xeno426 10 Posted April 14, 2012 What's wrong with them? Share this post Link to post Share on other sites
gossamersolid 155 Posted April 14, 2012 What's wrong with them? How could you not tell what's wrong with them by his awesome description? /sarcasm Share this post Link to post Share on other sites
kremator 1065 Posted April 14, 2012 They are the wrong colour .... I WANTZ PINK! Share this post Link to post Share on other sites
On_Sabbatical 11 Posted April 16, 2012 ***** ** :D Missiles don't lock like T90 or BMP3 and hit the dirt :D Share this post Link to post Share on other sites
xeno426 10 Posted June 1, 2012 New version. See first post. Share this post Link to post Share on other sites
Guest Posted June 1, 2012 Thanks for informing us about the new version :cool: Updated release frontpaged on the Armaholic homepage. TGW Vehicle Fixes v1.55- Arma 2 Share this post Link to post Share on other sites
CameronMcDonald 146 Posted June 2, 2012 Thanks for the continued work on this, Xeno. Share this post Link to post Share on other sites
oldbear 390 Posted June 2, 2012 New on front page at Armed Assault.info Link to mirror : TGW Vehicle Fixes (v 1.55) : http://www.armedassault.info/index.php?game=1&cat=addons&id=1591 Share this post Link to post Share on other sites
Vilman 10 Posted June 9, 2012 Guys, does TGW support the Mi-24D and P too ? I got a problem that i cannot control the AT-2 Swatter and Spiral rockets. But i can control the Spiral rockets on the Mi-24V. I am using "GDT mod helicopter weapons" and "gdtmod_anti_tank_guided_missiles" too. Tried to switch both mods off but i cannot understand why its happening. ArmA 2 CO up to date, no ACE mod... Share this post Link to post Share on other sites
xeno426 10 Posted June 9, 2012 Guys, does TGW support the Mi-24D and P too ? I got a problem that i cannot control the AT-2 Swatter and Spiral rockets. But i can control the Spiral rockets on the Mi-24V. I am using "GDT mod helicopter weapons" and "gdtmod_anti_tank_guided_missiles" too. Tried to switch both mods off but i cannot understand why its happening.ArmA 2 CO up to date, no ACE mod... There's nothing in my mod that changes the way those weapons work, so it must be an interaction issue. For completeness, here's the code for the Mi-24's in my mod. class Mi24_Base : Helicopter { incommingmissliedetectionsystem = 16; lockDetectionSystem = 8 + 4; }; class Mi24_Base_RU : Mi24_Base {}; class Mi24_Base_CDF : Mi24_Base {}; class Mi24_D : Mi24_Base_CDF { class Turrets : Turrets { class MainTurret : MainTurret { gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; class OpticsIn { class Wide { opticsDisplayName = "x1"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; visionMode[] = {"Normal"}; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Medium : Wide { opticsDisplayName = "x3"; initFov = 0.083; minFov = 0.083; maxFov = 0.083; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Narrow : Wide { opticsDisplayName = "x13"; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; initFov = 0.0191; minFov = 0.0191; maxFov = 0.0191; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; }; }; }; class Mi24_Base_TK_EP1 : Mi24_Base { class Turrets : Turrets { class MainTurret : MainTurret { gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; class OpticsIn { class Wide { opticsDisplayName = "x1"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Medium : Wide { opticsDisplayName = "x3"; initFov = 0.083; minFov = 0.083; maxFov = 0.083; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Narrow : Wide { opticsDisplayName = "x13"; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; initFov = 0.0191; minFov = 0.0191; maxFov = 0.0191; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; }; }; }; class Mi24_P : Mi24_Base_RU { class Turrets : Turrets { class MainTurret : MainTurret { gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; class OpticsIn { class Wide { opticsDisplayName = "x1"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Medium : Wide { opticsDisplayName = "x3"; initFov = 0.083; minFov = 0.083; maxFov = 0.083; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Narrow : Wide { opticsDisplayName = "x13"; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; initFov = 0.0191; minFov = 0.0191; maxFov = 0.0191; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; }; }; }; class Mi24_V : Mi24_Base_RU { class Turrets : Turrets { class MainTurret : MainTurret { gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; class OpticsIn { class Wide { opticsDisplayName = "x1"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Medium : Wide { opticsDisplayName = "x3"; initFov = 0.083; minFov = 0.083; maxFov = 0.083; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; }; class Narrow : Wide { opticsDisplayName = "x13"; gunnerOpticsModel = "\ca\weapons\2Dscope_HINDgun"; initFov = 0.0191; minFov = 0.0191; maxFov = 0.0191; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; }; }; }; Share this post Link to post Share on other sites
