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Posted: Mon Jul 14, 2014 9:09 am     Super secret spam barrier
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CSE - Combat Space Enhancement


We're getting lots of crashes and disconnects on the public server still.

My feeling is that it could be AGM, as there are plenty of visible bugs floating around with group management, player name tags and interaction keys messing up.

So CSE gets me interested.


Posted: Mon Jul 14, 2014 10:51 am     Super secret spam barrier
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Just looking at their medic wiki and an interesting section talking about how blood and plasma is to never be taken into the field.  This means we would have to start running proper medivacs to treat heavily injured casualties. 


Posted: Mon Jul 14, 2014 1:37 pm     Super secret spam barrier
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That seems amazing. Anything that gives real meaning and consequence to casualties is a plus in my eyes, and now that we have discovered FOB-building, medevacs seem like the perfect way to round that out.


Posted: Mon Jul 14, 2014 1:48 pm     Super secret spam barrier
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I'm going to be putting up a test version of Capraia with CSE on the dev server very soon so we can test it fully.
Stand by.


Posted: Thu Nov 27, 2014 8:42 am     Super secret spam barrier
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CSE will (hopefully) get a solid update at the end of the month.

Quote:
Team News:
We've joined forces with Ruthberg from the awesome Advanced Ballistics Mod! He's a very dedicated modder and we're happy to have him with us! Image

Thanks and credits go out as always to Leon a.k.a. LAxemann for creating awesome sound effects for the various features.

Planned changes:

Weapon Overheating / Jamming / Spare Barrels

Barrel heat affects bullet trajectory and overheating weapons can get
jammed. Spare barrels will be available to alleviate the build-up of
heat.
Initially, there will mostly be generic rifle barrel(s) that fit most if
not all, but if mod makers want to make their own dedicated spare
barrels for their weapons, feel free to contact us and we'll be happy to
support it!

Combat Medical System Changes

We are looking at revamping the combat medical system's damage handling.
Most of the changes won't make it in the next release, as it's an
intricate system and we want to make sure it works properly before
releasing it.
Some changes will be in there, however, such as some tweaks to
survivability, some re-arrangement of config settings (put Damage
thresholds into separate module) and we're trying to fix some bugs with
dragging.

We've also added a surgical kit that allows you to stitch up bandaged
wounds (for when advanced wounds is enabled), so you don't have to
medevac / full heal patients just so their wounds don't reopen all the
time.

Advanced Ballistics

Courtesy of Ruthberg, advanced ballistics along with the ATragMX and
Kestrel have been added to CSE. Supporting a wide range of weapons and
calibers, it's probably the most detailed ballistics simulation in ArmA
3.
As with everything CSE, it is entirely optional. You can have it
disabled, enabled for every player, or only enable the advanced
ballistics for your professional marksmen while using more simple wind
ballistics for the average rifleman.
An explanation of the 100% optional config entries you need to add for your weapons to be supported by CSE see our wiki.

Some existing weapon mods are already supported thanks to the previous efforts by Ruthberg. Some newer ones may be missing.

The RHS team has been kind enough to work with us on getting CSE support into their
mod(s) in a 100% optional fashion! This will allow their stuff to work
nicely with CSE without making CSE a requirement for people using RHS.
Obviously we can't promise anything, it's their mod, but hopefully those
changes will make it into one of their upcoming releases Image

Weapon Resting

This feature has been revamped a lot, improving what it affects,
supporting bipods, adding a visual indicator, better feel to it (pivot
mode with some snap to it).
In the future, we'd like to integrate deployables into this, such as a
sandbag you can put on the ground to raise your weapon's resting point,
or a tripod to fire from inside rooms nicely. We'll see how much is
possible there.

Advanced Interaction

Advanced interaction now has properly implemented the usage of items and equipment for its actions.

Field Rations

Some bug fixes here.

We also want to thank SpectreRSG, the maker of TFA Naval Special Warfare Gear for supporting the field rations module with his uniforms, meaning you
can use the uniforms that have visual camelbaks as working water
containers with the field rations module enabled.

Environmental Effects

Ambient Civilians module has been added as a first release. Of course it
will have to be extended upon later once we have some feedback.

We get a lot of requests to add stuff like ammo cook-off, NVG
noise/limitations and such. We're looking into those, but not for the
next version Image

Magazine Repack

Magazine repack has been revamped to feel a bit more realistic, going
magazine by magazine, bullet by bullet, with nice sound effects and
whatnot. You can abort the repack and you'll still have the progress
made so far.

