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I only have the four required mods loaded currently, if there is something I am missing please do let me know.
If you still have an issue, upload your rpt somewhere and send me a link
However, it seemed to be related to the rotation mechanism.
When rotated on an uneven ground, the elevation seems to be not correctly calculated.
But 7 km is a lot, like was too much than what I would expect this to be caused with.
Recent update didn't touch anything but the rotation logic (just the key handling and frequency). Shooting multiple rounds over a span of two hours shouldn't have any effect.
The gun either undershoots, or overshoot, after it has been used for a while (¬2 hours/50 rounds). It started after the recent update.
Today we aimed for 8 km, but the gun shot 15 km, so I got no idea what is happening.
The number shown on the model is always 1 more than the actual charge you set. Unless you choose charge 7, in which case there is no leftover and thus nothing is modelled.
There are two interactions on the round - pack and assemble
Pack will pack it into a tube
Assemble will assemble a round ready for fire
Part 2
I am not able to reproduce your issue. HE boxes will only accept HE tubes, make sure you are not mixing them. I was able to return them with no issue what so ever.
Part 3
Sadly that is arma limitation, there's no way (I know of) to let you look around and controll the turret. The animation are visible for everyone, no difference if you are in the gun or not. But arma limits you in this.
M777 most probably won't be ever be done by us
Noticed that animations can be seen from the external view. I would be nice that once in the gunner position it is still possible to rotate the head of the player while auctioning elevation or rotation from keyboard.
Still with rapid fire, loved that you allow the rounds to be loaded even if they are not exactly positioned behind the gun.
Very nice work overall, looking forward for your next project M777 : ))
Best Regards,
Lau
Managed to repack the round in to a tube with the objective of storing them back in to the box, the box is currently only accepting the first repacked tube. Since it is not possible to have empty boxes, I had to remove the initial tubes to test. Funny enough when I take one of the original tubes that came with the box to fill the missing slot in the box (1 tube repacked + 1 original tube) it works. This is to simulate relocation of the gun with a moving front line.
With regards to rapid fire, I feel it would be nice to be able to fire the gun without having to get in the gunner position. Be able to fire it from an ace action conveniently located over the gun.
Hello ibinek,
What follows is in no way a request but just a return on experience using your mod. Removing every mod and only keeping the required ones helped. For some unforeseen reason it still taking me several attempts before I can pack the rounds. Most of the time after the charge is set, the packing option will pack the round back in to a tube.
If that is broken by some other mod, then I would highly, highly recomemnd against using it, as breaking CBA will result in broken things in many mods.
With best regards,
Feel free to create a discussion, make sure to send a link to your rpt (for example uploaded to pastebin)
But as it stands now, I can't repro your issue.
For those interested the gun can still be operated if you add pre-assembled rounds from the editor. You will have to unload or use the once that are pre-charged in the Gun from scripting I suppose, since no matter if you remove the ammo from the editor they will still be there at mission start.
Congrats on the work done so far, lovely rendition of the M119.
Thanks
I have a friend who is using a laser designator with a code of 1122. I interact with the shell on the ground and selet the laser code option where a text box opens. I type in the code and click "save" and I hear a sound when I click it but I receive no confirmation. Upon firing the round, using established coordinates and altitudes, the round will land in the general area I've based my azimuth/elev/charge count but not where the laser is targetting.
Is there a specific way to save the laser code or is it just not accurate?
Is it okay to use the mode on a public server?
There was a crash with this feature on stable. So not sure if the fix didn't fuck up something
If there's not enough space in your inventory, the mines you take out of boxes will appear in the ground around you