Arma 3
M119A3
206 kommentarer
Ares9989 14 maj @ 14:07 
ok thanks, great mod by the way used it loads in the past good work
ilbinek  [skapare] 14 maj @ 9:22 
I'm not aware of any mod, as we don't use DLCs in our gameplay
Ares9989 14 maj @ 2:36 
Can you make or know of this type of mod ( manual reloads ) that can be done with the SPE CDLC artillery and or anti tank guns ???
ilbinek  [skapare] 1 maj @ 10:06 
You're probably missing space in your inventory where the tube would go when you take it out of the crate. Try with big enough and empty backpack.
Guy Kabosi 30 apr @ 19:28 
Hey, so for some reason the tubes won't go into my inventory and only go to the ground. If i try to interact with the tube it only gives me the option to drag carry or open inventory which results in the same issue. I attempted to interact with it in the inventory panel while it was on the ground and I was unable to interact at all.

I only have the four required mods loaded currently, if there is something I am missing please do let me know.
ilbinek  [skapare] 20 apr @ 20:02 
It's nowhere near any priority right now
Field [16AA] 20 apr @ 17:36 
Will you be adding the Illumination Rounds for the 105 in the near future?
Lucho_gcb 27 mar @ 21:25 
we have a problem with the M119A3 MOD, it does not allow us to unpack the ammunition in the inventory do you know how to solve it?
ilbinek  [skapare] 21 mar @ 12:57 
Try only with m119, tbd mortars, ace and cba please.
If you still have an issue, upload your rpt somewhere and send me a link
IowaBison90 21 mar @ 12:26 
Yeah theres no option to unpack the tubes what so ever on my end.
ilbinek  [skapare] 14 mar @ 3:20 
Can you record a short video and send it to my discord "ilbinek" (you can find me in the Arma discord) and include your rpt with it?
MEO FLAYED??? 13 mar @ 21:48 
Okay so when I pick up a 105-mm round, it doesn't show up in my inventory.
ilbinek  [skapare] 25 feb @ 21:36 
Hey, we've noticed some deviation ourselves last week on a specific map.
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.
JensiePensieFancyKevertje 22 feb @ 14:28 
Hey there, we have been running the mod for a long time, but the last 3 weeks we seems to be having a few issues.

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.
Lau 16 dec, 2024 @ 12:36 
Hey Ibinek, fiered my first rounds, quite accurate with no wind, still need to try in windy conditions. Noticed that corrections other than for elevation differences in between the gun and the target are not showing in the tables using ace.
Lau 12 dec, 2024 @ 12:17 
Copy, thanks for the kind support.
ilbinek  [skapare] 10 dec, 2024 @ 13:44 
If you select charge "4" it means you have packs of propellant 1 through 4 in the casing and packs 5 through 7 are outside of the casing. That´s why it shows "5", since it would be a PITA to model all of them.

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.
Lau 10 dec, 2024 @ 13:34 
All is in order now thanks to your good advice. While a find the mod that is braking the assemble and pack options, I will be using preassembled rounds that you smartly made available from the ammo list in the editor. One last thing I can mention but you are most probably already aware is, that the charge labels on the round (which I love by the way!) are always one charge up than the one selected (e.g. 3 labels 4, 4 labels 5 with 7 not being labelled at all). Just thought I mentioned it, not being picky, love your work!! Thanks and best regards,
ilbinek  [skapare] 7 dec, 2024 @ 16:17 
Part 1
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
Lau 7 dec, 2024 @ 4:56 
Part 3
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
Lau 7 dec, 2024 @ 4:56 
Part 2
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.
Lau 7 dec, 2024 @ 4:56 
Part 1
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.
Lau 6 dec, 2024 @ 12:24 
Hi ibinek, thanks for taking the time to post this very usefull tip. I am not exception with several mods installed. At least now I know where to look instead of having to go through every mod one by one. Most appreciated, thanks!
ilbinek  [skapare] 5 dec, 2024 @ 13:53 
The inventory interaction is pure CBA.
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.
Lau 5 dec, 2024 @ 13:31 
@ilbinek thank you for your quick reply, I removed most of my favourite mods before testing again. The good news for you is that it works as intended, the bad news for me is that I still need to find the mod that is preventing your mod from working properly. I managed to unpack, set charge and assemble round, eventhough I had to repeat the packing process many times before it eventually happened. Anyways, I hope I can get your mod to work properly among other favourite mods, once more, great job in bringing some neat artillery logistics in game.

