#Kc Feedback Forum
12449 messages · Page 13 of 13 (latest)
off the top of my head
With suggestions, myself and storm bring stuff up often.
for substantial changes
so when gwot iraq chat
true
soon™
Without going into specifics......Pleanty of air bozos got visits from me during this last go around in Nam. In most cases if I have never encountered you before I give a heads up to what is going wrong(1st encounter) and leave it at that. If I keep encountering the same person I use that 1st encounter as my guage for the next. So enforcement has been going on but its just not something you see unless you are caught breaking SOP's. Plus the SOP's that are questionable with wording get sorted out before pushing full enforcement again. So again with modern rolling out, we will have time to get through many SOP's
I would like to mention on this note that its not just SOPs. I remember a time where I witnessed a pilot in a little bird flying so poorly and erratically he went straight into a tree, and im not shitting you, it was the only one around. There was an admin online and I ctabbed him about it, it was being discussed like a day later and the dude just said "lol i rememeber seeing that"
i never got a ctab back on that at the time
so i kinda lost faith i wont lie
lmao
...and also when a phantom team procced 4 points when they weren't allowed to... and the same thing happened. People just laughed and joked about it in a channel hours later like it didnt wipe the whole platoon as a result lol
and 2 admins were on, taking part in said jestering
You should not expect one neither(maybe a thank you for reporting). You reported it and if the admin left it, thats on him. Your post though does fall under the SOP's though cause if your flying into trees that is not keeping your airframe safe
a simple, ill look into it would be nice mate
agreed
you guys are players too, its just courteous you know. makes it feel like we are 2 different species at times
and that disconnect kinda sucks
so conversations like this spawn
A disconnect is true among many things in life so can understand that.
Sometimes change happens fast like getting hit by a car in an intersection and sometimes change happens slow. In the case of this community, a slow approach is going to lead to better results. I just want to be clear tha things are happeneing and some of those things are things you all have asked for. More clarity will be coming as well just out of this discussion today.
I appreciate this
Since you were an admin you know the balance between playing and working as admin. I cant do both and have fun so that is why if I play, I take a play role. It does help keep me grounded. If I am working, I sit and watch you all play. Thats how I catch all the bad things.
Im aware, but I always ensured people were acknowledged. I never told them the outcome but I always let them know it was recieved
communication to me is very important, on a personal level. Its just how i am tbh
so maybe im biased
which is why i really appreciate what you have said today
Communication is key to a success in anything. We as admins can do better and will.
not the place
I know its not
butcher lore ahh gif
butcher lore
Should’ve pinged me i always got it saved
To that end, I ran some stuff by Google AI recently and it came back with the following suggestions:
- Consider enabling 'ACE Medical Player/AI Damage Reactions' (at least for the AI): to cause them to stumble or flinch showing that the shot connected and breaks their aim for a moment such that (even if the armor took a hit and no damage went through) there is a reward feedback loop to the player that 'I did something, clearly'.
- Consider lowering Global AI Damage Threshold to at least ~0.8 to ensure they are not always 'one-shotted' but 2-3 5.56 rounds (what most of the players are using) will reliably put them in an unconscious state (state 2), effectively neutralizing them.
- Verify RHS Compatibility PBOs - Check if ACE Compatibility-RHS mods are in use; without these, ACE has difficulty reading RHS armor thickness correctly and defaults to a generic value that makes Russian 6B-series vests 'nearly invincible to 5.56mm'.
- Consider providing M855A1 rounds in the Arsenal - M855 (Green Tip) are known to 'pancake' against RHS armor in ACE. M855A1 (EPR) and/or Mk318 (SOST) rounds have a much higher armor pen coefficient in the ACE/RHS configuration; specifically designed to defeat the plates that are soaking the rounds.
- Check 'Fatal Damage Source' - If set to 'Only Large Hits to Vital Organs', the M4 may feel useless as it rarely creates a 'Large' wound in ACE. Consider changing this to 'Sum of Trauma' or 'Either' to allow the AI to also 'die' from the cumulative shock of 3-4 hits rather than one perfect shot.
I don't __expect __ (that is, it may have already been addressed/considered) anything to be done with this information, just here incase it helps solve this issue. @teal grove , @sharp charm
FWIW: I feel attempting these adjustments (if they have not been already) may help improve player engagement and enjoyment.
AI 🥀
yeah AI isnt gonna fix shit lol
Did you read the suggestions?
yes dude
did you give it all our settings, modlist and framework
it is literally just guessing based off of forums of people having the same discussion
No, but we have RHS and ACE, to assert that somehow not having everything can't identify something worth testing I don't feel is necessarily correct.
example, no "RHS compatability" mods work anymore because it's hard coded into ace, and has been for years
Sure, but you could 'try it' and if it doesn't work, roll back; costs practically nothing.
we have
Okay then.
