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Arma 3 Tactical Realism 2 Feedback Thread

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Maco.D

Corporal
Active Duty
1/B/1-7
96
88
48
While going through the workshop i found a Ctab mod that seems to be actively updated last update was in feb. As I was told that ctab would be added to the new Tac 2 pack might be a good change over from the old ctab mod we use in the private pack https://steamcommunity.com/sharedfiles/filedetails/?id=2189592034

I have not tried it yet but wacking the link here just in case its a good one
 

Whitsel.M

Sergeant
Active Duty
S3 HQ
1-7 Support
106
183
98
While going through the workshop i found a Ctab mod that seems to be actively updated last update was in feb. As I was told that ctab would be added to the new Tac 2 pack might be a good change over from the old ctab mod we use in the private pack https://steamcommunity.com/sharedfiles/filedetails/?id=2189592034

I have not tried it yet but wacking the link here just in case its a good one
This was what I was looking into originally but it had some changes I didn't feel like dealing with. Notably that it attempts to remove the GPS slot from the inventory similar to how ACRE removes the radio slot which would change how we have to manage our kits and make UAV terminals more difficult to use.
 

Whitfield.L

Corporal
Discharged
176
141
98
Played around with 81mm CSW M252 Mortars tonight & could not grab any shells out of the Arsenal for them. Had to use a Vehicle Ammo Box. Possible to reintroduce the shells back into the Arsenal for easy packing?
 

Boyd.M

Corporal
Active Duty
2/A/1-7
MP HQ
123
228
98
So, what you're saying is, if I drink water I don't need rest of any kind....
 

Hamm.C

Warrant Officer 1
Active Duty
1/A/1-7
33
68
48
Full vehicle/aircraft repairs in the field by the pilot without Atlas? This seems to be the case in Tac 2 now. I am a pilot with a tool kit, not an aircraft mechanic. For realism's sake, I don't think pilots (or CCs) should be enabled to perform full 100% complete repairs on my or their aircraft, UNLESS at base repair facilities, FOB repair facility, repair truck, or with Atlas. I can understand (and I like) allowing pilots to use tool kit and permissions to repair up to yellow/amber/orange status, as a crutch just enough to limp it back to base for full repair. Adds to the immersion and doesn't short cut around Atlas. Full repairs in the field is exactly like spawning a brand new shiny helicopter, just without refuel and that is not realistic. Just sayin'
 

Whitsel.M

Sergeant
Active Duty
S3 HQ
1-7 Support
106
183
98
Played around with 81mm CSW M252 Mortars tonight & could not grab any shells out of the Arsenal for them. Had to use a Vehicle Ammo Box. Possible to reintroduce the shells back into the Arsenal for easy packing?
Full vehicle/aircraft repairs in the field by the pilot without Atlas? This seems to be the case in Tac 2 now. I am a pilot with a tool kit, not an aircraft mechanic. For realism's sake, I don't think pilots (or CCs) should be enabled to perform full 100% complete repairs on my or their aircraft, UNLESS at base repair facilities, FOB repair facility, repair truck, or with Atlas. I can understand (and I like) allowing pilots to use tool kit and permissions to repair up to yellow/amber/orange status, as a crutch just enough to limp it back to base for full repair. Adds to the immersion and doesn't short cut around Atlas. Full repairs in the field is exactly like spawning a brand new shiny helicopter, just without refuel and that is not realistic. Just sayin'

A small mod but would be helpful for AR kitted guys to refill stamina
We're simply not looking to bloat the modpack with more mods for minor features. It may be possible to work something in using the ace canteens that are already included instead
 

Winters.Z

Specialist
Active Duty
1/A/1-7
11
21
33
Hello, today on 04/07/21 at 0200Z myself and another person encountered a very broken AT Launcher called the "MAAWS Mk4 Mod 1 (olive)" This AT Launcher is able to fire multiple AT Missiles within seconds with no reload or need for more ammo. This AT launcher also weighs nothing and has unlimited ammo. I attached a picture of the AT launcher and I tried to attach a gif but couldn't due to file size so I will link a Gyazo.

