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ACE3 manuale utente
« il: 21 Maggio 2015, 11:24:17 »
Riepilogo di seguito le caratteristiche di ACE3 e come si fa ad usarle:

AI (Artifical Intelligence)
1. Overview
1.1 Adjusted AI skill values
The idea here is to reduce the AI's godlike aiming capabilties while retaining it's high intelligence. The AI should be smart enough to move through a town, but also be 'human' in their reaction time and aim. Note: All these values can still be adjusted via scripts, these arrays just change what 0 & 1 are for setSkill.
1.2 Firing in burst mode
AI will now use the automatic mode of their weapons at short distances, instead of always relying on firing single shots in quick succession.
1.3 Longer engagement ranges
The maximum engagement ranges are increased: AI will fire in bursts with variable length on high ranges of 500 - 700 meters, depending on their weapon and optic.
1.4 No deadzones in CQB
Some weapons had minimum engagement ranges. If you were as close as 2 meters to an AAF soldier, he wouldn't open fire, because the AI couldn't find any valid fire mode for their weapon. ACE3 removes this behaviour mostly notable in CQB by adding a valid firing mode.
1.5 No scripting
All changes of ACE3 AI are config based to ensure full compatibility with advanced AI modifications like ASR AI.

Advanced Ballistics
1. Overview
The Advanced Ballistics module improves internal and external ballistics.
2. Features
•   Drag modeling based on real-world ballistic coefficients.
•   Ambient air density (air pressure, temperature, humidity) affects drag.
•   Wind affects drag and deflects the trajectory.
•   Wind speed varies with altitude.
•   Terrain features, buildings and other objects disrupt the wind.
•   Magnus effect (spin drift)
•   Coriolis effect and Eötvös effect (Earth rotation)
•   Loss of stability during transonic flight.
•   Variable muzzle velocity based on powder burn rate and barrel length.
•   Bullet trace effect for supersonic bullets (light refraction due to air pressure waves).
•   A protractor for quickly measuring the inclination angle.
3. Usage
3.1 Protractor
Press Ctrl+Shift+K while using a compatible weapon to toggle the protractor. The red line indicates the current inclination angle in degrees. The protractor will disappear if you lower or holster your weapon.

Aircraft
1. Overview
1.1 Adjusted flight behaviour
Changes the flight behaviour of various aircraft.
1.2 Various adjustments to aircraft and gunships munitions
•   Higher capacity magazines for the Comanche.
•   Gatling rate of fire (ROF) increased.
•   AP rockets have less splash damage.
1.3 Missile lock warnings
Adds missile-lock warning systems to helicopters and planes based on the equivalent real life capabilities.
1.4 Semi-automatic flare mode
Adds the semi-automatic flare mode known from Arma 2. The key to switch modes existed in Arma 3's key settings, but wasn't operational until now.
1.5 Ejecting from pilot and copilot seats
Pilots and copilots of all helicopters can now eject.
1.6 Laser marker for Wildcat
Adds a laser marker to the copilot seat of the Wildcat.
1.7 HUD for AH-9
Adds a HUD to the AH-9 based on the Comanche's HUD.
2. Usage
2.1 Switching flare modes
Press Ctrl+C to switch between flare firing modes

Attach
1. Overview
1.1 Attach items to uniform
Allows players to attach IR grenades and chemlights to themselves.
1.2 IR Strobe
Adds an attachable IR strobe, which is only visible using night vision devices and offers better visibility than IR grenades.
2. Usage
2.1 Attaching to yourself
•   Use Self Interact Ctrl+Left Windows.
•   Choose Equipment.
•   Choose Attach item.
•   Select which item you want to attach.
•   Repeat to detach.
2.2 Attaching to a vehicle
•   Interact with the vehicle Left Windows.
•   Choose Attach item.
•   Select your item and follow the instructions on the screen.
•   Repeat to detach.

Backpacks
1. Overview
1.1 Zipping sounds
A zipper sound is played when someone opens your backpack. This helps prevent banana theft.