I guess we have invincible Russian Vampires; we need silver rounds then.
that is the conclusion we reached years ago
which is why certain AI mods were tested
and small tweaks/mods
like RHS vest fix
literally did nothing
Okay, but changing the ACE medical damage threshold, conditions and round availability; could that work?
that was part of the tweaks i mentioned
Got it.
Russian vests have always been an issue and source of frustration
literally since i joined
Sure, but to confirm, you know for a fact that everything in that post I put up was tested as stated and did not change anything?
its why i play butcher all the time 🤣
i dont feel like running through a whole mag to kill one dude
thats high cortisol gameplay
there’s a new mod that “fixes” it but i doubt it
Only one? I've dumped multiple + grenades to no avail.
been a while haha
I get ya
i will say the test server has actual voodoo on it
there are really strange things that happen on it that dont happen anywhere else
but i can see that happening in lib too
cuz sometimes Russians take the piss tanking my HE 25mm rounds
Did you guys isolate the mod(s) by chance? Turning them off one at a time etc?
Talking about the one that lowers the armor values?
What if it's wrong? Like, something else changed and the imbedded integration is no longer functioning as expected? (Serious question, non-antagonistic for clarity; I don't know what their testing practices are during development/before release.)
I really doubt that tbh, rhs hasn't updated in years and the ace team is super on top of that stuff
yeah
"Their armor is weak at the neck and below the arm."
- Legolas to ARMA players talking about the Russians.
not easy to hit with the 25x time acceleration on and 10 knot wind unfortunely
not playing against rhs russia or the pla would solve alot of the core things people compain about
AI 🥀
(bit late)
Well this was an enlightening read. @tacit pasture I’m curious, what’s keeping you from returning to an admin role and implementing some of the changes you’re requesting?
The fact that admins dont implement anything
Probably
if i had to guess

Admins don’t have that power. They can suggest but it’s up to CS for implementation, and if they want to do so.
Hes retired
so is stormsurge 😂
not literally lol
Unfortunately AI are awful at spotting and targeting stuff far away so a lot of crews just sit far away and abuse that, plus the AI doesn't actively hunt vehicles doing that so they never face any danger
Sitting far away is bitchmade, support the troops
Agreed
I played butcher once, sat back with the other butcher for like 20 minutes and got bored
So we ended up actually getting into the point and killing shit, worked with shadow when a couple BMPs threatened us
Tony botan and i love being in the middle of it all
It's so much more interesting to be threatened by smth
yeah ik lol
If only odin could zeus control or place some units to go attack them lol
I'm curious, as it seems those who responded honed in on the fact that I ran this through a LLM and seem as though to assert this somehow immediately discredits the attempt to seek a solution or implies that by using the tool the expectation was that it will 'fix everything' and is therefore worthy of being discarded solely on those grounds.
@tacit pasture clarified that these exact suggestion parameters were tested and did not yield a favorable result. (Thank you for that @tacit pasture)
To me that suggests that at the very least they are near to the exploratory testing path that the admin's at the time took during testing and that there are still issues beyond that attempt. So, the AI is at least as reasonable as the admins; both simply (according to @tacit pasture) were not able to correctly diagnose the problem and return a solution.
Respectfully: Having observed a problem, I am attempting to seek out potential solutions and refraining from 'complaining the Admins do nothing' and attempting to do what I can to further them down a path to a solution.
Should you tend down a path of criticism of the admins without providing solution suggestions (which you may have, I do not know) and dimissing attempts to seek a solution to a well documented problem (I'm not sure how to interpret the AI wilted rose; assuming this comes from the assumption that, 'because a LLM was consulted it somehow suggests inferiority in or incredibility of the suggestions'. Though if I misunderstood this, please do correct me) then I am concerned that you will:
Frustrate existing volunteer support staff (admins and community staff) and
discourage those who enjoy this game and want to help (who might have otherwise supported those admins).
Question: How would you solve the Russian Vampire problem?
Russian body Armour isnt a problem they die in like 3 bullets people just don't hit them
Counter point: I've dumped at least 2 mags into them and thrown grenades into them without them going down. (Training server)
Had similar instances (though quicker) in lib.
Question: Where are you hitting them? Head only, body only, lims/under the arms? What was your distance? Under 200 m?
Just hit them it used to be worse until they nerfed it 4 years ago
Understood. This has not beem my experience.
