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#31 Posted at 2007-07-30 20:53        
     
Did you download from the swedish mirror? Its possible it was corrupted, I read other problems with it as well (no proven fact, just repeating what I read)

For me, all I did was start the installer.
No problem with any uninstall and definatly NO signup required, better not do that anyway.

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#32 Posted at 2007-07-30 21:23        
     
with this mod, for some reason I guess i lost the count meter for my ammo as well as the amount of clips I have left, is that everyone or is something wrong with the mod... and its on the right instead of the left now as well.


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#33 Posted at 2007-07-30 22:03        
     
For the artillery (you are asking XAM questions in the editing forum thats why I answer it here) I found the following.
I found this, I havent been able to try this myself yet.

A video showing the artillery in the works



datakill,July 30 2007,11:25:
Just a little example about the arty/air support and coordinates system:
Create a map for training and put:

- A target
- The player (you)
- A hummer (empty) and a command and control stryker (AI) at less than 3km from the hummer.
- Ammo crate (Special)

Now, go to the ammo crate, take a laser telemeter (and a battery just in case). Go to a place where you can see the target. Turn on your telemeter and aim the target (left click). You'll see the coordinates + distance appears. Then jump in the hummer and call for the support you need on radio. Fill the support box with the coordinates the telemeter gave you.

Note: 30 seconds before impact - 10 mn before the next arty support and 15mn to wait for the next air strike.

There's another way to get the coordinates, i'll post it soon.

Edit: I really don't know if i'll have enough time to translate the whole manual before I'll go in vacations (Russia + Belarus :p ) on august 6th. So I prefer give you some tips for now. I keep an eye on the forum to help you.


;)


Quote (Clean_Marine91 @ July 30 2007,01:56)
This is a really great mod and I'm enjoying it, but the problem I'm having is with the grid coordinates for air strikes and artillery strikes, as I don't understand the number locations, because when I look on the map I only see letters such as Gh for X coord and numbers such as 51 for Y coord. Thanks.

Units come equipped with a PDA that displays a map with reference coordinates.

Or play with one of the spotter units. Enable the positioning device (can't recall exact name) on the action menu and use the telemeter to get the exact coordinates of the target.


Shots with this mod, for some reason I guess i lost the count meter for my ammo as well as the amount of clips I have left, is that everyone or is something wrong with the mod... and its on the right instead of the left now as well.

This I dont understand, how can it be on the right if it dissapeared?
This mod is said to increase the realism level so not having such a counter sounds correct to me.

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#34 Posted at 2007-07-30 22:58        
     
He's right, there is no ammo meter. Im not to sure on this, yeh you can say its for realism but not all of us want to keep counting how many bullets we have left. Especially when you come under heavy fire and you switch from single to burst or even full auto and not knowing you only have 2 bullets left, then your really screwed :lol

From what ive tested of this Mod so far i like :) but i would also like to keep my ammo counter :( also, some weapons that you select end up going off the screen in the top right, like the stinger for example.

Thanks to Fox i have finally figured out how to use the Arty :D and i must say thats a very impressive way to implement it.

Just a question about the Arty, does the hummer have to be in range with the stryker for it to work? if so thats maybe why it didn't work :p

Oh one more question :p Is everything in this mod compatible in MP?


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#35 Posted at 2007-07-30 23:21        
     
websnake : He's right, there is no ammo meter. Im not to sure on this, yeh you can say its for realism but not all of us want to keep counting how many bullets we have left. Especially when you come under heavy fire and you switch from single to burst or even full auto and not knowing you only have 2 bullets left, then your really screwed :lol

Kinda miss it but yet its kinda more real. What I truly miss is the, what I like to call "Combat Eye" to zoom without bringing up your scope. I feel I lost a sense that you have in a Combat situation.

websnake : From what ive tested of this Mod so far i like :) but i would also like to keep my ammo counter :( also, some weapons that you select end up going off the screen in the top right, like the stinger for example.

I don't seem to have the stinger problem, but who knows. Maybe I just didn't realize it. Oh I can't stand the re-skin's of the SF guys....Did I mention this? :lol in which i am brining up to XAM

websnake : Thanks to Fox i have finally figured out how to use the Arty :D and i must say thats a very impressive way to implement it.