Ballistics
1. Overview
1.1 Realistic ballistics
Changes include adjusted muzzle velocity, air friction and dispersion based on real life values.
1.2 Weaker body armor
Decreases protection values of vests, CSAT uniforms and various campaign only gear to better represent realism.
1.3 Realistic silencers and subsonic ammunition
Silencers no longer decrease the muzzle velocity and are generally less effective when used with normal ammunition. They now only remove the muzzle blast and flash. To prevent the crack caused by supersonic projectiles, ACE3 introduces subsonic ammunition for the 7.62mm caliber. This is also fully compatible with AI.
1.4 Flash suppressors
Flash suppressors are devices that reduce the muzzle flash while firing by cooling or dispersing the burning gases that exit the muzzle. Its intent is to reduce the chances that the shooter will be blinded in low-light shooting conditions as well as reducing the intensity of the flash visible to the enemy.
1.5 Armor piercing ammunition
Armor piercing rounds have higher penetration values against light armored targets and other obstacles on the battlefield. Their drawback is a slightly decreased man-stopping power. AP rounds are available in multiple calibers incudling 5.56mm and 7.62mm.
1.6 IR-Dim tracer ammunition
IR-Dim ammunition is similar to tracer rounds, but these tracers are only visible using night vision devices.
1.7 M118 long range ammunition
The M14 EBR now uses ammunition with decreased muzzle velocity and air friction to improve precision and energy retention at long ranges.
1.8 Fully config-based
This module applies configuration changes only and does not decrease game performance.

Captives
1. Overview
1.1 Take captives
Introduces a captivity system.
1.2 Load and unload captives into / from vehicles
You can load and unload captives from vehicles using ACE3 interactions.
1.3 Frisk captives
You can frisk a restrained captive.
1.4 Surrendering
You can surrender. While surrendering AI will cease fire.
2. Usage
2.1 Taking a unit into captivity
•   You need Cable Tie.
•   Approach the unit and Interact Left Windows.
•   The interaction is located around the hands in the form of a handcuffs icon.
•   Repeat to release.
2.2 Escorting a captive
•   Interact with the captive Left Windows.
•   Select the Escort prisoner option.
•   To stop escorting, use the mousewheel and select Release or use Self Interaction Ctrl+Left windows and select Release.
2.3 Loading and unloading a captive into/from a vehicle
•   Escort the captive.
•   Approach the vehicle you wish to load the captive unit into.
•   Interact with the vehicle Left Windows and select Load captive.
•   Interact with the vehicle to unload.

Difficulties
1. Overview
1.1 Elite mode adjustments
Adjusts the default settings of the hardest difficulty to better resemble A2 settings (no crosshair, stat screen, death messages).
Disarming
1. Overview
1.1 Searching through a unit's inventory
You can search the inventory and disarm captured or unconscious units.
2. Usage
2.1 Searching and disarming
•   Interact with the captured or unconscious unit Ctrl+Left Windows.
•   Select Open inventory.
•   Drag & Drop the items you wish to remove from the unit.

Disposable
1. Overview
The NLAW is shoulder fired and disposable, firing just once before being needed to be disposed of. This feature makes the NLAW disposable and provides the tools for other addons to do the same.
Dragging
1. Overview
This adds the option to drag or carry units or objects.
2. Usage
2.1 Dragging / Carrying units and objects
•   You can only drag or carry an unconscious unit.
•   Interact with the unit or object Left Windows
•   Choose Drag or Carry
•   To release, use the mousewheel and select Release or use Self Interaction Ctrl+Left windows and select Release.

Explosives
1. Overview
1.1 Advanced explosives placement
Enables more precise placement of explosives.
1.2 Numerous trigger types
Offers different trigger types, like clackers and dead man switches.
1.3 Attach explosives to vehicles
Enables attaching explosives to vehicles.
2. Usage
2.1 Placing explosives
•   Use self interaction Ctrl+Left Windows
•   Select Explosives
•   Choose your explosive type and follow the instructions on the screen
2.2 Arming and detonating explosives
•   Interact with the explosive Left Windows
•   Choose the arming method
•   For clackers use Self Interaction Explosives -> Detonate and choose the corresponding Firing Device
2.3 Defusing explosives
•   A Defusal Kit is required
•   Interact with the explosive Left Windows
•   Choose Disarm
•   You are safe to pick it up after the action is complete.

FCS (Fire Control System)
1. Overview
1.1 Fire control system
Offers a custom fire control system for tanks and helicopters. It enables engaging stationary and moving targets.
1.2 Manual lasing targets
Changes the default rangefinders, including those in vehicles, to require manual lasing.
1.3 Air burst ammunition
Anti air cannons can now use airburst ammunition. It will explode on the FCS' zeroed in range.
2. Usage
2.1 Engaging moving targets
•   Place the crosshair on the enemy vehicle.
•   Press and hold tab (by default) and follow the target for about 2 seconds.
•   Release tab
•   The optic is now adjusted sideways to ensue a hit.
2.2 Ranging stationary targets
•   Place the crosshair on the object to range.
•   Tap tab (by default) the optic is now adjusted.

