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Evil_Echo
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Breaking news.

Postby Evil_Echo » Sat May 09, 2009 10:38 am

I got an e-mail from the ACE team, a major mod developer for Armed Assault.

I'm now part of that team. 8)

Still have a couple things to do to finish setting up my ties the project. Then get a briefing on what I'll be doing for them. So can't go into a lot of detail yet.

I'm pretty psyched ( and a little bit nervous ).
I am fear.

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Hectic
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Postby Hectic » Sat May 09, 2009 6:26 pm

sweet dude! best of luck!
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Postby ElFipso » Sat May 09, 2009 8:35 pm

hey that's great - I wish you all the best with ACE
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Postby Evil_Echo » Sat May 09, 2009 10:53 pm

Thanks all - it's going to be interesting at the very least.

Not going anywhere with respect to CGHQ, still be the usual pain in the ass I always am. Just focusing more on Armed Assault these days. So you folks will probably get the benefit of a few more ArmA guides for the web site. And hopefully I'll be documenting more stuff for the ACE team on the wikis.

Meanwhile I am building two missions. One is town capture that includes spies calling in waves of reinforcements. The other is a Special Operations raid of a 4-story hotel behind lines, rooms must be cleared and building captured intact.
I am fear.

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Postby azntrance951 » Sun May 10, 2009 5:22 am

cool 8)

Just remember to keep us posted of the awesome maps that your team will cranking out !
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Postby Evil_Echo » Sun May 10, 2009 11:55 am

Armed Assault allows for a lot of user-contributed items.
  1. Missions. Scenarios similar to Battlefield 2 maps ( e.g. Karkand ). They involve part or all of one of the pre-existing ArmA islands. The designer adds troops, vehicles, additional buildings, etc. Date, time, goals are defined for each side. Then you adds logic to guide ( not control ) the AI via waypoints to move to, triggers that can alter their status, and synchronisation links between waypoints ( e.g. chopper waits "here" until your troops finish loading in ). Finish with a flurry of scripts to add extra functionality if you wish.
  2. Add-ons. New weapons, special effects, sound packages, troops. All designed using free tools from BI Studios, the developer of ArmA.
  3. Mods. Stuff more complicated than add-ons.

The Advanced Combat Environment project is a mod. A big one too, similar in scope to what Project Reality does to BF2. Rather than list the features I'll just include a link to the wiki. http://community.bistudio.com/wiki/ACE_Features

Some parts of the documentation need work, hopefully I'll be able to fill in the details for the team while they focus on the code.

Meanwhile, as a private effort, I'm working on those missions I mentioned earlier. Did my first multiplayer beta-test of the one I call "Tango Uniform" last night. The guys liked the challenge of scouting a town and having enemy recon radioing for support as our forces were discovered. Just as they finished mopping up the first wave of troops that hit the town via truck, a Mi-17 deliverered a whole bunch of Spetsnaz near our base and then that helo also joined in the attack. My guys did pretty good and had a lot of fun.
I am fear.

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Postby Vesuvan » Sun May 10, 2009 1:04 pm

Wow, that's great Evil! Congrats! 8)

I'm sure ACE will appreciate both your technical and real world knowledge.

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Postby Evil_Echo » Mon May 18, 2009 8:38 am

It's been pretty good so far. Good comments from one of the team leaders about my work.

Also interesting to be on the other end of feature request list. Some people ask for the most amazingly things.

My favorite so far is a guy claiming to be a French military pilot griping that the M136 rockets can't kill a main battle tank so the armor on those tanks should be nerfed. :roll: IRL that round would be a little more than a door knocker vs a T-72, much less something newer.
I am fear.

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Postby Bikerpete » Mon May 18, 2009 12:42 pm

Hm ... the only M136 I know is the M136 AT4.
Hits more than 420 mm RHA

Caliber: 84mm
Type: recoilless launch
Overall length: 1040 mm
Weight: 7.5 kg
Effective range: up to 150 meters against moving targets, about 300 meters against stationary targets
Armour penetration: 500+ mm

http://www.inetres.com/gp/military/infantry/antiarmor/AT4.html

http://world.guns.ru/grenade/gl11-e.htm

But there are always funny people around.
Imagine what funny requests you get, while you administer a website and a forum :twisted: :P :wink:
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Postby Evil_Echo » Mon May 18, 2009 7:43 pm

Yes, that weapon. The replacement for the LAW rocket.

My data says it can penetrate 400mm of RHA.

Current T-72 has 420mm of composite armor - much higher equivalent value in RHA terms. T-90 has quite a bit more.

With typical user unsteadiness and weapon dispersion the odds of hitting a spot already damaged are very low. The SMAW does better, but still a light anti-armor weapon. Both are best used against APCs, trucks, normal buildings, or C-ration cans.

Now the Javelin - that's a missile for tanks to fear. Range and hefty damage. Only down side is it's a HEAVY son of a gun. ACE's system for fatigue means you really don't want to carry more than one missile. Best to put your spares in a vehicle magazine.
I am fear.

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Bikerpete
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Postby Bikerpete » Mon May 18, 2009 8:15 pm

Yeah - the Javelin is pretty lethal.
And heavy ...
FGM-148A Javelin 11,8 kg + Launch Unit 6,42 kg + BCU 1,32 kg
If I have seen that right :wink:

Even if it does not completely wreck your tank, it will cause enough damage to make it unuseable. :twisted:
Worth to carry one, when you expect enemy armor ...
Wish to have one on Highway Tampa :P

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Evil_Echo
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Postby Evil_Echo » Mon May 18, 2009 8:46 pm

Bikerpete wrote:Yeah - the Javelin is pretty lethal.
And heavy ...
FGM-148A Javelin 11,8 kg + Launch Unit 6,42 kg + BCU 1,32 kg
If I have seen that right :wink:

Even if it does not completely wreck your tank, it will cause enough damage to make it unuseable. :twisted:
Worth to carry one, when you expect enemy armor ...
Wish to have one on Highway Tampa :P


Would be something like this....
http://www.youtube.com/watch?v=ssd81Dm-yow
I am fear.

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Bikerpete
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Postby Bikerpete » Mon May 18, 2009 9:32 pm

Looks promising ... :P
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