Thats a neat feature I like. Now only if my voice sounded cool to me, but maybe that is just human nature when you hear youself talk.... :lol

websnake : Just a question about the Arty, does the hummer have to be in range with the stryker for it to work? if so thats maybe why it didn't work :p

This I don't know.... I never paid any attention.....

websnake : Oh one more question :p Is everything in this mod compatible in MP?

Yes. If you are running XAM and get on a non-XAM mission you will have the XAM experience....but others won't. Which means you can place claymores but your opponents can't.

Now if you make a mission using XAM specialty items, i.e. the special snipers, and others. Then non-XAM people cannot join the mission.

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#36 Posted at 2007-07-30 23:28        
     
Hmmm... i was wondering whos voice that was :p

BTW back to the ammo counter that has disappeared. IMHO what is the point of disabling this feature?? yeh you say realism, but in real-life you can take out your magazine and check how many bullets you have left. Is there a animation which allows you to do this in ArmA?? because if there is, ill be damned if i can find it! Also how do you check the amount of magazines you have left? press "G" you say? What if you in the middle of a fight? your a dead man! In real-life you will be able to check the amount of magazines you have left by looking at your belt/bergen etc... you wont pull out a PDA and have a look on there will you? :p

Don't mind me :lol im just stating the obvious.

Yes. If you are running XAM and get on a non-XAM mission you will have the XAM experience....but others won't. Which means you can place claymores but your opponents can't.
Now if you make a mission using XAM specialty items, i.e. the special snipers, and others. Then non-XAM people cannot join the mission.

If your able to place claymores in a MP mission and other people don't have XAM wouldn't that be classed as a cheat? as your using an unfair advantage? although i don't think it is possible to use the claymores in missions made before XAM came out :) I know most of the Mod will be MP compatible as there all mainly reskins. What i meant was the Arty, satellite and other little scripts that have been implemented into the addons.

This post was edited by websnake (2007-07-31 04:33, ago)


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#37 Posted at 2007-07-31 06:27        
     
In video it looks almost too accurate. I was in coastal artillery in military and trust me, even with lasing it doesn't go that compact...
Anyways this looks really fun mod....have to try it out :yes


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#38 Posted at 2007-07-31 07:45        
     
websnake : Hmmm... i was wondering whos voice that was :p

BTW back to the ammo counter that has disappeared. IMHO what is the point of disabling this feature?? yeh you say realism, but in real-life you can take out your magazine and check how many bullets you have left. Is there a animation which allows you to do this in ArmA?? because if there is, ill be damned if i can find it! Also how do you check the amount of magazines you have left? press "G" you say? What if you in the middle of a fight? your a dead man! In real-life you will be able to check the amount of magazines you have left by looking at your belt/bergen etc... you wont pull out a PDA and have a look on there will you? :p

Don't mind me :lol im just stating the obvious.

The US uses steel magazines not clear ones, so now we can't check our ammo amount, at any time other than down time. In which we empty our mags. Now one thing we do is that we put the last 5 rounds in the mag as tracer rounds, so we know when we about empty. SO yes, in the sake of realism, its quite real with the US weapons, and AK. Also I said nothing of pressing G that was someone else :P
But I don't like the fact I have no idea how many mags I have left. That I do agree with you. Also as far as having a ammo count, yeah not having it is realistic. But alas, I wanna play to have fun. Not to be "SUPER" realistic. I spend too much time playin "Real-life" Arma.

websnake : If your able to place claymores in a MP mission and other people don't have XAM wouldn't that be classed as a cheat? as your using an unfair advantage? although i don't think it is possible to use the claymores in missions made before XAM came out I know most of the Mod will be MP compatible as there all mainly reskins. What i meant was the Arty, satellite and other little scripts that have been implemented into the addons.

Kinda as a cheat....so hey too bad so sad...the enemy camo will be in respect, harder for you to see them. And the Ammo level is changed so I guess it kinda evens itself out in my mind. Though I noticed the Claymore is not a real claymore more like a proximity Mine....And yes you can use the claymore in MP, with others that don't have it. Me and my squad mates were playing last night with some guys who didn't have XAM. And we had the claymores.