Flash Suppressors
1. Overview
Adds flash suppressors, they reduce the muzzle flash of your weapon.

Frag
1. Overview
Adds a shrapnel system for explosives.

G-Forces
1. Overview
Adds G-force induced tunnel vision and unconsciousness.

Goggles
1. Overview
1.1 Visual Effects for eyewear
Adds color tint to sunglasses and other eyewear. Causes raindrops to appear on the screen in rain. Causes dirt to appear on the screen when dirt is kicked up nearby (e.g. explosions, rotor wash, bullet impacts, muzzle blast).
2. Usage
2.1 Cleaning your goggles
-To clean your goggles press shift+alt+T(default keybind)

Grenades
1. Overview
1.1 Throw modes
Provides different modes for throwing grenades (high throw, precision throw and drop mode).
1.2 Hand flares
Adds throwable hand flares in the colors white, red, green and yellow. Additionally buffs existing flares by making them brighter and last longer.
1.3 M84 stun grenade
Adds stun grenade. This will also affect AI.
2. Usage
2.1 Switching between throw modes
•   Press 8 (by default)
2.2 Switching between grenades
•   Press 6 (by default) to switch between LETHAL grenades
•   Press 7 (by default) to switch between NON LETHAL grenades

Hearing
1. Overview
1.1 Hearing damage simulation
Introduces hearing damage caused by nearby explosions and large-caliber weapons.
1.2 Earplugs
Adds ear plugs to mitigate that effect. Soldiers with high caliber weapons or missile launchers will be equipped with those, but remember to put them in.
2. Usage
2.1 Equipping earplugs
•   For this you obviously need Ear plugs.
•   Press the self interaction key ctrl+left windows (by default).
•   Select equipment.
•   Select Earplugs in.
•   Same method to remove them but the option is Earplugs out.
•   Note that you CAN re-use ear plugs.

Hit Reactions
1. Overview
1.1 Falling under fire
If a unit is shot while running it falls to the ground in a prone position, the area where the shot lands does not matters. Note that the shot needs to inflict a certain amout of damage to make the unit fall, a small cut won't make the unit stumble.
Hit Reactions
1. Overview
1.1 Falling under fire
If a unit is shot while running it falls to the ground in a prone position, the area where the shot lands does not matters. Note that the shot needs to inflict a certain amout of damage to make the unit fall, a small cut won't make the unit stumble.

Inventory
1. Overview
1.1 Resized inventory UI
Makes the inventory dialog bigger and increases the number of items that can be seen in the list at once.
2. Usage
2.1 Changing the size of the UI
•   Press escape.
•   Click on ACE OPTIONS on the top left corner of the screen.
•   Click on Make Inventory Display Bigger.
•   Choose the size desired on the right drop down menu.
•   Press the Close button, your changes are automatically saved.

Javelin
1. Overview
1.1 Improved locking
The locking capabilities of the Titan and Javelin got improved, you can now lock on anything that has a thermal signature, including houses.
1.2 Fire mode switching
The Titan / Javelin now posses the ability to be used in top down attack or direct.
2. Usage
2.1 Locking with the Titan / Javelin
•   For this feature you need to have a compatible launcher.
•   Fully zoom with the launcher.
•   Switch to thermals n (by default).
•   While keeping your aim steadily on target press and hold tab.
•   When the sound changes and a cross appears on the screen it's time to fire.
2.2 Switching fire mode
•   For this feature you need to have a compatible launcher.
•   When aiming with your launcher press ctrl+tab (by default).
•   On the right side of the screen (for most launchers) you should see that TOPis now in green that means that your missile will be fired in top down mode.

Kestrel 4500

Laser
1. Overview
Contains various functions necessary for the realistic portrayal of laser mechanics in other components.

Laser Pointer
1. Overview
1.1 Visible light laser
ACE3 adds visible light laser. This feature is compatible with BI's lasers as well as supported modded ones.
2. Usage
2.1 Switching laser mode
•   For this feature you need to have a compatible side attachment.
•   Press ctrl+L (by default).
•   A hint indicating the mode switch will appear in the top right corner.

Laser Self-Designate
1. Overview
Allows gunners to lase their own targets. See FCS for more information.

Logistics - UAV Battery
1. Overview
1.1 Rechargeable darters.
Adds an item ACE_UAVBattery that allows refuelling/recharging of the "Darter" quadcopter UAVs.
2. Usage
2.1 Recharging the darter
•   For this you need a UAV battery and the UAV needs to be a quadcopter.
•   INTERACTION LAYER NOT IMPLEMENTED YET TO BE COMPLETED.