GIF Demonstration: https://gyazo.com/00d3c09ec73c8be2ddd0d8fdc0bbc968

Hopefully this gets resolved as soon as possible, with the wrong hands this can be a problem.
 

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Rosefield.M

Lieutenant Colonel
Active Duty
1-7 HQ
97
136
88
Hello, today on 04/07/21 at 0200Z myself and another person encountered a very broken AT Launcher called the "MAAWS Mk4 Mod 1 (olive)" This AT Launcher is able to fire multiple AT Missiles within seconds with no reload or need for more ammo. This AT launcher also weighs nothing and has unlimited ammo. I attached a picture of the AT launcher and I tried to attach a gif but couldn't due to file size so I will link a Gyazo.

GIF Demonstration: https://gyazo.com/00d3c09ec73c8be2ddd0d8fdc0bbc968

Hopefully this gets resolved as soon as possible, with the wrong hands this can be a problem.
Whitsel.M Mazinski.H ^^
 

Whitsel.M

Sergeant
Active Duty
S3 HQ
1-7 Support
106
183
98
Hello, today on 04/07/21 at 0200Z myself and another person encountered a very broken AT Launcher called the "MAAWS Mk4 Mod 1 (olive)" This AT Launcher is able to fire multiple AT Missiles within seconds with no reload or need for more ammo. This AT launcher also weighs nothing and has unlimited ammo. I attached a picture of the AT launcher and I tried to attach a gif but couldn't due to file size so I will link a Gyazo.

GIF Demonstration: https://gyazo.com/00d3c09ec73c8be2ddd0d8fdc0bbc968

Hopefully this gets resolved as soon as possible, with the wrong hands this can be a problem.
Thank you for reporting this. Seems to be caused by TFC and is a prime example of why this mod is so screwed up. Ultimately the real fix is to get rid of TFC which is well on its way but in the meantime, we can remove the launchers from the arsenal.

 
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Hamm.C

Warrant Officer 1
Active Duty
1/A/1-7
33
68
48
Last night, when flying air transport, I had to initiate an emergency landing due to damage to my helicopter. As per protocol, I declared emergency/Mayday and runway was cleared. After a successful emergency landing I got out to repair the bird, but was unable to. I was equipped with a tool kit but it wouldn't let me repair the aircraft (UH-60) AT ALL. Other players were unable to repair the bird AT ALL. I then drove ALL 3 vehicles (repair/rearm/refuel) over to the stricken bird, and still could not repair it, nor could the others. Unable to repair the bird, unable to get it off runway and no Zeus available, it just had to remain and sit there. Wanted to make sure I reported this issue because it would have been a BIG problem if we would have had fixed wing pilots flying. Luckily we didn't or there would have been nowhere for them to land. Pretty sure it was Napf if I remember correctly. Thanks guys!
 

Boyd.M

Corporal
Active Duty
2/A/1-7
MP HQ
123
228
98
Is it possible to have a slot for HOG and EAGLE, have an A-10 and an F-15E Strike eagle at the base for those that wish to fly something a little....faster...or provide CAP
Also is there also a way to add some sort of red air?
 

Whitsel.M

Sergeant
Active Duty
S3 HQ
1-7 Support
106
183
98
Last night, when flying air transport, I had to initiate an emergency landing due to damage to my helicopter. As per protocol, I declared emergency/Mayday and runway was cleared. After a successful emergency landing I got out to repair the bird, but was unable to. I was equipped with a tool kit but it wouldn't let me repair the aircraft (UH-60) AT ALL. Other players were unable to repair the bird AT ALL. I then drove ALL 3 vehicles (repair/rearm/refuel) over to the stricken bird, and still could not repair it, nor could the others. Unable to repair the bird, unable to get it off runway and no Zeus available, it just had to remain and sit there. Wanted to make sure I reported this issue because it would have been a BIG problem if we would have had fixed wing pilots flying. Luckily we didn't or there would have been nowhere for them to land. Pretty sure it was Napf if I remember correctly. Thanks guys!
Hmm, I'll do some testing. We reduced the pilot repair permission from 2 to 1 in response to a previous post so it would only be able to be repaired yellow.