#📷kc_content message
Back to work, ttyl.
that's like 3 bullets
in the chest
he hit two headshots
I've seen it way worse than this lol
well the problem is he hit the helmet
Parting question:
Does this server favor the 'dark souls' approach to things (difficult for the sake of difficult or saying, "I DID IT!") or
having a meaningfully difficult game but one that is __accessible __especially to newer players; and
(for either scenario or another one) is it already in this state, partially or is this a desired state?
Thats hard to answer, everyone will have their own opinion
Too right you are. Care to discuss?
I don’t understand why we can’t just use a different opfor faction with the same ammount of armor and assets
like we did on modern lythium for instance
I think its extremely accessible now it used to be far more difficult in relation to bgs actually being a problem
takistan army
As far as I can find all russian helmets from the past 20 years are not rifle rated, so that shouldn't matter
idk man when I hit them they die
Are you using the M4 or another weapon? What range are you inside? (For diagnostic purposes)
also since every thing else is turned down Russian body Armour is the last thing they have to make maps last longer than 2 weeks
0-50 meters m4
What if there were lower armored targets, but more instances of them re-caputring esxisting objectives (to lengthen the game time); even if there are narritive explanations like, "Reinforcements arrived" or "Paratroopers are being deployed", etc. to explain why they are taken?
This could allow for overall more 'ecounters' while having each one feel more exciting and eventful.
Deployed in a controlled manner, the server wouldn't just re-cap everything when we're offline (not sure if this is what is done already; I've seen narrative posts by @sharp charm and others).
That's helpful, thanks.
that's kinda just a battle group, but those are turned way down from what they were
My preferred loop is a meaningfully difficult game that is accessible to new players so it doesn't immediately drive them away. Within a good amount of time you can get a new guy with a rifle to know the basics on how to shoot and take cover. But with enough difficulty that you get punished for tactically unsound decisions where responsibility lies on Leadership, like suicide charges.
But there are other players I know that revel in the punishment we get handed to an almost unreasonable level, but its what they prefer I suppose. Just not my cup of tea.
Problem is a somewhat static difficulty like ones you mention is very hard to achieve because there are just so many factors it is impossible to balance. Time of day, AO terrain, Proc number, Assets in field, Leadership strategies.
If you gave the same deck of cards to players 3 or 4 years ago I reckon there would be discussions of the game is too easy lol. It was a different time back then
sitting on a hill is for wraith.
Sorry, I'm not sure I understand. What do you mean by a battle group? Like a collection of units deployed to complement one another?
Basically a mechanised/motorised QRF that spawns on the map in a random location to try and take A BLUFOR controlled point
then they kinda just sit there
its like a convoy of enemy units of Armour and motorized inf, or a airborne bg of para that gets turned off in nam
Thanks @tacit pasture. When you say static difficulty, do you mean the value adjustments I suggested? What about the 5.56 AP rounds?
once they take that point they move to the next closest one
Ah okay.
yeah just value changes. I believe we still have EPR rounds in modern lib
Ah okay.
its hard to tune it perfectly with just value changes
difficulty is also determined by player culture
Okay, so it's like a specific problem where, "If you don't address this force, they will continue"?
yeah
they could take 5 points if no one responds
for example
ive seen 2 days worth of progress reverted due to that happening
Ah okay, good to know. What is the issue with the value changes? By making it easier for 5.56 it would make it too easy for something else? (with the values) or the leg-work of adjusting every unit?
i dont know the ins and outs of all that. But im talking armour, weapons available, number of OPFOR
era I suppose
I saw you @brisk gull
ok yeah but the bgs normally just get wiped by air and 1-4 no longer has to respond
yeah im not a fan of that gameplay loop
1-8 doesnt even have eyes on it 99% of the time
The battlegroups we know today are far different from what we once knew them to be. Not to mention your comment to air being a factor that deep strikes were not as common "back in the day" for air while BGs were still 10 points deep. But the whole removing air / changing CAS loadouts is another matter that can be discussed later
yeah its my main complaint of the bgs current bgs
bud I just don't want air to take the bgs from me
BGs ground has to respond to would incentivise motorising more often too
Oh I know, I remember when 1-4 and/or Butcher would get bogged down with a BG for two or three hours. Also not exactly the perfect gameplay cycle, but my personal opinion on the matter of BGs is that we went too far in the direction of making them easy to respond to and could wander back a bit on the difficulty spectrum.
What if: If Admin is on and 'sufficient players are on', then the admin may deploy such a unit to be addressed and (if it's not defeated in the restart) it is cleared at the end so it does not persist into the next one?
it doesnt persist, BGs are automatic too
admin can deploy but are encouraged not to, and let the game run its course
So balancing as a whole calculus, not exclusivly these values? Again: My suggested was for a specific issue, not attempting to 'solve everything'.
they do scale / not spawn based on pop
I am going to be completely blunt here, requiring an admin or anyone for that matter, to control and babysit the amount of units you're referencing, would not enable us to do our other duties while on the server. Keeping them automated and balanced based on the server's population calculation is by far the better decision.
