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RIS-Module: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3156354979
I love it. From now on, just throwing grenades - 24 hours a day, 7 days a week. Like crazy. (I have to change my name - from bullet to grenade)
Added also the info messages for throw power.
Working towards the 1.3.0 release now.
It's strange that I can load either Controlled Throwing or AUOHG - both work, but not both together.
Iron Curtain also brings its own changes to grenades. It's too high for me - I simply do without AUOHG when I load Iron Curtain.
I think the problem is elsewhere.
If I deactivate this, your mod will run properly again with Iron Curtain and CWR III.
Well, not so hard to decide on a favorite ;)
I've just noticed another anomaly: I have different mod sets. One loads the Iron Curtain DLC and the full Cold War Rearmed III set together (Plus a bunch of other mods)
After the mod update, all the visual effects of the grenades have suddenly disappeared (explosions, smoke, even with smoke grenades). It seems as if only the visual effects are affected.
When I start this set without Controlled Throwing it works again.
I don't have the imagination to understand the problem on that.
For your other request, that is not hard to do, since the calculated throw speed is known. I'll just compare that to the throw speed the grenade would get at 100% (* the super soldier setting).
This would make it easy to correct tricky throws with the manual control.
(I have 10 - 90 % each on the Ctrl + Shift + 1 to 9 keys and Ctrl and Shift also on mouse buttons. This way, no matter which power I choose, I'm ready for the next throw faster than Arma allows me to.)
Similarly, if enemies are in front of a wall but entrenched behind sandbags, they don't stand a chance with the high throw.
I love it
I simply connect a second keyboard ;)
Is it conceivable to give the automatic high angle throw a little optional boost, so that you aim at the top of a wall, for example, and throw just over it. Or straight onto the roof of a house, for example?
Normalization is only relevant for the manual power% throws. Consider:
- RGN grenade: 26 m/s speed
- RGO grenade: 18 m/s speed
With RGN selected for normalization, the following happens with a 50% throw:
- RGN: 13 m/s
- RGO: 13 m/s
So it’s 50% of the base grenade type.
Without normalization it’s 50% of its own speed, so 9 m/s for the RGO. The RGO will still be capped to 18 m/s max though, in this system.
In practice, the normalization makes grenades feel more then same and more predictable.
The automatic throws take care of all this for you, indeed. The normalization setting does not apply then.
I'm afraid it's pretty cool, except that I've long had real problems with all the keys I need in Arma (plus mods). Nothing helps - now I need two extra key combinations.
Now I also understand that the new throwing system makes normalization virtually redundant, as it automatically adjusts throwing strength for accurate throws. (owever, it is still relevant for the classic system.)
Nevertheless, I will definitely use both systems as I often use walls on purpose to bounce grenades.
Thank you for making the (in my opinion) best throwing mod out there even better. You deserved a prize.
I won’t be making animations. So feel free to not use the aim by looking, or to limit the maximum angle.
Regarding the normalization: it should not be necessary anymore to set it yourself. Let me know how you find the current throwing.
- User settings for throwable normalization. This is now handled under the hood."
What does that mean? Is it disabled or active? I prefer this vanilla-style and would be unhappy if normalisation is forced.
Thanks for making it possible to disable this feature.
Oh yeah, more features added:
- aim where you look instead of always directly forwards,
- keybind for auto power throw: throw at the right speed for your aim,
- keybind for auto power throw but at a higher angle for maximum range.
Enjoy!
Sorry for bothering, I assumed it did as the mod description mentions them ("- Heavier throwables (eg. satchels) still have limited throwing distance due to their weight."). I believe ACE3 does it but as you mentioned it also comes with it's own stuff and our group preferring to work with mostly vanilla ArmA stuff.
@Wolfbite Not exactly what you are looking for but you can enable the "Normalize throws" and select the "RGN grenade" for most distance of all other grenades. There still is a limit based on grenade weight.
Hope it helps!
quote -"this board is for discussion on the mod"
Your mod is great, every time I turn on Arma3 I enjoy it. Thanks a lot!
Quote -"If you dont like it, thats fine. Annoying people who have their own preferences is not fine.
Its a fucking game, and people will play as they like."
Dude you didn't get enough sleep...
Read again what I wrote and do not write nonsense. I'm not forbidding you to use all this crap, if you want to make a casual shooter out of Arma3, then good luck.
My speech was ONLY about milsim games! I said - "It looks too arcade in my eyes, it goes against the milsim genre."
The goal of a military simulator- is to simulate real life. Or will you argue with it?
IN REAL LIFE, THERE ARE NO NO AUXILIARY LINES FOR CORRECTING GRENADE THROWS, NO CROSSHAIRS FOR AIMING! Or again will you argue with it?
For this reason, I wrote that all this rubbish does not correspond to the spirit of a military simulator! Not for games in general...
If something does not float your boat, thats perfectly fine.
But you do not get to showboat around with saying "Anyone who argues with this will be arguing with reality".
If you dont like it, thats fine. Annoying people who have their own preferences is not fine.
Its a fucking game, and people will play as they like.
Anyone who argues with this will be arguing with reality.