With best regards,
ilbinek  [skapare] 5 dec, 2024 @ 12:19 
Hey @Lau, I've just tested it out and no issue. Could have easily assembled the rounds.

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.
Lau 5 dec, 2024 @ 6:36 
Great 3D model, unfortunately I was not able to assemble rounds, the double click on the tube once in the inventory is inop. Any plans on fixing this for your mod to work on the latest Arma build?

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
Jonathan J. O'Neill 21 nov, 2024 @ 8:35 
How do I confirm the laser code?

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?
Insane_Laughter 29 okt, 2024 @ 15:37 
Dang, I like this gun, it's better than the RHS version. Would have a better chance of implementing this mod in my units modline if the vanilla system could be used. Easier to implement in our logistics system.
ilbinek  [skapare] 29 okt, 2024 @ 12:52 
It isn't plannned
Insane_Laughter 29 okt, 2024 @ 12:29 
Will you make a version of this gun in the same spirit as the D-20 M1955 mod? As in one advanced and one vanilla based munitions system?
ilbinek  [skapare] 23 okt, 2024 @ 8:30 
You should be able to use it on any server that has it loaded. The addon is correctly signed and MP ready
LSH 23 okt, 2024 @ 0:55 
Thank you for creating a great mode.
Is it okay to use the mode on a public server?
ilbinek  [skapare] 9 okt, 2024 @ 13:49 
@JonnyC, I can operate with the ammo no problem what so ever. Can you please start a discussion where we can deal with the issue?
JCE 9 okt, 2024 @ 12:32 
Thank you, best of luck with it.
ilbinek  [skapare] 9 okt, 2024 @ 10:19 
I'll investigate it.
There was a crash with this feature on stable. So not sure if the fix didn't fuck up something
JCE 9 okt, 2024 @ 9:35 
It may just be me being stupid, but I cant seem to disassemble the tubes. I can open the crate, take the tube and when double clicking on it get the unpack option just fine. When I click on the Unpack option nothing happens, I have tried waiting and using different keybindings but to no avail. Does anyone have an idea what might be going wrong here?
cccp31b 4 okt, 2024 @ 11:13 
some how i found a solution
cccp31b 4 okt, 2024 @ 10:30 
it doesn't work.
ilbinek  [skapare] 4 okt, 2024 @ 10:19 
pg up and down, it is controlled like any other mortar
cccp31b 4 okt, 2024 @ 10:04 
hm, how i raised the gun ? It the first time that i used something like this .
cccp31b 4 okt, 2024 @ 9:18 
ok thanks. If i have an issue with it i'll report it to you. Have a good day sir.
ilbinek  [skapare] 4 okt, 2024 @ 9:17 
I believe it should be "turrets" of NATO
cccp31b 4 okt, 2024 @ 9:16 
where do the gun apear in the editor ? I can't find it .
ilbinek  [skapare] 11 sep, 2024 @ 17:02 
You ace interact with the shell itself and there should be a set timer option
SHVAK988 11 sep, 2024 @ 17:01 
How to set timer for DPICM shell?
ilbinek  [skapare] 8 sep, 2024 @ 4:37 
Which tube?
If there's not enough space in your inventory, the mines you take out of boxes will appear in the ground around you
Wolves 8 sep, 2024 @ 2:13 
the tube doesnt appear in my inventory
WOULINX 18 aug, 2024 @ 14:16 
oh thank you i didnt look at description sorry my bad
ilbinek  [skapare] 18 aug, 2024 @ 14:11 
yes, the list of supported trucks is in the description