You're asking for us, who already end up not being able to catch every single situation happening, to take our eyes off of our main task for the BGs. It's not a recipe for success.
I was more addressing your question on difficulties people prefer. Addressing specific issues like the armour value one could cause other problems. For example, less armour, that means AI aim has to improve. Then people just complain about its aimbot nature. Thus the cycle repeats
In a time when the expectation and desire from the community is for us to enforce more and be more watchful of SOP breaches and so forth.
But to capture a specific difficulty style is impossible
Ah okay, so they handle it by establishing a system that does this already.
Yeah, baked into libs code
Got it.
The difficultly of AI doesn't respond to our progress as well. Their values and properties remain consistent throughout the whole map unfortunately whether we are at our weakest or strongest. Another reason you can't keep a consistent difficulty type afloat.
Campaign sucks at the start without batt assets, after that it is a breeze and players adopt a more carefree nature at the end
because we are flowing with supplies
so they are willing to lose GMVs
for example, the asset based roles still are cautious cuz they dont want a strike
only if rhs devs actually didnt just put random numbers in config russian body armor so tanky cause rhs devs didnt balance the armor values pretty sure most of them is like max ballistic protection
its the same as our armour
its same for all rhs gear thb
RHS devs are funny. They modelled the Russian MBT correctly with weakspots but not their IFVs or the Abrams
Abrams is like half modelled
My apologies @brisk gull, I'm concerned I may have been misunderstood.
Please allow me to explain:
My actual suggestion (a while ago) was related to the Russian armor problem (here #1248944616766443582 message).
The 'roving army' group suggestion was only a hypothetical by someone who has never run one of these to ask, "Is there a way to have something which would recap more points instead of trying to make every encounter more difficult"; more exciting resolvable encounters resulting in a similar end time (another issue brought up here #1248944616766443582 message).
My goal with this whole discussion was to brainstorm ways to help Admins in their work running the game, resolve issues and take burden off of you all, not add it (see here #1248944616766443582 message).
I'm sorry if it did not come across that way.
Bradley is also just an inconsistent mess
tanks 6 tank shells but dies to an rpg-22
Oh God unc is home from work and can yap
there is overpen calcs
It is fun to run though if you have a good crew insync
Don't worry about it, I understood the intention and took no offense. In the end, understand KC Lib should run without admin intervention and instead simply be improved and allow for dynamic situations generated by admins when there's enough of us on or able to support community generated Op ideas or similar.
I have seen the shells hit my driver view port and nothing happen to me or the vic
yeah that does happen
another great reason we should stop using 3cb and rhs arma 2 slop gear
its one of my faves
testing the brad for my butcher training was a nightmare
i gave up lol cuz i couldnt get consistent results
its just a vibe vic
mgs would die if you throw a stick at it
I dig driving them 🍻
because you were drive and the stick was moving 120 kph
also iirc a wonderful member of the community made a compat for our vests to not be overpowered
then you had the ACV which never died except to a metis
That makes sense. A system that requires constant manual input is less like a system and more like manual tools; the administrator becomes the system.
If you are so inclined, and feel something is to be done about the Russian Bodyarmor question, would you please take a look at the suggestions here #1248944616766443582 message and see if anything meaningful might have changed in the code since @tacit pasture tested? Not sure if it would help.
4 metis rounds
on average
i got one tapped when i last played
cuz we wuz hunted
unless i didnt notice the others hit lol
the acv is so funny that shi was made of stalinium
Okay, now going back to work.
I was fucking crying when I was playing opfor trying to kill those things
wheels are paper while the hull is fucking bedrock
For my reference here quickly, have you had the chance to play KC Lib during a modern era campaign?
- It still will take a load of rounds to kill the AI
- The body armour blocks out damage, so you may only get a bruise instead of an actual wound
- Idk
- We use m855A1, its still an issue
- Fatal damage requires the ai to actually take damage, armour stops that
"I ran some stuff by Google AI" 
all my homies hate ai and chatgpt
tbf they aren't random, they're just really high
from the last kc op
me: "back up"
botan: "i can't see"
me: "just back up it's fine"
tank does a barrel roll on a stick and lands upside down
botan: "i backed up"
@hazy delta
i mean if we don't then its abnormal
Ahhh Arma physics 🥸
inputs the video of me backing up into breaker
Who was it that drove into a pool during the Keys?
