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It's normally down to needing us mod makers to re-agree to the EULA of posting on the workshop.
I'll try to fix asap
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Note you can use V2 without ACE3 extended arsenal - it's just you'll have a list of about 5000 rifles to choose from so the extended arsenal functionality adds a really nice way to keep this neat and tidy
So I'd not say that this is obsolete. It might not get many more updates but it will stay on the workshop.
Just so you're aware, I'm fairly sure that all class names that exist in V1.x also exist in V2.x so swapping to 2.x should not break any dependencies/loadouts etc.
Our first test on our server seemed fine in this regard but there might be the odd exception.
We currently have a few loadouts depending on this, hence me asking.
Might be something I look to do when doing things for A4...
Lots of priorities now are learning the new tools.
Keep up the good work man !
Other than that, some of the models have too many selections. This can result in a slight stutter the first time the textures load & mipmap for all LODs. However, this should only occur the first time you see the object and then after that, should be fine. (All textures should then be held in VRAM) Ultimately, there's quite a lot of my work that was done before I knew the 'correct' way of doing things for performance but these are the only 2 issues that I'm aware of.
There's a lot of work going into some new HK416s which should have far fewer selections (although might end up with more total textures/pixels in the textures). This should improve the stutter on first sighting but they are probably a few months away yet.
Any chance you guys could look at what going on, or maybe toning down the detail on the none First-person version of your weapons? Thank you!
Great work overall just a minor complaint.
Thanks again for the report - most appreciated.
I've had a few issues with small updates on the same key of late so can believe there's an issue.
I'll look to get a fix done asap.
I doubt I'll do one as just up-keeping all the current mods individually is quite a big tasks and an AiO will make this even harder
But thanks for asking
Might be worth trying to find me on Discord or something to help out there.
Although there's lots of help on the ARMA3 discord.
If you're interested in getting started with config modding, this would be a really good place to start and over time, you'll end up tweaking the game to be more like you and your group want.
That's a good point. I've made the 40 round mag 'realistic' for weight but not touched any of the 30 round mags.
The thing I don't want to do is force what we think is more realistic upon all the other gamers.
So personally, my group uses a small compatibility mod that makes all mags a more realistic weight.
Ultimately, no one will use the HK Gen 3 PMAG if it's heavier than vanilla mags and it might upset everyone else if I force all 30 round stanag patterns to that weight.
But the question now is will anyone use the 40round mag as it's not balanced with Vanilla 30 round weights?!?
It's quite quick and easy to make little compat patches that adjust things like that and is quite a good way for people to get into config editing if that's something they're interested in.
The beauty of ARMA is you really can have a huge influence on how the game plays and move it towards how you or your group enjoys most
I'm guessing they've chosen to put all of their magazines into a different magazine well class.
There's even bespoke barrels of the correct weight for each variant. (In the magazines section, if I remember correctly.)
No - nothing I'm afraid. Would love more time to work on mods but real life gets in the way.
Thanks for your support just by subscribing, favourite-ing etc.
adding ace_ballistics, ace_smallArms and ace_overheating fixed the errors ( each Addon is what i won't use X) ) . i though i may look into this version's configs to see if that can be workarounded, but this list is too long . i'm pretty sure that features of some of these Addons don't require them to be listed in the requiredAddons, and are compatible for them no being present . would be good to enable this compatibility, if it is there .
so the AXMC stays for use without this mod, got it .
I believe the error you are seeing is related to not running ACE3 and it's not a magazine issue. As stated, one of the ammunitions inherits data from ACE3 so if you are not running ACE3, you will get this error.
That is independent of whether you are running the ACE3 compatibility mod - which also requires ACE3!
If you chose to run a mod that REQUIRES ace_ballistics and then don't run ace_ballistics, don't be surprised if you get errors!
Why is the AI AXMC in this mod? Because I chose it to be. Initially, I was only going to have this 'all in one' pack but decided to release the AI AXMC as a separate mod. Again, because I chose to.
i don't know where ACE_762x67_Ball_Berger_Hybrid_OTM.simulation is defined, but i don't use ace_ballistics either (and additional mags still present) why is AXMC included in this mod, if it has a separate one ? the AXMC ACE Compatibility mod didn't help .
(It's down to trying to manage this as to why I can't really find the time to manage more independent packs.)
Was just about to ask.