to smoke grenades too. When using LAMBS AI mod enemies are throwing grenades of all kinds like crazy, and while I think removing the grenades altogether is overkill, it still pays off to limit the number of throwables they have available. I know it's more of an AI/LAMBS issue, or missionmaker's issue, but since 3CB Factions already comes with a module that can automate some of that work, making it more flexible would be great.
  3. krzychuzokecia

    3CB Factions

    One thing I noticed, and I can't see anybody reporting it before - FLIR operator in Bell 412/CH-146/ToH Medium heli doesn't have actual FLIR/thermal vision mode in his camera system. Only daytime color mode and NV mode (that's also available for pilot surprisingly). Thermal image is visible on the small screens on the center console in cockpit. Edit: scratch all that, I missed the TI setting in unit attributes. However I noted that not all variants of 412/CH-146 have working TV screen showing camera feed in cabin - most notably the "Utility" variant (unnamed in editor but "_utility" suffix is added in classname) and the dynamic loadout one. Arma limitation, maybe? I dunno.
  4. krzychuzokecia

    Tier 1 Gear Pack

    Judging from the amount of content relying on "legacy"/current version of MGP, I'd say having the hypothethical remaster as a separate mod might be the way to go. Even if you'll do your best to keep old classnames, texture/material paths and so on, you never know what other modders messed up with their content relying on old pack.
  5. krzychuzokecia

    Road to Vostok

    Just played the current, "Godot powered", demo of RtV. Apparently people think it looks like crap, but I'm thinking the opposite - the game looks better than previous Steam demo running on Unity. However, I noticed that a lot of gameplay mechanics ain't there (like PIP scopes, or even simple variable zoom optics - overall the gun interaction and feel seems rather basic when compared to what I remember from Unity version), and the UI is atrocious, with way too small, practically unreadable font and icons. Still, it's a long way (long road to Vostok?) before the game will be feature-complete, so I guess it's going to get fixed.
  6. krzychuzokecia

    Which games have been influenced by OFP and for what reason?

    Operation Flashpoint: Dragon Rising. I wonder if the emoji still works? OFDR OFPDR Edit: doesn't seem so. For the unaware: before the last forum engine change, typing "OFDR" or "OFPDR" would produce this: . This was introduced sometime before OFP:DR was released.
  7. krzychuzokecia

    3CB Factions

    I hope I'm not commiting a crime, but I'd like to post a suggestion/request: adding a "Middle East Civilians" faction to compliment the already existing ME Insurgents and Extremists. As it stands right now, I'm using Takistan civvies for any Middle Eastern scenario, but with their Afghan-like thick clothes and pakol caps they don't really fit the theme of Syria or Iraq (for example). African Desert civ faction already present in the mod looks better for that sort of thing, but they're obviously of African ethnicity, and it isn't always practical (or possible) to change identity type with scripts.
  8. krzychuzokecia

    Bullet impacts of other clients in multiplayer

    I mean, I'm aware of the general locality issues with bullets, but that doesn't seem to be "the" reason of my issue, as within that 1000 meter range the impacts from other clients' shots are visible. If it would be just locality, then I wouldn't be able to see any hits apart from mine own. IMO it's related to optimization of local particle rendering performance in MP, than purely optimization of networking. In theory one could make a script that would add globally executed particle effects on impact, but that would end up with double effects on impacts within 1000 meters of player.
  9. krzychuzokecia