Watch Butcher be like by Copiium and millions of other Arma 3 videos on Medal. #arma3
true
Yes, but just the Gulf Coast earlier this year. (I like the RP lore setup btw for whoever did that.)
The problems I experienced (for context) were much more dramatic on the training server (which I have since been told is different than lib). I played a lot more Ogre, medic and 1-9 at that time (I only had 1-9 and SL perms towards the end of Gulf Coast Lib) so admittedly, I focused on running support much more than shooting things (though I still played other Infantry squad roles from time to time).
The first time I remember calling them, "Undead" or "Russian Vampires" was for sure on the training server. I may have blended my perception of the two in retrospect.
That said, that may not invalidate the experiences of others who assert it happened on the server, even if it perhaps explains mine as being more related to the training server.
I played rifle, GL, MG, FTL and SL much more in the Vietnam setting than I did during the modern setting (while continuing to play medic/ogre/etc. from time to time).
Ah okay, thank you. Is there a way to adjust the armor resistance?
Yep. From what I understand it suggested things the Admins tested in the pursuit of solving the same problem.
Hey @odd river,
I saw you posted this: #1124647926199758899 message.
We've been discussing this here too (this message has the links to the others: #1248944616766443582 message).
In addition to the ones in the previous link and responses surrounding that, @visual trail responded with some thoughts here: #1248944616766443582 message.
Mentioning since you brought it up incase you had input.
Don't ask the AI anything in this regard.
I can tell you what the honest fixes are based on my experience and associated knowledge with this game and the modding community.
Mk262 Rounds are the ones that have the best penetration in terms of what we have available. If we can't do a mod that allows changing of the Armor Values or something like that, then the best option needs to be made available to the players to take them out quickly. None of these are fixes for the issue, do not trust AI with questions on this game, not a single one can be reliably trusted to make sense of it.
My brain shit hard when I first typed that.
Don't you mean kilometers
kph as in kilometers per hour
Why would you not consult AI on this? It is curiously familiar with Karmakut Liberation and ARMA 3 mechanics and mods.
Furthermore, when talking with @tacit pasture, he said they had actually tried every one of those as a possible solution when he was an Admin and they didn't work. Even if it's not the right solution, it still came to similar conclusions regarding what to try testing.
Are(/have) Mk262 rounds (been) made available in Lib?
Also, @crimson wasp sited firing M4's between 0-50 meters yielding success, which would support another response I had gotten around the kinetic potential drop-off as the round continues greater distances leading to lack of armor penetration in the EI models' armor; maybe also something to consider in general.
we had 262s way back when but that was before we had role locked arsenals and the rus body Armour was nerfed
Got it. Is there a way to request them to be unlocked?
(For Admins reading this: I understand they're probably locked for a reason and that requests are not the same as placing an order and may be denied.)
nah we can’t go back to open arsenals now
much more serious playerbase back then
they could just add 262 and SOST back
If only there was a mod that nerfs the rhs armor to make it more playable 🤔
some of those mods don’t really work tho
there is a new one that changes the values and creates a new faction with the weaker armor
Smth that could just be added and doesn't require CS to put loads of time into changing out all the arsenals
miss those BGs, feels like there is never any threat on the server or risk involved. Just do what you want then run at point over and over
Theres not enough people to assault and defend
Fuck actually there's barely enough to attack
we could also just swap the russian inf for the flora versions, so the armour would go from Lvl 6 to 4
When we play the marines the spc vests have somewhat the same armor value but we don't get neck protection [ARMOR_GOST_3] and less protection in some areas
player armor is just as broken as the russian one, pretty much all gear mods are like thag
it’s pretty lame
Nevermind It's pretty cooked
yeah it’s the same as gost 6
interesting that there’s a chest and diaphram hit box tho
6b45 for comparison
yeah arma's armor system is suprisngly robust
what’s the purpose of the simulation
just change the line from make_russian_armor_overpowered_true to make_russian_armor_overpowered_false guys.
he got us guys
if (game) = notGood {
set (game) = good;
}
I've fixed lib
Error: unknown variable "good"
Its not even a lib problem its an rhs being rhs problem
far as i can tell no one but the devs know, only the russian vests have it
only mention of it on the rhs forums is a report about it that was 6 years ago and never answered
yeah i was curious bc the american ones don’t
I really don't like the idea of adding 262s back because they really shouldn't be better than 885a1 anyways
I mean 262 is for flesh iirc but I think that’s a better resolution than having someone fix the bullets with a mod or soemthing
ik it just feels weird that it pens better than actual rounds
I've fixed rhs
AI seems familiar but it will hallucinate the ever living fuck out of things when you start really pressing it for accurate information.
I've seen what sqf looks like when an AI does it, most of the time is is enough to make me want to puke.
