7th Cavalry Gaming

Join the Tactical Gaming Excellence

2024 Arma 3: Tactical Realism Feedback Thread

Dread.M

Lieutenant Colonel
Retired
Local time
11:01 PM
1,448
2,086
1-7 doesn't train to or have incorporated "Snipers". OIC's have the freedom to use Designate Marksmen therefore the mission file will be symbolic to that position which is integrated within the squad with the ideal engagement ranges 600-800m for medium engagements and most engagements would be 300-600 making the MK-11 the preferred weapon because of its versatility for both engagement windows.
 

Dread.M

Lieutenant Colonel
Retired
Local time
11:01 PM
1,448
2,086
1-7 is built around squad tactics. That's why the designated marksman is the tool that has been allowed in our toolbox. It is an integrated marksman that works within the squad. Engagements for long rifles are usually neutralized in the combined arms fashion with mortars, close air support, or vehicle weapon systems. The sniper game play is more focused around 1-4 people whereas our operations are built around a platoon or company action.
 

Swan.J

Private First Class
Active Duty
1/B/1-7
Local time
10:01 PM
19
13
Hey, so over the past two mission files
I've noticed that Ace volume is turned off on the server and that earplugs and vehicles do not muffle sound.

Brought this up in the discord Before
Y'all mentioned maybe scripts messed it up
But it is better to be on here

Basically, Ace, by default, muffles outside sounds when in buildings and vehicles
It's not doing that properly now
And the option to increase this audio dampening is no longer working.
On the server, so, sitting inside a Dragoon with a heli 100m away, and the Heli sounds like you are sticking your head in ITS apu

The same goes for hearing protection value on helmets not doing anything.

I don't think this is a confined problem as I've been playing the single-player campaign and
Some other stuff without this issue.
 

Westcott.R

Sergeant First Class
Active Duty
2/C/1-7 HQ
S3 HQ
S7 Staff
Local time
11:01 PM
809
552
Hey, so over the past two mission files
I've noticed that Ace volume is turned off on the server and that earplugs and vehicles do not muffle sound.

Brought this up in the discord Before
Y'all mentioned maybe scripts messed it up
But it is better to be on here

Basically, Ace, by default, muffles outside sounds when in buildings and vehicles
It's not doing that properly now
And the option to increase this audio dampening is no longer working.
On the server, so, sitting inside a Dragoon with a heli 100m away, and the Heli sounds like you are sticking your head in ITS apu

The same goes for hearing protection value on helmets not doing anything.

I don't think this is a confined problem as I've been playing the single-player campaign and
Some other stuff without this issue.
I will look into this. I have tested this in editor, but I will check it out on a server.
 

Westcott.R

Sergeant First Class
Active Duty
2/C/1-7 HQ
S3 HQ
S7 Staff
Local time
11:01 PM
809
552
Hey, so over the past two mission files
I've noticed that Ace volume is turned off on the server and that earplugs and vehicles do not muffle sound.

Brought this up in the discord Before
Y'all mentioned maybe scripts messed it up
But it is better to be on here

Basically, Ace, by default, muffles outside sounds when in buildings and vehicles
It's not doing that properly now
And the option to increase this audio dampening is no longer working.
On the server, so, sitting inside a Dragoon with a heli 100m away, and the Heli sounds like you are sticking your head in ITS apu

The same goes for hearing protection value on helmets not doing anything.

I don't think this is a confined problem as I've been playing the single-player campaign and
Some other stuff without this issue.
So I have looked into this. Acex Volume is disabled via commenting it out in our CBA settings. S3 Dev takes those setting straight from our cScripts and we do not touch them. Looking through the cScripts version history it has been disabled as far back as I can find...at least 1.5 years.
I have tested earplugs (they work) and the pilot helmets work as advertised for sound damping. In short...I don't have a fix for you for this issue....at this current time. I will converse with our scripting team and see what they think about it though.
 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD HQ
Local time
5:01 AM
1,785
1,476
Feedback from public player - Current lib mission does not have the ace quick loadout selection. If this can get added when possible.
 

Westcott.R

Sergeant First Class
Active Duty
2/C/1-7 HQ
S3 HQ
S7 Staff
Local time
11:01 PM
809
552
Feedback from public player - Current lib mission does not have the ace quick loadout selection. If this can get added when possible.
cScripts isn't enabled in Liberation mission files. I have tried but it conflicts with the game mode files in too many areas.
The ACE loadouts are from cScritps....so they will never be in a Liberation file.
 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD HQ
Local time
5:01 AM
1,785
1,476
cScripts isn't enabled in Liberation mission files. I have tried but it conflicts with the game mode files in too many areas.
The ACE loadouts are from cScritps....so they will never be in a Liberation file.
Could they be added into the default loadouts part of the arsenal?
 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD HQ
Local time
5:01 AM
1,785
1,476
I know they used to be but I saw they was removed
 

Blake.H

Sergeant
Active Duty
1/B/1-7 HQ
S7 HQ
S3 Staff
Local time
5:01 AM
439
432
Could they be added into the default loadouts part of the arsenal?
I'll have a look at adding some extra functionalties to the crates, no promises on loadouts though.
 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD HQ
Local time
5:01 AM
1,785
1,476
I'll have a look at adding some extra functionalties to the crates, no promises on loadouts though.
Loadouts was the only issue brought forward to me but other functions are good as well :)
 
Top