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This is a sick idea, i'm definitely making a note, thanks.
IDK if this is a intended feature but if i have an idea to make the fuel tank act as if it were a ace fuel source, and when you remove it from the vehicle the vehicle gets emptied from fuel and transferred to the fuel tank.
you need a repair vehicle or a repair facility,can be changed in module setting
One player repaired the main rotor of an aircraft, but no one else could see the effect. A second player got in, and it reverted to broken for for the first player as well. Sounds like a classic Arma 3 locality issue. Changes aren't transferred to server and other players.
Another issue seems to be: Major parts spawned through Zeus can't be installed in vehicles. Might be missing a object variable or other set attribute to work maybe? Not sure about that one.
We'll be removing the mod for now but keep monitoring updates to see if we can include it again. The idea is REALLY cool.
Some documentation would also really go a long way.
Unfortunately this mod simply adds the tools missions would need to use and can't/won't address this.
If you want to be able to buy the relevant stuff you'd have to modify antistasi ulltimate to include the missing objects/items in their shops.
@TDR Chris
Thanks for this, i've taken a hiatus but will look into that when I get back on this.
Also I don't take issue with you repacking this mod specifically for use within your own groups.
The engine must be off error on removed parts is caused by ace repair settings, you need to enable the auto engine turnoff option and it will instantly fix the issue.
@Fleff any chance you allow adding your mod to a mechanics bundle mod? Just for the purpose of merging small mods together into a single one to make the modpack not look overbloated, zero intent to modify any files.
check the square and it work (that's not a great fix but it work)
No fix at this time but rest assured i've been attempting to recreate it and find a fix.
This should now be solved if you'd give it another look.
Some script errors may fire but everything should currently work correctly, just ensure you're an engineer by a repair truck unless you've modified the default settings.
AI don't even repair vehicles in vanilla unless commanded lol
That is a negative, figured i'd try to learn the workings of github on my next project lol.
Check your ACE Repair settings for Full Repair to make sure you're the proper engineer and near the proper facilities, otherwise you'll be unable.
The 3d actions will disappear if the conditions aren't met but the UI buttons for removing and replacing parts will remain and won't inform you the conditions haven't been met.
Cool!
I'm not sure it'll be a complete fix as there is just less staring at longer timers and more smaller ones lol; however, CBA just released a Quick Time Event framework I wish to eventually use to allow you to perform actions quicker while being more engaged.
Just updated the mod.
ACE Repair's 'Full Repair' settings for repair facilities and engineer rank have been made conditions for repairing, removing, and replacing major parts. Now you can require repairs be done by trucks or in facilities.
@d.omeron
I appreciate the enthusiasm lol, but just to temper your expectations let me repeat that this mod is mostly feature complete. As silly as My Summer Car is my goal here is really to just facilitate some more interesting logistics in my units long persistent campaigns.
Now players can decide what vehicles to fix up and which ones to leave as hangar queens.
I am plenty open to suggestions though and if you have a bunch don't be afraid to tab over and make a discussion thread on this mod page where we could chat a lot more.
if you can, please PM me, I have TONS of ideas for this mod, I do this IRL.
Untested but I believe you can modify your settings for ACE Repair to achieve this. You're looking for the FullRepair and repair location settings.
I'm unable to currently confirm but the actions in my mod should inherent from this and thus require the same perms.
I'll look into that, could be neat in campaigns like Antistasi.
@CTPEJLOK
Apologies but this would require a bit to much extra work while going against my units use for the project. When a major part is completely destroyed its considered FUBAR and you'll need to ship in a replacement part or pull one from another vehicle.
No, unfortunately none of this mod is made for AI to use.
It is intended for player use in large, persistent, missions.