Logistics - Wirecutter
1. Overview
1.1 Wirecutter
Adds an item ACE_wirecutter that allows cutting of fences in A3 and AiA maps.
2. Usage
2.1 Using the wirecutter
•   For this you need a Wirecutter.
•   Approach the fence you want to cut.
•   Press the interaction key left windows (by default).
•   Find the interaction point and select cut fence (the only option).

Magazine Repack
1. Overview
1.1 Repacking magazines
Adds the ability to repack magazines of the same type.
2. Usage
2.1 Repacking
•   For this you need multiple half empty mags of the same type.
•   Press the self interaction button ctrl+left windows (by default).
•   Select Repack magazines.
•   Select the type of magazines you want to repack.

Map
1. Overview
1.1 Map styling
Better map styling (contours, legend, hiding bushes and trees, etc).
1.2 Map zoom level (optional)
The mission maker / server owner can restrict the maximum zoom level of the map.
1.3 Map shake (optional)
While walking your map will move all around the place.
1.4 Map illumination (optional)
The map illumination will be the same as your surroundings meaning that in a dark night you'll either need a lightsource or NVGs to see your map.
1.5 Blufor tracker (optional)
With blufor tracker you'll never loose your leader anymore, it marks the position of your faction group leader on the map.
2. Usage
•   IMPORTANT NOTICE: The (optional) features above CAN be restricted by the mission maker / server owner. User experience may vary.

Map Tools
1. Overview
1.1 Line drawing
This adds the possibility to draw accurate lines.
1.2 Map tools
This adds map tools that can be used to measure distances between two points on the map or bearings.
1.3 GPS on map
If you are equipped with a vanilla GPS it will be shown on the map. (You don't need the map tools in your inventory for this.)
2. Usage
2.1 Using map tools
•   For this you need to have Map Tools.
•   Open the map M (by default).
•   Press the self interaction key ctrl+left windows (by default).
•   Select Map tools.
•   Select the type of tools you want to use.
•   Note that you can drag the Roamer (map tool) around with LMB and rotate it with ctrl+LMB.
2.2 Drawing lines
•   To draw lines Map Tools are not required.
•   Press alt+left click (by default) to start the line, left click again to end it.
•   To delete a line simply press delete around the center of the line.

Markers
1. Overview
1.1 Improved marker placement
Expands the "Insert Marker" menu and allows to rotate map markers. Shows the currently selected channel to prevent misplacement.

MicroDAGR

Missile Guidance

Mk6 Mortar

Movement
Overview
Jumping
Adds the ability to jump when pressing the vault key while moving. (V - key)
Minor animation tweaks
Walking slowly with the weapon lowered now has a less silly looking animation.
Fatigue adjustments
Soldiers get fatigued slower, but regain their stamina slower aswell. Fatigued soldiers have a faster walking speed and no longer turn into snails.
Weight display
Adds a weight of the current loadout display in the inventory to estimate the fatigue gain while moving in combat. Can be adjusted to display lb. instead of kg in the ACE Options Menu.
Optics view in all stances
The player can now use the sights of rifles and pistols in all prone stances.

Nametags
Overview
Nametag and rank display
Adds nametags and soldier ranks to friendly players in multiplayer. This can be adjusted in the ACE Options Menu to not display the rank, display all nametags of nearby soldiers instead of those who are looked directly at, to require a button press to show the nametags or to disable them altogether.
Usage
Short overview of how to use the feature, e.g. menu options, key bindings, instructions. May not apply to all modules.

Nightvision
Overview
Multiple Generation NVGs
Adds different night vision devices with varying image quality and field of view. New Classnames for Generations 1, 2, and 4 NVGs (default ArmA3 NVGs represents Generation 3) and a wide view NVG.
Blending effects
Adds a blending effect depending on ammunition type when firing while using a night vision device. Especially tracer rounds are bright, but you can use the IR-dim tracers from the Ballistics module to reduce tis effect.
Brightness adjustment
Enables the user to manually adjust NVG brightness.
Usage
Use Alt+PageUp and Alt+PageDown to adjust NVG brightness.

No Radio
Overview
Silent avatar
Mutes the player's automatic callouts ("Enemy man, 100 meters, front!"). Does not mute AI callouts.

