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#241 Posted at 2009-05-30 13:33        
     
A ticket was filed about the chopper kicks by Captain Clark. I've added addtional info to that ticket and spoken with the ACE devs about it this morning. This is being treated as a serious issue and people are looking into what can be done.

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#242 Posted at 2009-05-30 17:00        
     
Sooooooo what does the "Switch to Remote" do?
Im not going away :D


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#243 Posted at 2009-05-30 21:42        
     
Sorry for the delay, Hellfire257. Reading the code took some time.

The option you are asking about is part of the Mando Missile system. Basically it allows you to have your missiles disregard the on-board laser designator in favor of a remote laser painting the target for you. Details of this and other aspects of the Mando Missile system can be found here http://www.terra.es/personal2/matias.s/mma_readme.htm.

The reason this option is widely believed to not do anything is because it requires use of a designator that uses the MM code as well - so that the missile and designator can interoperate properly. It's easy to add the code as a mission designer to the appropriate items, documented in the web page mentioned previously.

Unfortunately none of the stock ACE equipment have MM-aware designators. :eek So only mission designers are able to make the "Switch to Remote" feature work and few do.

The devs are now quite aware of the lack of stock MM-aware designators and planning to correct this oversight in a future patch.

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#244 Posted at 2009-05-31 10:50        
     
lol tyvm there!


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#245 Posted at 2009-05-31 11:31        
     
Hi there ! I have a trouble here :

I wanna use the "T90 & T72BM by Ike"addon with ACE Mod, but it is not compatible with ACE. Everything is O.K., except the guided rockets. In ACE Mod, those rockets are unguidable. After shooting them out from the gun, they just getting to splash into the ground and blow up.

Please fix this thing if you can !

Thank you !

This post was edited by Vilman (2009-06-01 09:50, ago)


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#246 Posted at 2009-06-01 06:57        
     
I've noticed that when a hostile AI sees me or one of my allies, before it does anything, it throws or lauches ALL of his grenades at his target before even firing his rifle. It's really annoying... It's the only thing that I don't like about this mod.

I would apreciate it, if you guys would fix this, or tell me how to remove all the grenades from all units in the editor.

fun fact: you get peace by war, you get war by peace

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#247 Posted at 2009-06-01 20:18        
     
Vilman:

Dunno. You have to check with the "T90 & T72BM by Ike" addon people to see if it's even ACE compatable.

Tomahawk:

You can change the AI if you want to learn about Finite State Machines aka FSM. Changing the ammo or weapons carried is mission editing 101. I'd recommend you study the guide written by Mr. Murray - it's downloadable from this site if you search for it.

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#248 Posted at 2009-06-01 21:06        
     
I have allready checked "T90 & T72BM by Ike" people in the topic of that addon. No replies, no comments...:con

Before that, i had to talk some ACE developers on Armed-Assault.hu, but they cannot help me. Nevermind...

Thanx for your reply Evil_Echo !


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#249 Posted at 2009-06-02 22:31        
     
You're welcome Vilman.

I'm primarily a beta-tester and documentarian for ACE. So will try to answer what I can and forward you to the right spot if I can't and it seems appropriate. As always, the best way to report a bug is via ACE's trouble tracking system - http://dev-heaven.net/projects/ace-mod/issues.

The ACE devs DO look at all tickets. Some take time to fix, some are issues outside their control like the game engine itself or a conflicting mod, and sometimes we get a request that is just silly or outside ACE's scope. But we do try really hard to fix the problems we can and most issues get resolved in a matter of days or less.

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#250 Posted at 2009-06-05 22:11        
     
will A.C.E mod enhance single player offline experience?


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#251 Posted at 2009-06-06 01:27        
     
Sure does.

Works great on missions you create yourself. Also there are SP missions available for download here.

As for missions that ship with ArmA. Most of them work fine too. The ones involving AI and choppers have an issue I explained about earlier on this thread - partly due to ACE and partly due to stock ArmA missions were built long before ACE even existed.

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#252 Posted at 2009-06-07 13:50        
     
Hi, i think i have a bug here.
After ejecting from MI-24 helis, some OPFOR troops just cannot land with their parachutes. They just snapping on the ground with tose parachutes on their backs. I don't know if it is a ACE Mod bug, or ArmA, or ACE Island Pack...


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#253 Posted at 2009-06-07 16:06        
     
Hard to say, if the mission uses ACE parachutes I'd file a bug report and let them decide.

Use the ACE ticket page I mentioned earlier and post a report. Include patch level of ArmA and ACE, what mods being used in addition to ACE. Specify the mission and if a local design include it in posting. Give as much detail as you can.

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#254 Posted at 2009-06-07 16:36        
     
Okay, thanx Evil_Echo !


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#255 Posted at 2009-06-08 20:28        
     
In ACE mod today, I noticed how bad parts of the ACE mod are.
What I mean is about the ACE 1.09 aircraft:system activation. I like to play the tutorial for fun and stuff.
I also sick of waiting 18 seconds to start my rotors or engines.
Is there a way to disable that?