AI is good for analytical work and more broadly studied subjects, Arma is technically niche and as such AI doesn't have the same level of data as it would on say something like Stellar Physics.
Its the same with a lot of games for that matter. I dare you to let an AI walk you through fully modding a Bethesda game correctly.
Well thats because we dont have real AI. It doesnt think, its just a glorified predictive text bot
the thing with arma is that so much of the info is super old, so it may be able to find "relevant" data but it's from a decade ago and things have changed so it's no longer relevant
Yeah, this is a big part of it.
@granite cape eh, this is an oversimplification of things. AI can technically think, you just define the parameters it "thinks" by.
But it doesnt understand what its doing. Its still just playing guess the fill in the blank.
Its part of why halucinations arent just possible but inevitable in every thread if you run them long enough
AI also makes shit up for the love of the game as well
I suppose it depends on your model and how much time you've spent: adding constraints, feeding examples, correcting approaches, etc. The whole idea of 'vibe coding' (as it is) makes me laugh and shudder, for what it's worth.
I get what you're saying about the code examples themselves, but I'm operating on the assumption that: we're not asking it to 'dive into the code', but rather sift through available conversations about mods, how they interact, when users said, "Oh man lolz, that fixd it!!!!1" for instance and make note of those suggestions. Then, with sufficient guidance and constraining, you might move closer to surfacing someone's solution or an inferred solution.
Agreed, the more instances you have to feed the model to provide context, the more convincingly useful the response.
Why would I ask it to walk me through a full mod? I might rather ask it: what interfaces people use, what (based on the goal of the mod) might be sound starting places, what other mods to reference, for instance.
Accurate.
Again, depends on the constraints placed on it.
Thats basically what your brain is doing - filling in blanks with information it has access to.
You just have better ability to sequence that info and categorize it.
To your point about my last sentence, I once tried using a few LLMs to try and sift through all of the possible ways I could try to fix an issue I was having with a Fallout 4 modlist. It kept misunderstanding the issue no matter how clear I made it and gave me suggestions that would bork my entire modlist, and at a certain point was giving the most insane suggestions for fixes. I gave up and went back to the old manual way of searching hundreds of Forums.
I use AI quite a lot if I am being honest. It is an analytical tool for my creative work, i.e. comparing my narrative direction with average audience expectations and comparing the actual prose and structure to higher tier professionals. Compared to trying to get it to work through video game shit...
The only time I use AI for Arma is when searching for information regarding TO&E and Accoutrement for non-US countries that I would have to pour through non-English sources for otherwise(I am monolingual of course)
With regards to Arma and whatnot, I have had to provide screenshots of CBA Setting Menus to AI because it makes up CBA Settings that dont exist or options that have never been a part of any mod as ways to do a thing or fix a thing.
And I have to sit there and tell it 5 times "That is not a thing and never has been"
I disagree.
A LLM is processed and utilized as an algorithm that executes, the system does not have independent thought. It can only ever operate within the bounds it is written. If you get into self editing code or writing code, it is still given the parameter that it may self edit/write/etc. and remains an extension of the instructions of the programmer; same for if they should not explicitly restrict that ability. It might appear to be 'thinking' or 'evolving' or even signal to the user that it is, but it is my oppinion that much of this perception may be based in our media understanding of sci-fi 'AI' stories; which the LLM's may have been fed and so, a likely response may be imitating characters like Hal because (based on the fed data) it may be likely to behave like that.
"Brandon Sanderson’s Second Law of Magic dictates that a system's limitations, weaknesses, and costs are fundamentally more interesting than its capabilities. Constraints—what magic cannot do—drive narrative tension, force character creativity, and prevent plot holes, whereas unlimited power makes stories uninteresting." - Google AI Summary of (American Fantasy Writer) Brandon Sanderson's approach to writing fictional magic systems.
"Any sufficiently advanced technology is indistinguishable from magic." - Arthur C. Clarke, British Science Fiction Writer
So, perhaps, the LLM may be as might be described by some, a 'Power Tool' which (in the hands of a skilled crafts-person) might be helpful, but harmful in that of a novice. Constraints it seems, not limitlessness, helps to hone this tool.
I'm not sure which model you're using, but UIs can be notoriously difficult to test (and so, probably to supply to a LLM) so that makes sense.
Are you familiar with Model-View-Presenter architecture? (not to be confused with Model-View-Controller)
TLDR: Well-defined interfaces help to separate things which change for different reasons and allow code (and to an extent, UIs) to be independently testable and exchanged (from version to version etc.)). Totally changed up my game (not modding, I haven't actually worked on any mods yet; elsewhere).