Overheating
Overview
Weapon Jamming
Adds a propability to jam a weapon when firing. Jams can be cleared by reloading or by using the clear jam-key.
Temperature simulation
Introduces weapon temperature simulation depending on weapon and bullet mass. Hot weapons are more prone to jamming. Depending on weapon type the accuracy and in extreme cases the muzzle velocity might be reduced on high temperatues. Adds smoke puff and heat refraction effects to indicate this.
Spare barrels
Adds the ability to changes barrels on machine guns to compensate for those effects.
Usage
To clear a jammed weapon, press Shift+R.

Parachute
Overview
Altimeter
Removes the altitude and descend speed UI elements when free-falling and parachuting on higher difficulties and instead adds an altimeter watch type item.
Non-steerable parachute
Adds a non-steerable parachute variant for jet pilots.
Landing animation
Smoothens parachute landing animation.

Ragdolls
Overview
Adjusted Ragdolls
Changes the ragdolls to react more to the force of shots and explosions.

Realistic Names
Overview
Real names
Changes the names of vehicles, magazines, weapons, grenades, explosive charges and mines to their respective real-world counterparts whenever possible.

Recoil
Overview
Recoil adjustment
Overhauls the recoil system reducing upwards recoil.
Advanced cam shake
Introducing camshake when firing on foot or as vehicle gunner depending on stance and weapon type.
Burst dispersion
Firing in longer burst (> 3 rounds per burst) slightly reduces the accuracy. Firing machine guns in bursts is now useful.

Reload
Overview
Ammo count
Hides the actual round count of magazines and removes the icon when the current magazine is emptied. The player can instead check the magazine weight, but that gives only estimated values for magazines with more than 10 rounds.

Respawn
Overview
Respawn with same gear
Requires the Respawn Gear module to be placed. Respawned soldiers now have their loadout when killed.
Friendly Fire messages
Shows friendly fire warnings in system chat if the module is placed. Works even in higher difficulties where kill messages are normally disabled.
Rallypoints
Adds rallypoints to all 3 sides to enable teleportation from base spawn to FOBs. Requires some setup from the mission maker.

Safe Mode
Overview
Safety
You can now use the safety mode of any weapon. Switching weapon modes takes the safety off.

Scopes
Overview
Sniper Scope Adjustment
Enables snipers to adjust their scopes horizontally and vertically in mils.

Small Arms
1. Overview
1.1 Magazine Names
Unifies the name formatting of magazines similar to Arma 2 standards.
1.2 No tracers in non-tracer mags
Assault rifles no longer have tracer rounds in their non-tracer magazines. This doesn't effect the additional tracers in the last rounds of machine gun magazines.

Thermals
Overview
Body Warmth
Adjusts the thermal properties of humans making them less like torches.

Vector
Overview
Vector IV Rangefinder
Adds the Vector IV rangefinder, including all real-life usage modes (distance between two points, angle between two points etc.)

Vehicle Lock
1. Overview
ACE3 Vehicle Lock is disabled by default. This feature adds the ability to lock and unlock vehicles and their inventory using a key, as well as picking locks of locked vehicles.
2. Usage
Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu.
Note:
Different locking modes can be set, consult with your mission maker for more information.

Weapon Select
Overview
Weapon select
The number key can be used to quickly switch between weapons. (1 key - pistol, 2 key - rifle, 3 key - grenade launcher, 4 key - rocket launcher, 5 key - binocular)
Holster weapon
Adds the ability to holster a weapon on the back. (0 key)
Engine select
Quickly turn engine on and off (1 key - turn off, 2 key - turn on)
Weapon select
Quickly switch between vehicle weapons (1-3 key)
Grenade select
To prevent accidents a grenade has to be selected before it can be thrown. Toggles between explosive and non-explosive grenades. When spamming the throw key, the player won't automatically switch to frag grenades when all smokes are used up. Also shows an indicator to quickly see how many grenades are left when selecting and after throwing (6 key - switch between frag grenades, 7 key - switch between other grenades)

Weather
1. Overview
ACE3 Weather is enabled by default. This feature simulates realistic weather according to map location, time of day, date, etc and makes sure every player experiences the same weather effects.
2. Usage
2.1 Wind info
•   Wind info is toggled on/off using Shift+K
•   The arrow representing wind info is based on Beaufort scale

Wind Deflection
1. Overview
ACE3 Wind Deflection is enabled by default. This feature simulates the wind deflection of projectiles fired by players and is designed to work independently or in conjunction with the Advanced Ballistic feature.
Note:
The only affected projectiles are bullets and grenades. Mortar shells, tank shells, missiles and rockets are not affected.
2. Usage
Wind Deflection can be disabled or modified via a Module in the 2D editor.
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