Is it possible to have a slot for HOG and EAGLE, have an A-10 and an F-15E Strike eagle at the base for those that wish to fly something a little....faster...or provide CAP
Also is there also a way to add some sort of red air?
We are updating the modpack in 3 days to remove the F-15 so there isn't really any point in doing it now. Such things have been discussed in the past but the current mission files didn't have the capacity to include such things in any way that could be dynamically balanced.
 

Hamm.C

Warrant Officer 1
Active Duty
1/A/1-7
33
68
48
So last night, Task Force Canada mod was updated and pretty much ruined our nights. Pretty sure attempts on the server side were made to fix it, but don't see that they solved the issue. After several hours of trying to work with other players to get it fixed, we kept getting error messages. I got frustrated and got off and after a nap I fully gutted all of my mods, and reinstalled all of them. However, I still get the same message:

Contact the Server Admin.

Files "C:\Program Files
(x86)\Steam\steamapps\common\Arma
3\!Workshop\@Task Force Canada
(TFC-CAF)addons\weapons_other.pbo" are not signed
by a key accepted by this server. To play on this server,
remove listed files or install additional accepted keys."

I did everything possible but this issue persists for me and others.
 

Sypolt.R

Specialist
Active Duty
S6 Staff
MP Staff
2/B/1-7
265
158
58
So last night, Task Force Canada mod was updated and pretty much ruined our nights. Pretty sure attempts on the server side were made to fix it, but don't see that they solved the issue. After several hours of trying to work with other players to get it fixed, we kept getting error messages. I got frustrated and got off and after a nap I fully gutted all of my mods, and reinstalled all of them. However, I still get the same message:

Contact the Server Admin.

Files "C:\Program Files
(x86)\Steam\steamapps\common\Arma
3\!Workshop\@Task Force Canada
(TFC-CAF)addons\weapons_other.pbo" are not signed
by a key accepted by this server. To play on this server,
remove listed files or install additional accepted keys."

I did everything possible but this issue persists for me and others.

S6 will be working on this today, in the meantime if you want to connect:
in \Arma 3\!Workshop\@Task Force Canada (TFC-CAF)\addons delete the weapons_other.pbo and weapons_other.bisign files
it'll throw an error when you start arma but you'll be able to connect to tac2

No longer needed! Tac2 fixed!

TFC somehow managed to completely break their key files in the update, just another reason why that mod is gone from the new pack
 
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Whitsel.M

Sergeant
Active Duty
S3 HQ
1-7 Support
106
183
98
So last night, Task Force Canada mod was updated and pretty much ruined our nights. Pretty sure attempts on the server side were made to fix it, but don't see that they solved the issue. After several hours of trying to work with other players to get it fixed, we kept getting error messages. I got frustrated and got off and after a nap I fully gutted all of my mods, and reinstalled all of them. However, I still get the same message:

Contact the Server Admin.

Files "C:\Program Files
(x86)\Steam\steamapps\common\Arma
3\!Workshop\@Task Force Canada
(TFC-CAF)addons\weapons_other.pbo" are not signed
by a key accepted by this server. To play on this server,
remove listed files or install additional accepted keys."

I did everything possible but this issue persists for me and others.
TFC strikes again
 

Sinca.J

Warrant Officer 1
Active Duty
1/A/1-7
25
53
43
in \Arma 3\!Workshop\@Task Force Canada (TFC-CAF)\addons delete the weapons_other.pbo and weapons_other.bisign files
it'll throw an error when you start arma but you'll be able to connect to tac2
Confirming, this worked for me. Able to get into Tac2 server, today.
 

Sypolt.R

Specialist
Active Duty
S6 Staff
MP Staff
2/B/1-7
265
158
58
Fix pushed to Tac2. Server now fully functional again. If you deleted the files you can go back and repair the mod now to reinstall them.

Reminder: New modpack tomorrow!
 
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