Baskerville 10 Posted June 10, 2012 I'm having a problem with the signature. The new TGW vehicles 2.0.bikey is installed but people are still getting kicked for using the new TGW 1.5 Share this post Link to post Share on other sites
xeno426 10 Posted June 10, 2012 /facepalm That would be because I forgot to actually create a new bisign for the file. The .bisign in the folder is for the old version of the mod. I've updated the file now to version 1.551, with the correct bisign file. Share this post Link to post Share on other sites
oldbear 390 Posted June 10, 2012 Thanks for informing us :cool: New on front page at Armed Assault.info Link to -updated- mirror : TGW Vehicle Fixes (v 1.551) : http://www.armedassault.info/index.php?game=1&cat=addons&id=1591 Share this post Link to post Share on other sites
terox 316 Posted June 11, 2012 Can you tell me if this is a pure clientside addon? Or does it create addon dependancy and or any issues if a server or other clients aren't running it ? Share this post Link to post Share on other sites
xeno426 10 Posted June 11, 2012 The only server-side effects would be the changes to non player-controlled AI behavior and vehicles. Clients that aren't running it will (obviously) not get the benefit of the added NVG, thermal systems, launch warning and other added stuff that have been added to vehicles. Otherwise there shouldn't be any dependency issues that I know of. I'm not sure if clients that are not running the mod will be able to get the benefits of the added functionality of the edited vehicles if the server is running the mod, though I suspect not. Server-spawned M6 Linebackers should have the modified loadout, though. Share this post Link to post Share on other sites
terox 316 Posted June 11, 2012 Thx for the fast reply, am adding this to our clientside pack and will also be running it on the server when not running ACE :-) Share this post Link to post Share on other sites
gossamersolid 155 Posted June 11, 2012 Thx for the fast reply, am adding this to our clientside pack and will also be running it on the server when not running ACE :-) Very good idea! Xeno426's work is always loaded in my client. Makes the vanilla content much more enjoyable. Share this post Link to post Share on other sites
xeno426 10 Posted June 11, 2012 Thx for the fast reply, am adding this to our clientside pack and will also be running it on the server when not running ACE :-) Cool. Let me know if any issues crop up. I've tried to keep things relatively balanced, which has meant breaking realism at a few points (Mi-24P and Mi-24V don't actually have thermals and the Mi-24D has no NV IRL). Share this post Link to post Share on other sites
Baskerville 10 Posted June 19, 2012 Don't know if it's just me but the thermals don't seem to be working on the Tunguska. Might also be because I was playing warfare at the time don't know? Share this post Link to post Share on other sites
xeno426 10 Posted June 19, 2012 Hmm, have you tried testing with no other mods active? Game mode should have no impact on that. Share this post Link to post Share on other sites
gossamersolid 155 Posted June 19, 2012 Hmm, have you tried testing with no other mods active? Game mode should have no impact on that. I think there's a scripting command that you can disableTI, so it's possible that it's being used, however I have doubts on that. Share this post Link to post Share on other sites
Baskerville 10 Posted July 4, 2012 So I've tested with just your mod running and my ArmA running in CO mode and I'm still not getting any thermals on the Tunguska? Is there something I'm missing? Share this post Link to post Share on other sites
xeno426 10 Posted July 4, 2012 That's really strange. class 2S6M_Tunguska : Tank { class Turrets : Turrets { class MainTurret : MainTurret { turretInfoType = "RscWeaponRangeZeroing"; discreteDistance[] = {200, 400, 600, 800, 1000, 1200, 1400, 1600, 1800, 2000}; discreteDistanceInitIndex = 2; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {2, 3}; class Turrets : Turrets { class CommanderOptics : CommanderOptics { turretInfoType = "RscWeaponRangeFinder"; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; }; }; }; }; }; As you can see, the coding is there. Share this post Link to post Share on other sites
markb50k 1 Posted July 4, 2012 Should the nvg be in quotes? "NVG"? Share this post Link to post Share on other sites