xeno426 10 Posted July 4, 2012 None of my other entries for NVG are in quotes, and neither are any such entries in the BIS vehicles. I suspect that Ti doesn't even need to be in quotes, but it always shows up that way in BIS vehicles, so I copied the format. Share this post Link to post Share on other sites
millerhighlife 1 Posted July 9, 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? Same issue no thermals on the Tunguska. Share this post Link to post Share on other sites
On_Sabbatical 11 Posted July 9, 2012 Same issue no thermals on the Tunguska. Same here :D And can you please fix tunguska's huge rearming time ? Share this post Link to post Share on other sites
xeno426 10 Posted July 10, 2012 Hmm, I think I've figured out the problem. Can't test it right now, as I'm rather busy getting ready for a final tomorrow. I'll try to get a fix out this weekend. As for the reload times, I'm not sure I should touch those. It is curious to note that no other weapon system in the game has a reload time anywhere near 240 seconds... Share this post Link to post Share on other sites
xeno426 10 Posted July 29, 2012 Ok, updated the file. See first post. Share this post Link to post Share on other sites
Guest Posted July 29, 2012 Thanks for informing us about the updated version :cool: New release frontpaged on the Armaholic homepage. TGW Vehicle Fixes v1.56- Arma 2 Share this post Link to post Share on other sites
Haviv 10 Posted July 30, 2012 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). Is it possible to change this? I don't like balance because it means we don't see interesting compensating tactics from the other side. Share this post Link to post Share on other sites
gossamersolid 155 Posted July 30, 2012 Is it possible to change this? I don't like balance because it means we don't see interesting compensating tactics from the other side. Feel free to open the PBO up, make the change and then re-pack it. Share this post Link to post Share on other sites
xeno426 10 Posted July 31, 2012 Feel free to open the PBO up, make the change and then re-pack it. Indeed. Feel completely free to re-release such an edit with your own bikey. I only request that you retain the original readme (rename it to something like "original_readme") and give proper credit. Otherwise share and share alike. Share this post Link to post Share on other sites
On_Sabbatical 11 Posted August 2, 2012 As for the reload times, I'm not sure I should touch those. It is curious to note that no other weapon system in the game has a reload time anywhere near 240 seconds... Thanks for the upgrade mate,i really enjoy this mod !! what do i need to change the reload time of tung in case you don't want to touch the original release :p ? i am a bit clueless ! Share this post Link to post Share on other sites
xeno426 10 Posted August 2, 2012 Unpack the Weapons.pbo file and look in the config.cpp for the two weapons the Tunguska uses (9M311Laucher, 2A38M) and make an entry for them in my mod's config.cpp. All you need to do is properly define the parent classes and then set the value of magazineReloadTime to whatever you want. Share this post Link to post Share on other sites
On_Sabbatical 11 Posted August 2, 2012 Thanks for the tip,that's why i was wondering why i couldn't find it in tunguska class :p Share this post Link to post Share on other sites
odyseus 19 Posted September 16, 2012 Hello there!!!! Do you all think this fix would solve the problem i m facing when trying to fold the ah1z in ACE?? Thank you! :) Share this post Link to post Share on other sites
xeno426 10 Posted September 16, 2012 I do not know. I have not tested this mod with ACE, so there may be unforeseen compatibility problems. The mod uses the class UserActions to allow you to fold the rotors, so if ACE has its own UserActions defined one may overwrite the other. Of greater concern, however, would be the changes I made to the class Turrets of the AH-1Z, which I am sure conflict with ACE changes. Share this post Link to post Share on other sites
odyseus 19 Posted September 16, 2012 I see. I will give a try. Anyplans to make it compatible with ACE>? ;) Share this post Link to post Share on other sites
khaki 10 Posted September 16, 2012 I run it regularly with ACE and it for the most part seems to work fine. Though I haven't tested the features you guys are describing. Share this post Link to post Share on other sites
odyseus 19 Posted September 16, 2012 So does it work Khaki? does the AH1z Folds ? Share this post Link to post Share on other sites
khaki 10 Posted September 16, 2012 I haven't tried that yet, but give me an hour so and I'll take a look at it once I get home.if I remember heheh Share this post Link to post Share on other sites
xeno426 10 Posted September 16, 2012 I see. I will give a try. Anyplans to make it compatible with ACE>? ;) No, but I have no objection to anyone else making the effort. I'd be willing to post links to any such mods in my first post as well. Share this post Link to post Share on other sites
odyseus 19 Posted September 21, 2012 No, but I have no objection to anyone else making the effort. I'd be willing to post links to any such mods in my first post as well. Hey Xeno i notice that the script that add the fold and unfold rotors are on the config file. I never messed with config files before so i m pretty lost in there. I was trying to set condition to who can fold and unfold the aircraft and depending on the type aircraft you can only do the action from the inside or the out side. Is it possible? Share this post Link to post Share on other sites
xeno426 10 Posted September 22, 2012 Since it's defined in the vehicle config itself, by definition only vehicles with that code can be folded. If you allow for outside people to fold/unfold the vehicle, there's no way I know of to restrict what kind of people may do this, with the exception that people who are enemies to whomever is inside the vehicle can't use the script. Take a look at the values I have for the class UserActions. The sub-classes (e.g. "class HUDon6") is arbitrary and you can call them whatever you like. The "position" value tells the game what memory point to center the action on. The "radius" defines how far out from the "position" that people can use the script command; "1" is a good value for script commands that only people inside should be able to use. If "onlyForPlayer" is set to "1", then AI cannot use that command. To restrict what kind of people within a vehicle can use the command, look under the "condition" value. Adding "player==[pos] this" to part of the "if" statement allows you to restrict the script command to only people that are occupying the [pos] position. The only values I am aware of for [pos] are driver, commander, gunner, and and another for crew (though I forget the exact name). There may be others that I am not aware of, though. Share this post Link to post Share on other sites
On_Sabbatical 11 Posted October 10, 2012 Please,add zeroing to 2A70 30 mm in the bmp3 ! Share this post Link to post Share on other sites
kireta21 13 Posted October 10, 2012 It is there already. Might be conflict with other mod changing weapons/muzzles like ACE or OdenBIS Share this post Link to post Share on other sites
On_Sabbatical 11 Posted October 11, 2012 It is there already. Might be conflict with other mod changing weapons/muzzles like ACE or OdenBIS I rechecked,it's only available for the 2A70 100 mm ! please note that i'm talking about auto zeroing ! Share this post Link to post Share on other sites