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#16 Posted at 2014-07-19 18:59        
     
Thanks *BRAVO*


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#17 Posted at 2014-07-19 23:57        
     
Hi,

Sounds interesting and useful, however I get nothing.
Only MOD I have loaded is this MOD. I open the editor, place a player unit, preview and open inventory/gear... Nothing. It is as if the MOD isn't loaded at all. I do, however, see it in the expansion list, so it should be loaded.

Cheers


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#18 Posted at 2014-07-20 00:34        
     
Signed version with key please.


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#19 Posted at 2014-07-20 11:03        
     
@big_wilk - did you read my posts on that BI forum thread you linked? Using lordbooka's formula is very inaccurate. To quote my post:

Goodson:
Brilliant, thanks. Now here's another problem - according to config values from the config viewer:

30Rnd_556x45_Stanag
Config mass value: 8
Real world weight value: 0.25 kg

So, to convert the game's mass value to kg we do
8 / 32 = 0.25

So our baseline value is: 32

So now when I get the weight of my player's backpack inventory (which has 2 Stanags) it returns 0.5kg. However, if I return the weight of another item (using the same baseline value), the values don't seem to be consistent/correct. For example:

PCML Missle
Config mass value: 80

So, again, to convert the game's mass value to kg (using the same baseline value as above) we do
80 / 32 = 2.5 kg


This can't be right. The missile should weigh at least 10kg. If these are the values that the new fatigue system uses, it can't be calculating fatigue correctly. Unless the "mass" values are not used, or I'm doing something wrong (most likely)?


Using your (lordbooka's) formula also shows the same:

Total weight of player's inventory with rocket: 25.27 kg
Total weight of player's inventory without rocket: 21.64 kg
Weight of rocket: 3.63kg (!)


Can anyone shed some light on this?

How to get the player's current inventory weight?

Did you manage to find another way to accurately calculate weight in Kg? If so, you've made me a very happy person.

This post was edited by MisterGoodson (2014-07-20 11:49, ago)


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#20 Posted at 2014-07-20 17:56        
     
@MisterGoodson - I did read your comment on that post, and I agree that for most items the weights will not be totally accurate when converted into KG using the maths provided in the topic. Rember this mod is an indicator of weight in game and how far you can run with said weight. However the weights when converted into Kg using this mod are in the are in the ball park in terms of the items / weapons / ammo's real world equivalent.

I am always keen on reflecting reality (within reason) in terms of kit when playing Arma and would like the weight to be as accurate as possible also too. I've been thinking about the weights and how to make then as accurate as possible and, its not really ever going to be possible with the current version of Arma3 for 2 reasons:

1. Config Values can be anything the model maker wants and have no prescribed real word value.
2. BIS have not told us what a value of: 1 translates to terms of kg/lb when useing loadabs, if anything!

In reality I think what you have to do is change the Config mass value of any item to match its conversion to Kg using this mod (or another equation) if your really want the weights to match reality 100%. This is made harder by that apart from the weapons they have just copied from arma2 most arma3 weapons have not basis in reality. I belive a few modded items in VCBs repo have had their mass value changed based on this mod. Alos when you are converting the weight for a magazine are you counting the ammo as linked or in a magazine or not? Most 5.56 rounds would not be in magazines as I understand it in reality.

Here is are some comparisons from RL to in game weights using this mod for anyone interested, most are fairly accurate:

Real Life weights (Based on Info from a current UK serviceman and based on UK gear):

5.56 = 12g (30x 12 = 0.36kg)
30rnd + Metal Magazine = 0.61kg
100rnd LMG 5.56 = 1.43kg
L1A9 HE Grenade = 0.465kg

RL weights based on internet sites (read as you would read Wikipedia) bellow:

NLAW = 12.5 kg //Comment: This is the PMCL's RL name, remember that it is one shot and disposable in RL, the total weight includes the missile.
1rnd 40m HE (U.S. UGL Round) = 0.227kg (though there are lots of different version of this that weight different amounts.).
100rnd 7.62x51 linked = 4kg+ (100rnd = 2.55kg Unlinked)

In game (Using current the current Maths V1.3) this is how much things are calculated weight in game:

