ProfTournesol 956 Posted October 19, 2011 All those Japanese speaking German is funky :cool: Share this post Link to post Share on other sites
dimitri_harkov 10 Posted October 19, 2011 is there also the island Iwo Jima? No, as far as I am aware, there are no plans of including that island. And are the AI able 2 start or land on carrier? land: no start: with severe limitations All those Japanese speaking German is funky Well, if you think of it, it wouldn't be less funky if they spoke French or English (which they did, by the way, because we had a large contingent of English speaking testers too in that test). After all it's all, well, just not Japanese ;) Cheers, D. Share this post Link to post Share on other sites
Kadafi 10 Posted October 19, 2011 thx 4 the answer, i even think dat cud be the best mod 4 arma Share this post Link to post Share on other sites
dimitri_harkov 10 Posted October 27, 2011 :) How about some new shots of our latest Zero/Hellcat versions? Our Zero: now with drop tank and arrester hook (Model by Dessi - tweaked, unwrapped, textured, and configured by Waxbutter - additional configs & scripts by Dimitri - sounds by Waxbutter). Our Hellcat, also showing the arrester hook (Model & texture by Krätzer - additional textures & configuration by Waxbutter - additional cfg work and scripts by Dimitri - sounds by Waxbutter). Cheers, D. Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 27, 2011 :)How about some new shots of our latest Zero/Hellcat versions? So beautiful ones... :partytime: Share this post Link to post Share on other sites
HR4 Elite 10 Posted October 27, 2011 Urmm, WOW.. Enough said... . Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 28, 2011 mmmmmmmmmmmmmmmmm ...... yummy ! GJ ! Share this post Link to post Share on other sites
topas 1 Posted October 28, 2011 Now if you're going to say this arrester hooks are there not only for decoration I'll be in 7th heaven ;) PS: Any progress on those 40mm, guys? Share this post Link to post Share on other sites
mr pedersen 41 Posted October 28, 2011 Now if you're going to say this arrester hooks are there not only for decoration I'll be in 7th heaven ;)PS: Any progress on those 40mm, guys? You need to lower the hook down when you going to land on the carrier. Tricky, specially if the captain is drunk steering the ship. So it is not there for decoration. Share this post Link to post Share on other sites
pathetic_berserker 4 Posted October 31, 2011 Um is diffucult to say exactly due to the image , but it feels like the engine cowling on the zero is letting the rest of the model down a little. It looks like a black texture applied to an extension of the fuselage mesh but sould have its own distinctive form. If your stuck or need an extra reference feel free to look at/pull apart the zero in this pack http://www.megaupload.com/?d=WUFOP5FX Share this post Link to post Share on other sites
Binkowski 26 Posted October 31, 2011 very nice zero / hellcat. Share this post Link to post Share on other sites
mr pedersen 41 Posted November 4, 2011 (edited) Another playtest tonight Friday 4th!! So keep your eyes open on this forum for some new never seen media from our mod with some nice supprise for the fans out there! Edited November 4, 2011 by Mr Pedersen Share this post Link to post Share on other sites
NoRailgunner 0 Posted November 4, 2011 Just curious how good or bad the AI is moving and fighting? Don't they get stuck on some/many objects or walls? Share this post Link to post Share on other sites
dimitri_harkov 10 Posted November 4, 2011 (edited) In most parts of Tarawa's dense defences, they are pretty lost. AI only works well on the defense there. Peleliu is fine, except in the cave area in the high mountains. Other maps are fine too, but this may change as they get filled with objects ;) Cheers, D. Edited November 4, 2011 by Dimitri_Harkov Share this post Link to post Share on other sites
mr pedersen 41 Posted November 4, 2011 Just curious how good or bad the AI is moving and fighting? Don't they get stuck on some/many objects or walls? Well even if there was a flat terrain with nothing on the ground we all know that the AI still is not the einstein genius and never will be. But all that you mention has and are always beeing tested so they should be abel to move even if the enviroment dont look like a AI´s nightmare to move into. So YES all AI can move in our gameplay environment. Share this post Link to post Share on other sites
mr pedersen 41 Posted November 5, 2011 (edited) Friday 4th beta test with http://www.kellys-heroes.eu/ Work in progress: We bring you British Allied forces to the pacific mod. Fighting the japanese in Burma " Kohima Ridge island/map". In this small clip British troops try to defend a village but will need to fallback to Kohima Ridge. 4ZdEFYsBlbU Edited November 5, 2011 by Mr Pedersen Share this post Link to post Share on other sites
ProfTournesol 956 Posted November 5, 2011 (edited) Looks like you finally managed to get those Indian, colonial and Anzac troops :) Just a side note : they look a little too clean and would benefit from some weathering. Edited November 6, 2011 by ProfTournesol Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 6, 2011 Looks great Love the aussie troops ;) Share this post Link to post Share on other sites
akab 0 Posted November 6, 2011 Hallo here you have some cool japanese tanks maybe you thing about it in you future work in the mod Type 89B Chi-Ro http://ww2drawings.jexiste.fr/Files/1-Vehicles/Axis/3-Japan/02-MediumTanks/Type89/Type89B-Chi-Ro.htm Type 97 Shinhoto http://ww2drawings.jexiste.fr/Files/1-Vehicles/Axis/3-Japan/02-MediumTanks/Type97/Shinhoto.htm Type 2 Ka-Mi Amphibious Tank http://ww2drawings.jexiste.fr/Files/1-Vehicles/Axis/3-Japan/04-AmphibiousTanks/Type2-KaMi.htm Share this post Link to post Share on other sites