You're about to pull me into an epistemic debate here, I find myself about to get philosophical a bit. Human beings are programmed just like computers, but our programming language is both a spoken word and physical action comparatively. An AI may not be able to actuate to the degree that a Human can, but it is still capable of actuating independent of human input once it hits a certain point, which is comparable to human development.
Also, my point about the UI is that it hallucinates entire functions in mods that are not a thing in those mods (or any mod for that matter) in the context of trying to work through Arma issues.
Holy fuckin yap
Yeah yeah, what the fuck ever, when lib?
KT and a message longer than 2 sentences:
it's always the blue guys who are illiterate
Also, AI can be good for getting started on a project but it must be diligently fact-checked. My take on it
Oh for sure. Even within the context of feeding it my narrative, I am working through 130+ years and multiple points of view. Until they perfect long term memory, everything has to be checked and rechecked twice.
Actually cosmic is a very articulate fellow 
Holy yapsoc
I'm sure he is, I'm just tired of the same stupid messages complaining about having to read in a ... checks notes forum
here i have an idea, why don't you guys all spam the same gif with the dog in teh silly hat
that'll show us
Wow crazy what ever will I do
I just think its funny when people write books on discord lol
People trying to have a legitimate talk about doing something to fix problems that have been going on for years, and all I ever see is cynicism, sarcasm, and just generally being dismissive of others. I've called it out about half a dozen times but you guys just wanna unga bunga
It's not going to stop me from calling out shitty behavior, and I'm sure me saying something won't stop you guys from acting shitty, around and around we go
No not Lars Ulrich!
40k lib when
My next book will be on how hot John CAG is, release TBD.
Leave poor @river wharf out of this...
2 pages of ai discussion 3 pages of Russian body armour and 1 page of bgs too weak
Thanks
Has anyone proposed fixed? Or are we just airing frustrations?
people suggested giving us 262s (non pentrating)for ammo instead of 855a1s (penetrating round) because it pens Armour better in arma
also a new mod that lowers their armor values, or never playing against the russians again
and for bgs I suggested making them a little stronger than there current level
Love how non penetrating ammo pens better than penetrating ammo
Arma 3 truly is a masterpiece of a game
RHSism
is rhs? i thought it had something to do with ace a bullet mass+speed
and its just a heavier bullet
Idk i just like to blame rhs
The way they code things causes problems sometimes
It could be ace honestly
Its like a
Kinda thing
#1124647926199758899 message
@raven sable
I think we need a true HE hydra and an AP APKWS/AGM that is AP-only
Right now I agree the HE APKWS are too versatile while other munitions aren’t good in their roles
the bigger issue with apkws is it gives aircraft ace combat levels of anti armour missiles, if they had 8 hellfires then it wouldnt be as easy to kill everything compared to 14-24 APKWS
honestly we should have just had a Harrier with some LGBs and hydras, cant wipe entire points without rearming and gives 1-8s laser deg something to do
Playing as USMC. USMC did not use the F-14, but did use the AV-8 and F-18 (which we have)
I like an island hopping campaign. Admiral Bmanpow will approve.
MSKE. We've done it a few times already. As for Chinese, the mod is broken so probably won't be seeing them anytime soon.
CAS always gets treated special. Even if they aren't given a permanent battalion asset, they'll just get 'gifted' some for free.
Cas isnt as specially treated as people make out. There have also been less complaints regarding cas. Swapping it to be los based also changes how op the asset is and it’s effectiveness. Personally los cas seems better for all imo
This last campaign didn't have a whole lot of complaints because there was usually nobody on to play CAS (at least when I've been on).
They are the only FIREs asset who have been guaranteed a battalion asset on every single map and are frequently given free assets to use (ex - the free reaper triple stack from yesterday).
Yesterday was specifically for the map ending, the majority of people who were on as the assets were those who were there when there was only infantry, it also did help that all the assets were LOS fitted so unlike the majority of assets we have for cas, have a trade off being that there is more of a risk to them than that which would have guided munitions. Even then they didnt do a lot the majority of the stuff went to butcher and infantry. Those in the sky were primarily isr for it. When employed right having air assets isnt an issue in this instance they were used reasonably.
Yesterday was the most immediate example. That doesn't cover the several aircraft that were given out during the last couple nam maps (not sure how many were given out this map since I wasn't on as much)
The free assets thing isnt a everyday thing on lib either for lib, for air its a gift for a restart and usually gets returned by the end, there little long term benefits gained from it and rarely impacts the gameplay. The infantry usually get the bulk of stuff, this past campaign being a lot of humvees and battle busses. The infantry are always the first thought hense why when theres no stalker I fly inserts if we dont have a pb. Or someone else will do it so that infantry can continue to do infantry. The complaint regarding yesterday is neither here nor there in regards to cas. The people who were on as it did as i mentioned, ran infantry ran stalker when theres no pb, given that it was the first night we had enough people to do something like that in a while, it was a fun change of pace for those involved and if it wasnt for the fact we had people on those who did fly likely would’ve done stalker or infantry ect to support the platoon in a different manor.