As far as all the little script stuff, I honestly have no idea, though it takes a command vehicle to place the Arty, so I assume, no it won't work for others. Though I am not truly sure....I will get back too you on that.


AND LAST OF ALL! DOWN WITH THE NEW SF RE-SKINS! :(

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#39 Posted at 2007-07-31 08:03        
     
Wittmann Ka-Tet : In video it looks almost too accurate. I was in coastal artillery in military and trust me, even with lasing it doesn't go that compact...
Anyways this looks really fun mod....have to try it out :yes

Oh and I agree, that is some damn accurate arty.....I wasn't in coastal Arty but I called it in plenty of time in both Iraq and Afganistan.

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#40 Posted at 2007-07-31 10:47        
     
Military Police : [quote]Wittmann Ka-Tet :
In video it looks almost too accurate. I was in coastal artillery in military and trust me, even with lasing it doesn't go that compact...
Anyways this looks really fun mod....have to try it out :yes

Oh and I agree, that is some damn accurate arty.....I wasn't in coastal Arty but I called it in plenty of time in both Iraq and Afganistan.
[/quote]


I agree.
It should not create explosions at the exact called position. Some randomness would be nice.
[offtopic]I have a WIP artillery (to be used by the AI, not the player :p) which enables an AI leader to call in artillery on your pos, it even adjusts fire if you move away, but you can really survuive it cause it can strike within any set distance (set by the mission maker).
I have played this in MP and its so sweet to hear artillery fire, hear the round comming in and see/feel/hear it explode somewhere near you, far away or on top of your head :)[/offtopic]

I have absolutely no artillery experience, if it wasnt for movies but to me artillery only hits the target that precise (as in the video) with a lot of luck.
It would be really much nicer to see artillery bombing the close area to the fire position and hopefully on target as well.


I have called in artillery with VBS1 + artillery module and spend 5000 rounds (not true, just showing how much I suck with it) to hit a tank column (driving).
Most of the times the rounds hit a place the enemy was like 30 seconds ago :lol

Static targets went pretty good though, splash one, adjust fire and shoot the shit out of them :)
But still, many rounds missed the target even when telling the artillery units to concentrate the fire at given position (dont remember how you call it).

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#41 Posted at 2007-07-31 10:53        
     
Hmmmmm...back on the offtopic,

Where can I get that at? Is it a Mod or add-on?


Back on topic I couldn't agree more with what you say fox. Most of the time a good adjustment would be (depending on the speed of the column) about say 50meters out and you might have better luck.



BTW the Re-skins for the SF soldiers suck! They US Army not US Marines........:O_o :(

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#42 Posted at 2007-07-31 13:10        
     
Military Police : Hmmmmm...back on the offtopic,

Where can I get that at? Is it a Mod or add-on?

Its WIP in beta stage. It needs testing to see how it works.
I have it available in my own beta section.......if you want to beta test it PM me.


Now back on topic.

Are those skins really that bad? Like I said I didnt have the chance to test it myself so I can only read what it all gives us :)

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#43 Posted at 2007-07-31 15:46        
     
As a member of the US Army, and at one point in time Special Operations 7th Group til I hit a IED, then back to the Military Polce. Yes the SF skins blow...MARPAT is US Marine Corps, not Army.

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#44 Posted at 2007-07-31 16:07        
     
Military Police :

BTW the Re-skins for the SF soldiers suck! They US Army not US Marines........:O_o :(


5 times in the same topic, I think we all got it now :lol

Re-skins are beautiful, maybe just a camo suit at a wrong kind of specialist.

Though, the "problem" is now known by the dev leader and should be fixed on the next version. Feel free to leave your comment and suggestions here or on the official forum (english community), they really listen and make what the guys ask for since it's realistic (IE: a month ago I asked for a laser telemeter, now it's in the 1.3 version).


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#45 Posted at 2007-07-31 16:19        
     
Hmmmmm....data dear friend and colleague, the re-skins are great, just NOT THE SF guys :(

Also the "Combat Eye" thing needs to come back...:(

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