30 RND Mag = 0.36kg // Comment: Accurate Weight if you don't include the Magazine
PMCL + Missle = 9kg // Comment: 3.5 kg under weight, remember these are always 1 shot and disposable in Real Life
RGO Frag Grenade = 0.45kg //Comment: About Right
1rnd 40mm HE = 0.18KG // Comment: Slightly under weight if RL figures are correct
150 7.62x51 rnd box = 2kg // Under weight for linked ammo compared to 30rnd

And Lastly Weapons (Unloaded no attachments):


MK20 (AAF) = 4.62kg - (this looks like the F2000, the F2000's weight with UGL is 4.6kg) No idea if it is meant to be but here are some more common RL 5.56 rifles weights for comparisons:
L85 (Real Life) = 3.7 kg
(No idea if the ones bellow are with attachments or not)
L22 - (Real Life) 4.42 kg - Wiki Fact :P
M16 (Real Life) = 3.26 kg - Wiki Fact :P
M4 (Real Life) = 2.88kg - Wiki Fact :P

Zafir (CSAT 7.62) = 9.37kg - with this mod RL comparisons bellow:
7.62 version of the SAW (Real Life) = 7.1kg

Conclusion: The current values calculated are about right, you could argue adding 10-20% might be more accurate for some items, but the guns are quite heavy compared to RL equivalents as are compass and maps so it balances out in the end (change the value up weapons weight to much don't change it mags weight too little..). Though I'm open minded if someone can show me a better way.

(And just for the hell of it as I have the package here the new Casio watch I just bought weights 92g / the watch in game weights 100g with this system lol!)

@ StLassen: No idea why that would be I've had quite alot of people test this with no problems like you reported. Sorry! (Maybe another mod your running conflicts?).

@GeinKov: Will have signed version available within the next couple of weeks keep your eye on this page. (Feal free to do it yourself if you need too). *THUMBS UP*

Added 22 minutes later:

If anyone's interested in changing the values produced by this mod here is the maths:

if (systemOfUnits != 2) then {_weight = [round ((((loadAbs player)*0.1)/2.2) * (10 ^ 2)) / (10 ^ 2),format ["kg."]];} else {_weight = [round ((loadabs player)*0.1),"lb."];};

You can find it here: BW_LoadCalc.pbo\functions\fn_MotherLoad_Display.sqf Line 11. Let me know what you come up with :)

Added 51 minutes later:

An example for anyone wanting to change config mass values for a weapon or item is this:

@MyCoolL85Mod should weight 3.7kg what config mass value do I need to use to get this weight indicator mod indicate an L85 weight is 3.7kg?

Config Mass Value = n

n * 0.1 / 2.2 = 3.7kg

What value is n?

3.7 * 2.2 / 0.1 = n

To Check it Works:

81.4 * 0.1 / 2.2 = 3.7kg

We now know that the Config Mass Value of a L85 should be 81.4.

This post was edited by big_wilk (2014-07-20 23:22, ago)


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#21 Posted at 2014-07-20 22:22        
     
Thank-you for your detailed reply big_wilk. Upon further testing and juggling of equipment, the values given from this mod do appear to be more or less accurate to each item's real world counter-part.


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#22 Posted at 2014-07-20 23:31        
     
Yeah, Im not sure why bis did not just have a 1 for 1kg system, but oh well! Certainly helps to have some sorta reference on how much the stuff you are carrying will effect you.


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#23 Posted at 2014-07-21 03:43        
     
@big_wilk, we are pretty sure your init function is hanging on dedicated servers (because of the waitUntil for player). This seems to be messing with the syncronization of task force radio.


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#24 Posted at 2014-07-21 08:07        
     
A lot of clients ran this while on our dedi server last night and it works fine with TFR. (It was not run on our server.)

Can you confirm you mean you are running this mod on your server and it is causing a problem? If this is the case; can you please try deleting it from your server and trying with just clients too see if this fix's the problem?

If running the mod on the server is the problem you having with TFR it should be simple enough to fix.

1. Dont run V1.3 on your server :P only run on clients for now.
2. I'll update it to include a line telling any dedi servers to exit the mod, if this is your problem.

Lastly is this what you think is caueing the problem?:
		waitUntil {!isnull player};
		if (player == player) then {
		nul = [] spawn BWLoadCalc_Fnc_GEARMONITOR;
		player addEventHandler ["Respawn", {nul = [] spawn BWLoadCalc_Fnc_GEARMONITOR}];
		};
Because yes a dedi server will always loop this, but I don't see why it would mess up tfr.


