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M109A6 Paladin v1.1 (UPDATED)

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UPDATE! UPDATE!

paladin111.jpg



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M109A6 - Version 1.1

Thank you to everybody who has downloaded the mod so far, we hope you have enjoyed it. We tried to release it with no bugs, alas we failed like human beings, so as a present you can now have it with no bugs ;). This is not the final release, we do have a few little plans down the road still to come.

Changelog

  • Fixed EXCALIBUR locality issue for ShotRocket
  • Fixed NO FUEL issue
  • Fixed UNLIMITED AMMO bug on gunner control page
  • Changed CLR button usage in FCS (See manual > Page 33)
  • Added manual LAY (Use arrow keys in gunner position) (See manual > Page 33)
  • Added Gunner ability to enable/disable travel lock for the turret
  • Added Maptools V1
  • Added 6400 MIL compass (Optional PBO)
  • Some sound improvements
  • Manual has been updated

Maptools & Compass are automatically turned off when using ACE, so no worries about it overwriting ACE content etc.

Downloads: VERSION 1.1

Havoc Company - http://www.havoc-company.com/downloads/SNR_M109A6_V1.1.rar

SPAFF - http://213.239.206.79/alex/SNR_M109A6_V1.1.rar

RacerIV - http://raceriv.com/arma2/SNR_M109A6_V1.1.rar

Also available on SixUpdater

----------------------------------------- ORIGINAL POST FOLLOWS ---------------------------------

Its time to let him out...the Big Brother is here.



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RELEASE VIDEO



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MEDIA

http://i61.photobucket.com/albums/h7...0-56-27-39.jpg

http://img839.imageshack.us/img839/4247/paladin2rob.jpg

http://img705.imageshack.us/img705/2889/locktz.jpg

http://img194.imageshack.us/img194/4779/54494629.jpg

Version 1 - What's included

- M109A6 in desert paint (BLUFOR>US>Armor>M109A6 (D))

- Number of FAPPs

Features:

- Very powerful FCS and gunner controls

- Realistic model

- Custom sounds

- Custom effects

- Custom animations

DOWNLOADS

HAVOC-COMPANY

RACER IV

TEAM SPAFF

armed-assault.de

MODDB

armedassault.info

FAQ

Q: How does it work?

A: Read the manual! Oh yeah and some operation videos will be made soon

KNOWN ISSUES

1. Due to shotRocket not propagating fired event handler to all users, the Excalibur rounds will produce only local effects (sound and smoke).

2. Sometimes the m109a6 starts shaking a little for no reason. Solution: get into driver's seat and move an inch. We are trying to locate the cause.

3. Sometimes disengaging driver lock does not return the fuel.

CREDITS

Soul_Assassin

NouberNou

Rexehuk

Special thanks to:

Lincks

Ballistic09

wld427

Tankbuster

Hellfire257

IronWardog

WA Lancer

Kassared

Impulse 9

Krause

ArmyGuy

jackal_

Azzwort

LICENSE

Creative Commons Attribution-NonCommercial-NoDerivs

CC BY-NC-ND

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Edited by Soul_Assassin

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Nice one, Congrats on the release!

because you didnt say first, I get to say 2nd!

After a quick playtest and quicker read of the document. my rounds are no where near the grid entered, more than likely my own doing.

But i didn encounter the fuel not returning after disengaging the driver lock.

Another thing i found is that even though there is no fuel and the engine is off, moving the mouse still makes the tracks move in opposite directions from each other, aka spinning around. I know tracked vehicles can do this, But the bug is them moving at all when engine off/no fuel

Great addon though, Im sure it will be well recieved within the community.

Psssk, Whats next? :-P

Edited by CannonousCrash

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• the firing of animals is strictly prohibited.

damnit!

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damnit!

Kudos for reading the manual :p. I did put a few of those in to see if people skipped them all.

Hope you enjoy.

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We were planning to release with this including my NATO 6400 mil compass. If you are playing with this with out ACE I recommend you download it from my signature, as some of the mil inputs are done with the 6400 mil compass and not the 1982, somewhere in the iron curtain 6000 mil russian compass that the US decided to use in ArmA2. :D

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Conratulations on the release! I had a great time in the beta testing. Took a few tries to get the rounds on target but once you do it has to be the single deadliest weapon available in arma2

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Conratulations on the release! I had a great time in the beta testing. Took a few tries to get the rounds on target but once you do it has to be the single deadliest weapon available in arma2

Thank you! And thanx for the testing :)

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Great work matey.

Holic Informed.

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Amazing work! A big thank you to those involved in this mod. Fantastic details in the model, the fire systems and even the manual/documentation.

@BlackDynamite

The manual says: "DO NOT chamber ammunition until immediately before firing.

Ammunition left too long in a hot weapon may result in hazardous conditions. Fire or remove ammunition within 5 minutes of chambering."

Maybe that's got something to do with it?

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The song in the video made your addon 10x better.

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Thank you! :)

Just curious if you gonna make the 2S19 Msta-S so people can have some fun shooting at each other with those howitzers from "safe" distance/range? :D

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Great work! I so long time dream about proper artillery system for US troops . Thank you for a very intrested operator manual. :icon_dj:

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Well done Gentleman, you've created a monster alright.

I do recommend giving the manual a proper read. Rexehuk's one-liners are quite good!

:)

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Regarding the FCS

Although I think it is correct in the manual, please note the following when using the FCS and setting fuzing times.

The AFCS will automatically calculate the optimial fusing time (TOF) which should be passed onto the gunner. There is no manual need to -time off the TOF value, although you can do if you wanted a different spread or something on DPICM, but this may make your round fall short somewhat.

Things I suggest you all try...

  • DPICM at night
  • Illum at night
  • WP at night (this is a must)

Enjoy!

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Yey! Excellent work, guys. Was a pleasure and honour to be involved in a small way. :)

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