I get that usually cas isnt the greatest but i do think yesterday is a good example that given the right circumstances it can be fun for the majority of people.
I never see you complain when artillery is given out. I have replaced or given back for free many times pieces that people lost to counter battery or flipping. Instead of concerning yourself with all the slots you do not play, worry about the ones you do. You will enjoy the game much better.
ALSO.....For as long as I can remember we have moved RRR boxes out in the field and we leave them there until they need moved. This way assets in the field can do all that without having to retrn to FOB. It is not abandoned and it is completely within the scope of thr SOP's since it is well behind our lines and not close to the frontlines. They do not need to be baby sat. 😐
A) I have never requested a free artillery asset outside of when the 777 has been eaten. I have never had an issue re-buying artillery after losing it to CBat. CAS is given out significantly more often than artillery ever had been (Last free one was during nam when the mortars weren't working properly and nobody requested it)
B) nobody ever brought up the RRR container on this discuss, so I'm not sure why you are
A-You are not the only one who plays arty. As odins we also do not need to report to you what we buy and when we buy it or for who.
B-I brought it up because you made an issue about it yesterday. I just wanted to clarify it for you since you boogied before I could ingame.
My DMs have always been open. If you're wanting it to be in public instead, then that's your choice
Literally also check dms
No need I heard all I need to hear over 31 yesterday. That is why I dropped in but you went silent and then left.
I was never on 31 and never heard you on 80
Did ping a couple times, but the conversation I came back to on 80 was more than enough to sour my mood and get me to sign off
Let me remind you....You were playing stalker and command asked you to move ammo RRR to field. You refused and left the server fuming because you thought that was wrong and decided it was an order you would not follow based on your view about stuff being abandoned. As stalker you are sometimes tasked with moving those out in the field.
As an odin we also monitor channels. Does not mean we talk on them.
I left fuming because of what I heard being said being my back when they thought I wasn't on comms.
@lethal edge pretty sure they already said no to the modern gear bc of like mod bloat or smth even tho it only adds another 200MB
say it with me: AGM-65Ds :D
just remove all assets put in A10as with mk82s,hydras,and 2 maverick ds, and 2x aim9xs . then put in an F16 for sead,and A2A and thats it .
@obsidian kestrel
I would have really liked to get us some harriers this map but uhhh
yeah I actually have to do stuff and graduate.
real
see, that is where we have airburst mk82s come in :D
imo A10as fix everything with reaper "tgp" is meh and it does the job
I agree with that
Tbh, the moment any asset gets apkws it gets complained about. Be it reaper or demon
To which i agree as well. 8Hellfires are plenty and forces the 1-8 to decide when to use it
you hate APKWS because it makes the job too easy
I hate APKWS because it invalidated every other CAS loadout we ever had
we are not the same, yet that doesn't mean we can't reconcile a solution :D
Apkws makes it easy and other cas loadout not worth it
Value wise, APKs outshine wvery single air armaments
like, the old RFA and shit was so cool but like
APKWS
and it ends right there, 5 more million arctic splinters
Especially the loadout with 38 APKWS💀
meanwhile, we had basically what you wanted
a cool ass CAS plane with cruise missiles (IR for vehicles, or GPS for stationary targets) and a bunch of LOS cluster bombs
at that point you'd just replace the fucking cluster hydras (that don't work) with some airburst mk82 and you have a very cool boi
it also had SEAD but no AA :D
Bring in the snake eyes. U fly low to avoid SAM and also get to drop bombs
eh, snakeyes don't work with most sensors so
I'd avoid them.
airburst mk82s are absolutely awesome to watch tho
while still being a mk82
let demon do all the hellfire super precision shit
infantry gets to hear the thunder of cluster bombs as they drop and like 15 explosions happen at once
A-10a also prevents using reaper as isr which (imo) makes every other air/recon role less fun
I mean, there is a fix...
and I already said that fix a while ago like 5 times
since this is an issue of aircraft having integrated thermals and/or lasers in their TGP automatically
u can kind of use it as isr but it is difficult to spot stuff but yeah A10a would require alot of teamwork from the 1-8 and the reaper asset especially in a scenario where ctabs are really limited aswell as radios
yeah, and that's fine
we don't have to stop at the A-10A :D
(although I do like the FIR one)
@cloud oracle compromised acc
youre the boss, boss