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#25 Posted at 2014-07-21 09:35        
     
@ StLassen: No idea why that would be I've had quite alot of people test this with no problems like you reported. Sorry! (Maybe another mod your running conflicts?).

Strange. Very strange indeed. It can't be any other mod as yours was the only one loaded.
I think it might be time for a reinstall of ArmA as of last update, the FPS dropped about 20.


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#26 Posted at 2014-07-21 13:16        
     
Hi !

Thanks for your mod, it helps finguring out why we're so exhausted.

We had a bug too with TFR, because we had the mod installed on our server. I guess it comes from serialization wich you disabled in v1.3. TFAR uses serialization for Short Wave radios, and your mod loops a command to disable it.

So just keep it clientside, and everything is OK.

As for the weight values in the game, i'm trying to get these values as close as it gets too. I've searched for some real life items value on some websites. I can posts these later.

As for 1 for 1kg, if i believe your mod, for a vest, mass=100 equals exaclty 2.27kg which is 5 lbs. So i guess it's just a matter of units.

But, i think the mass indicator is different from gear to firearms.


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#27 Posted at 2014-07-21 15:11        
     
> Because yes a dedi server will always loop this, but I don't see why it would mess up tfr.

AFAIK, post init function set this way are called, not spawn. So, your never ending loop would block any postinit function scheduled to be called after it, in this case task force radio init function which distributes correct radio IDs to clients. Probably depending on the load order of the mods, this may or may not happen.

> If running the mod on the server is the problem you having with TFR it should be simple enough to fix.
> 1. Dont run V1.3 on your server :P only run on clients for now.
> 2. I'll update it to include a line telling any dedi servers to exit the mod, if this is your problem.

We could do (1), but it would be much better to do something like (2). My recommendation would be to insert a "[] spawn {" before the waitUntil check.


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#28 Posted at 2014-07-21 16:10        
     
# Koj : As for 1 for 1kg, if i believe your mod, for a vest, mass=100 equals exaclty 2.27kg which is 5 lbs. So i guess it's just a matter of units.

But, i think the mass indicator is different from gear to firearms.
Actually it doesn't seems to be.

mass=100 = 4.55kg = 10 lbs

So mass=10 = 1 lb.


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#29 Posted at 2014-07-21 16:41        
     
@Koj: Thanks for confirming running this on the a dedi server is cause them problem with TFR, thats a big help! I think esteldunedain has figured out why, stand by for an update! (not that this needs to be run on your server).

Yes the gear and weapons use the same mass value. The maths behind it can now be found on the first post of the topic if you want to figure out what the weight of an item should be using this:

For example a FAMAS-F1's weight is 3.61 kg so its mass value is as follows:

3.61 * 2.2 / 0.1 = A Mass Value of 79.42


@esteldunedain:

# esteldunedain : AFAIK, post init function set this way are called, not spawn. So, your never ending loop would block any postinit function scheduled to be called after it, in this case task force radio init function which distributes correct radio IDs to clients. Probably depending on the load order of the mods, this may or may not happen.

Cool thanks for the info I think I'll change it to this:
       if (isDedicated) exitWith {}; // Allows players to host game locally and use mod.
		waitUntil {!isnull player};
		if (player == player) then {
		nul = [] spawn BWLoadCalc_Fnc_GEARMONITOR;
		player addEventHandler ["Respawn", {nul = [] spawn BWLoadCalc_Fnc_GEARMONITOR}];
		};

One question, what is the benefit of adding this?:

[] spawn { /*code*/ };


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#30 Posted at 2014-07-21 16:54        
     
# big_wilk : One question, what is the benefit of adding this?:

[] spawn { /*code*/ };

I'm not 100% sure, but there may be situations where no player exists on a server which is not dedicated. E.g. if the server host picks Zeus. With spawn, you generate a separate thread that will wait for a player to (eventually) appear while letting the rest of inits to work regardless.

In any case, it may not be very polite to block all init functions until the player exist, and it could generate eventual issues with other addons.

This post was edited by esteldunedain (2014-07-21 17:01, ago)