    HandgunMP mod

    Bogus! Congrats, nice to see people still doing some original work for this game in 20234!
  10. Not sure if I should post this here, or in Multiplayer forum, since it seems to be a feature, not a bug. Nonetheless: lately I've been messing with long-range shooting in Arma in multiplayer. I noticed, and so did my pals, that if we're shooting at targets past 1000 meters distance (or so, we haven't been able to precisely measure the cut off range) only the shooter is able to see hit effect particles - whether it's dust from misses, or blood from hits on targets. Which naturally makes spotter useless (and the whole shooting rather difficult since with some of the guns the recoil is just to big to allow shooter proper observation). We've tested it with a bunch of guns both vanilla and modded (it should be noted that we're using ACE since it contains features relevant to the whole long-range shooting simulation). At first we thought that maybe the caliber of the weapon is the limiting factor (we first noticed the issue while using RHS M2010 rifle), but not only bigger caliber rifles did not behave any different in this regard (bullet impacts being invisible for players other than shooter), but the issue is present even for vehicle weapons like 30mm cannons when firing AP rounds. Ammo with defined splash damage (HE rounds) display explosion effects properly, regardless of range. Note that changing video settings doesn't seem to have any impact on this, nor do view distance settings. My terrain VD is set at 5km, with object VD set to 3km, and I can see my own impacts within that 3km range no problem, even with particles set to low. But seeing other players impacts past 1km is impossible, regardless of VD or particle setting (even maximum setting of very high). I've encountered two Reddit posts describing same issue, and only answer was to use Blastcore, however it doesn't seem to work in our case (I think people answering to those Reddit posts were not really understanding the problem). This makes me think that it's intended behaviour, designed probably to optimize multiplayer performance (we are playing on dedicated server). So question is: is this a hard-coded limit, or is there somewhere a parameter which allows to change this behaviour (in server config? or in particle config for bullet CfgAmmo class?)?
  11. For starters: currently almost all of A3 DLC data is being downloaded even for people who don't own those DLCs. The only exceptions are cDLCs and Contact campaign (Contact folder, as opposed to Contact platform update in Enoch folder). This is done mostly for multiplayer accessibility (so that you don't have to own exact DLCs as other players etc.). What's even more interesting is that not all content that belongs to DLC data requires ownership of the DLC to access it in-game. Bipods for example are part of Marksmen DLC, but really are free for everyone to use, as part of the Marksmen platform update that brought... well, bipods into the game. The "bipod from Apex" is merely a retexture of the Marksmen DLC bipod, hence it creates a "dependency" to that DLC. However, it's not a premium asset, so it should be usable by everyone. This table lists all the content with regards to if it needs DLC ownership or not.
  12. krzychuzokecia

    Czech Veterans Day screenshot submissions

    Not really a winning-class of submission (I eagerly wait for contributions from the legends of Photography thread), but here it is nonetheless. State ceremony in Susice, Czech Republic - May 27, 2015. ...and a "bonus" one with more than Czech soldiers in focus. Troops of NATO Enhanced Forward Presence Multinational Battalion Battle Group Latvia after gunnery excercise. Addons used: POLPOX's Artwork Supporter, animation packs from Whiplash, Nikoaton and DIREONE, Czech Veterans Pack, ACR_A3, CUP, Sumava terrain (pic 1), PSZ, Vilas Weapons, Latvian National Armed Forces (pic 2).
  13. krzychuzokecia

    Operation SHOCK (Full Mod + Campaign)

    He's very much alive according to his activity on Steam. IIRC he decided to leave OFP modding due to the limitations that don't jive with his interests, and dabbled in Unreal Engine development. I haven't talked to him in a long time (mostly because my gaming/modding interests are still pretty limited to Arma), but if you wish I can pass your kind words to him!
  14. krzychuzokecia

    CBA - Community Base Addons - ARMA 3

    Last CBA update added JAM magwells compatibility to Western Sahara weapons, however I think the particular implementation is... worth reconsidering, maybe? For starters, the single round 40mm magazines "1Rnd_40mm_HE_lxWS" and "1Rnd_Pellet_Grenade_shell_lxWS" are added to "CBA_40mm_3GL" magwell. Which means that no single round capable 40mm launcher will be able to utilize them, as they use "CBA_40mm_M203" magwell - that includes even vanilla "UGL_F" class. Secondly, as it currently stands, the XMS bullpup can utilize double drum "CBA_556x45_STANAG_2D" and "CBA_556x45_STANAG_2D_XL" magwells - used for example for vanilla SPAR 150 round drums. Not only this produces clipping issues (I suspect in real life it would be rather hard to wield a bullpup with such magazine), but is out of line with other bullpups in game. For example Mk20 (FN F2000) can load only regular STANAGs (and can't even load long stick mags from "CBA_556x45_STANAG_L" magwell, which IMHO is too punishing), while TRG/Tavor can utilize "_L", "_XL" and even "_2D" magwells. I think all those guns (XMS, F2000, Tavor) should have an uniform magwell selection limited to "_XL" size (that includes XMS 75 round stick/coffin mag). Lastly, there are missing entries for WS guns and magazines that utilize magwells which are not present in vanilla game, but are still defined by CBA/JAM - including Galil or AA-12 shotgun (AA40). This means that when using WS, CBA and a 3rd party mod which has JAM-compatible guns of the same type (for example CUP), people are still forced to use 3rd party addon making those mags interchangeable. In essence, current implementation only makes a part of WS guns compatible with JAM.
  15. krzychuzokecia

    3CB Factions

    Howdy! When trying to use Surefire flashlight on MP5A2 and MP5A3 the original handguard doesn't disappear, and thus Surefire handguard is clipping out of it. It's more evident on the MP5A3, as the proxy for flashlight attachment seems to be slightly higher than on MP5A2 (I guess this also could get adjusted for pure aesthethics).
×