Jimmy1975 10 Posted November 6, 2011 looking forward to this mod :) Share this post Link to post Share on other sites
raptor 6 actual 13 Posted November 6, 2011 I also love the work going on here. WWII is a favorite era to watch and participate in here in ArmA 2. Without pinning any of you down on a date of release, can you give info as to whether new stuff is still being added in or whether it's just fixing problems that arise as of now? I understand that you may still have a lot of stuff to work on, keep it up though. Share this post Link to post Share on other sites
dimitri_harkov 10 Posted November 18, 2011 (edited) Since we'll have a test session on Forgotten Hope Warzone again this Sunday, I will show off the two missions we will play again. The intention is to both provide you with information on what kind of missions could be in the release, but also as little preview on some new British stuff. FHW beta test session #14: Mission 1 - TvT: Taking Kohima Ridge Location: Kohima Ridge, Nagaland, British India Situation: The Japanese Forces attack the ridges of Kohima in an attempt to cut of the British forces at Imphal from supplies and reinforcements. The British Indian army has to defend the ridge at all costs. Tasks: Take and hold the three vital objectives on Kohima Ridge: The fortifications on Kohima Ridge South, the trenches at Kohima Ridge and the village of Kitsubozou. Map (click to enlarge): Blue area: UK deployment zone Red area: Japanese deployment zone Orange are: fight zone White circles: neutral objectives Notes: - A medium sized, straightforward TvT mission. Again, gameplay was more important than history here. Also, the current state of the WIP map dictated the mission area. - size: 3 vs 3 minimum, 15 vs 15 maximum - capture order: none - ticket bleed: on, when all objectives have been captured - tickes: on, IJA: 100 - US: 100 - kits: all except pilots; limited sniper access (2 per side) - capture minimum: a side needs at least 3 soldiers on an objective to capture it - revive: on - spawnwaves: on, 2 minute interval - shop: off - moving/mobile respawn: off Mission 2 - COOP 2.1 (Commonwealth Forces): Stemming the Tide Location: Kohima Ridge, Nagaland, British India Time: April 18th, 1944, 05:15 Weather: overcast, dense fog Situation: In early 1944, the Japanese Imperial Army started it's 'U-GO' Offensive on India. Soon, the British Indian IV. Corps was surrounded and besieged at Imphal. The 31th IJA Division was sent to Kohima Ridge, to take that vital spot on the Dimapur-Imphal road and so preventing the Allies from sending reinforcements and supplies to Imphal. Up until now, despite heavy losses on both sides, the Japanese could not take the Ridge - and they are running out of time, because Allied relief forces are on the way. Tasks: The 161st British Indian Infantry Brigade located at the stronghold of Kohima Ridge South has just one simple order: Hold the position until relief forces arrive. The British Army's 2nd Division meanwhile attacks the area from the south. It's orders are to take the crossroads south of Kohima Ridge, cross the river, establish a bridghead there and then move on to Kohima Ridge itself to break the siege. Map (click to enlarge): Blue area: UK deployment zone Red area: Japanese deployment zone Orange are: fight zone Red circles: enemy positions Blue circle: position of the beleaguered 161st Brigade Notes: - This is a special hybride COOP/TvP mission recently created at FHW. A single player is on the Japanese side, in command of an AI team, to provide some additional 'thrill' - all others are on the UK side. - At first, all players start on Kohima Ridge. Casualties respawn as part of the relief force. - The British attack direction is not historic because we had to use an area already finished on Mr Pedersen's excellent WIP Kohima Ridge map. - Appart from entertaining the participating players, the main aim of the mission was to test the new map and the new British assets, as well as a lot of tweaks and additions to the mission framework. - size: 4+ - capture order: Crossroads->Bridgehead->Kohima Ridge South - ticket bleed: off - tickes: off, unlimited respawn - kits: all except pilots and sniper kits - capture minimum: a side needs at least 3 soldiers on an objective to capture it - revive: on - spawnwaves: on, 2 minute interval - shop: off - moving/mobile respawn: on, Squad leaders may choose to respawn their squad at the Universal Carrier Ambulance, if it's alive. - several Jeeps, trucks, light tracked vehicles and a medium mortar are available. (link to German original thread on FHW) ------------- Feel free to post your thoughts on the missions! If you want to take part in our beta test sessions, you'd better join one of our betatester communities like Forgotten Hope Warzone (Germany) and Kellys Heroes (UK) - many thanks for helping us develop Hell in the Pacific! Or, if you have some skills to offer, why not join our modding team? We are always looking for new talented members. Contact us via hellinthepacific@hotmail.com. Cheers, D. Edited November 18, 2011 by Dimitri_Harkov Share this post Link to post Share on other sites
hobbesy 10 Posted November 20, 2011 I just want to say that I really appreciate this mod and the work you guys are putting into it. The Pacific maps in 1942 were definitely my favorite ones, and I'd love to relive it in the ARMA 2 engine. Share this post Link to post Share on other sites