Disposable Launchers

What it says, allowing for disposable launchers. This does not affect
any existing launchers, it merely adds support for any mod makers that
want to make disposable launchers.

Example: In the config of your launcher, add a setting cse_disposableLauncher = "example_used_launcher"; to your launcher.
Or, to add a concrete example:

class launch_NLAW_F: Launcher_Base_F { cse_disposableLauncher = "cse_Used_NLAW_F"; };




This will add the disposable feature to the NLAW, the cse_used_nlaw_f is a class that inherits from the launcher itself but
has a useless magazine.

When fired, the weapon will be switched out.

If you also add
cse_disposableLauncher_switchAfter = 1;
the unit will switch to primary right after firing the launcher.

Combat Deafness

Combat deafness has been added, including things like automatic gunfire
and explosions. Depending on the pressure forced upon your ears, you may
go deaf for some time (not indefinitely, though, that would suck for a
game!).

Some protective measures have been added for this as well, from simple
earplugs that dampen all sound - including (as far as I know) TFAR/ACRE
transmission - to electronic earplugs that only cancel out peak volumes.
Some hats are also supported to have protective earmuffs, if you're a
maker of uniforms check our wiki on what optional config parameter to
add to support this particular feature.

Weapon Safety

An optional system - you can leave it disabled if you prefer other mods
that add this kind of functionality - this allows putting any weapon
other than throwables into safety mode.

Some internal changes
- Initial version of revamped UI (icons + loading bar + text in one area)
- CMS Items changed from being a magazine to being a weapon
- Revamp of ammo boxes
- Some support for Virtual Arsenal / Zeus in terms of items
- CBA Dependency added for compatibility
- Some bug fixes
- Changes in multiple CSE modules

ETA for this Update?

We're hoping to send a dev build to our dedicated testers around the end
of the week, and hopefully a public release by the end of the month.

I hope I haven't forgotten anythig Image

We're working on more features already, but I neither want to spoil anything nor do I want to make promises we might not keep.
Our wiki will be updated over the next days to document the changes and update some of the grossly outdated information.
http://forums.bistudio.com/showthread.php?180258-Combat-Space-Enhancement-0-2/page46

There is no war to end all wars.


Posted: Thu Nov 27, 2014 3:23 pm     Super secret spam barrier
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I was going to write this long post about how I'm torn between AGM and CSE. Then I realized the entire conversation is currently a bit moot since the marksman update will hopefully bring so many changes to the main game that all the AGM/CSE/etc style mods will have to re-do a lot of things anyway. E.g. imagine (or hope) bipods, disposable launchers, advanced ballistics and maybe even mag repack make it into the DLC - at that point, large chunks of these mods are all of a sudden redundant/need to be rewritten.


Posted: Thu Nov 27, 2014 3:23 pm     Super secret spam barrier
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It is already pretty good, less buggy and to me looks more pomising as AGM.

Plus some of the AGM guys are plain assholes.


Posted: Thu Nov 27, 2014 4:47 pm     Super secret spam barrier
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RaptorInMotion wrote:
I was wondering while lying in bed (ive just got up coz its my day off) ... 

Can you actually die in the public at the moment? Or is it just an "unconscious state" until someone revives you or you give up and abort?

Coz i got shot 3 or 4 times by one guy last week on different occasions and woke up myself each time.
Afaik it's an insanely long time-out, something like six minutes? 


Posted: Thu Nov 27, 2014 5:05 pm     Super secret spam barrier
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Howl wrote:
In regard to the mod code having to be re-written - 

It says on quite a few (if not all, didn't read them all) that the components are entirely optional, and can even be enabled on a per-user basis. I'm sure that could get around any features you wanted to use straight from Bohemia (some of those options in the Marksmen pack should be optional, right?).
BI updates tend to break subtle things, with an update as massive as the marksman DLC I think there'll almost certainly be more than just 'disable a module' needed.  
Since the next DLC doesn't even have a release date yet (but they are working on it quite actively), it still makes sense to evaluate what the mods offer right now.
I'm just pointing out that the playing field might change drastically in a few months anyway, once the next DLC is out.


Posted: Thu Nov 27, 2014 5:13 pm     Super secret spam barrier
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5 minutes to death when down. Play testing over the years has shown this time to work well on the public server. It is annoying that AGM / Alive bug together and break the respawn option.
You often regain consciousness after about 3 minutes, but depending upon the severity of your injuries might go unconscious again pretty quickly, especially if you've lost a lot of blood and need a transfusion.


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