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Tom1

VME_PLA is now ACE Compatable

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http://www.megaupload.com/?d=5WIX0T1F

VME_PLA mod has, unfortunatly, become open source because the developers don't have time to work on it any more.

But I have taken advantage of this and while everyone has been in a mad rush to do their bit for the VME team, I have edited the VME_PLA_MEN_C.pbo file, replacing the default VME weapons with those from ACEX_PLA.

I have also given the ZBD04 (Type 97 APC) ace configs, so now it has the armour of a BMP3 with the new ace vehicle damage system. It also uses a tank FCS and has updated weapon names. Last but not least the actual 100mm cannon has been given ace configs, so you're free to blast away at any LAV-25s and Bradleys you may encounter in your adventures :D

This is still in very early beta stage, there are many bugs, and many features have not been added yet.

Near future plans:

Add China to Independent side

Add ace configs to all other VME_PLA vehicles that are not included in ACEX_PLA

Give ace configs to VME_PLA static weapons

Fix backpack glitch (most likely a model problem, therefore I will need help to fix this, I only know how to config).

Future plans:(involves modifying and using ACEX_PLA content, which I probably need permission to do)

Merge ACEX_PLA and VME_PLA, and actually release as a whole mod instead of individual pbos.

Add Chinese (mandarin) voices to PLA soldiers (from Fromz's OH-PLA mod)

Change sounds of ACEX_PLA weapons.

Change yellow tracers to green.

BUGS:

Backpack will not show on any units except those with the SF or T camo scheme, yet the shadow of the backpack is visible on all units.

Some eye texture cannot load, making everyone's eyes look like those of a shark.

Current restrictions:

Seeing as China and ACEX_PLA are on seperate sides, it is not yet possible (in my understanding) to put VME soldiers in ACEX_PLA vehicles by default, but you can work around this by placing all crew members into empty vehicles.

Goals:

1. Fix up and "mainstremify" the mighty People's Liberation Army in arma 2 OA.

2. Encourage others to join in and help, this could be useful when porting over to arma 3 if china is a no show in the vanilla game.

3. Eventually merge the two mods together, deleting some models (like ACEX_PLA men, who have the wrong colour camo and that same camo scheme is on a better VME model) so that the merged mod can run by itself.

I will release a link to this mod in a week after a tiny bit more private testing, then feel free to try it out and jump on the bandwagon and help out:)

Edited by Tom1

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Guest

No downloadlink means not complete and as such belongs in "ArmA 2 & OA - ADDONS & MODS: DISCUSSION".

Update:

Link now added, topic moved to "complete".

Edited by Guest

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Great work, Tom1!

I like the ZBD-04 IFV. Now it only lacks the thermal imaging channel and automatic range setting for the 100mm gun (for the 30mm chaingun it already works).

one suggestion for your plan, stated in the readme:

Make a new scope veiw for the QBZ95sp model. I don't know how it is meant to look but will do some research and

try to make it look awesome :)

The VME_PLA scopes and weapon ballistics for all the QBZ-95 Marksman version, the QBU-88 DMR, the two JS-5.8 (silenced and vanilla) and the JS-12.7 heavy sniper all already have very good and precise reticules and ballistic properities, that actually work for their intented distances. I would suggest to either leave these weapons in the mod and just try to make the ammo/magazines ACE-compatible like the rest of the rifles, or try to modify Fromz' weapons and add these reticules and ballistic properities from the VME mod.

The firearms of the VME mod are pretty much the most finished and fine-tuned elements in the entire mod. It would be a waste not to use them and an unnecessary work to make something entirely new. Perhaps the only things you could add is the ACE range-setting module to the sniper and scoped weapons and, as suggested, standarize the ammo. Also, I like the weapon textures of the VME mod more - less glossy and more "refinined". There are some glitches with the weapons, though, which can be seen from my entries in the issue tracker of devhaven.

Edited by Hongjian

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Yeah will do man, although with exams at the moment I will have only very tiny updates if any for next 3 to 4 weeks

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Good news Tom1!

Just one thing I'm not clear on:

Add China to Independent side

Why? Doing this will give me, a mission maker the option of choosing the sides for VME?

There are a lot of good scenarios that could be made with it as it is:

VME OPFOR.

If you need help, let me know BUT! I would need clear instructions and directions on what to do because I lack most skills that you need to get this together.

I could be a cheerleader for you!:yay:

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Yeah I would like to add VME to the independent faction but if possible keep them on the opfor side as well.

independent is probably best though, as you could have china vs russia and china vs america. Also, china vs guerilas could easilly be done using insurgents from opfor side.

But yeah hopefully both sides.

I will get back to you soon on stuff i need help with, i have heaps of work to do at the moment for exams coming up.

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I would be glad to help write configs, I will also try to gather some info on weapons and vehicles.

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I would be glad to help write configs, I will also try to gather some info on weapons and vehicles.

The info part I can do it too, yet I don't know how to edit the configs...

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Yeah I would like to add VME to the independent faction but if possible keep them on the opfor side as well.

.

I've never created a mission with Independant. So, that's what it does? Gives you a choice of bluefore or opfor? That's cool!

How you coming along? Anything I can do to help? I may get some guys here in Hong Kong to lend a hand, if I can.

I myself do not have much skills but willing to learn!

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I have tried both the ace pla and vme mods and for me one does something well and something not quite right and visa versa. For example with the Q95, one from one of the versions [ace pla or vme], has an animated trigger while the other Q95 I reckon has a better sound. I actually have both the chinese mods atm.

Good to see someone working on the chinese forces however. Keep up the good work, i'll prob download this when I have the time.

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The point with OHPLA's small arms is, that the reticules of the sniping/marksman weapons arent really calibrated well. It is a real pain in the ass to accurately hit someone at range without trial and error. The VME weapons, on the other hand, were carefully calibrated according to their real-life engagement ranges, and what is "stated" on their individual reticules. Sniping with the VME-mod is really fun, since you actually hit something by the first time with only using the fine-tuned reticules and not just by shooting straight away until one understands the trajectory.

But this doesnt mean that the OHPLA-weapons are bad or something, since one could also fine-tune their accuracy - but it is indeed more work than just take the VME ones for this matter...

The VME small arms do have the problem, that some of them have animation glitches (especially bad on the QBB-95 LSW and Type 85 SMG) . But the fact that they offer a more diverse range of weapons, under them CQB-versions of the QBZ-95 with red-dot sights/suppressors, the QBZ-95B Carbine, the JS-series of sniper weapons (also with silenced versions) or even a QJY-88 GPMG with marksman scope, would give mission builders more choice to equip their player-characters with. The OHPLA small arms range, on the other hand, is far more limited, except that it has the JS-05 5.8mm SMG, which the VME mod lacks.

Another thing better in the OH-PLA over the VME mod, is the ZTZ-99's main-gun accuracy over long distances. With ACE and utilizing the Tank-FCS, the VME-mod's ZTZ-99's 125mm gun is only accurate, or will only correctly lase and estimate the range to a target under 1000 meters. Everything over 1000 meters cant be hit by the automatic range-setting of the FCS and you'll have to do trial and error again.

The OHPLA's ZTZ-99 tank, on the other hand, doesnt have this problem and you can accurately hit anything beyond 1000m easily with ACE's automatic range-setting mode. Also, it has a more realistic recoil and muzzle flash when firing the main-gun, while the VME mod's ZTZ-99 is far too weakish in that field and often doesnt feel right.

In the VME forum there is a thread including video about that issue, for those who want to see how a member tried to address it:

http://www.chinavme.com./thread-19659-1-1.html

It would be best to combine the best parts of each mod, but then, there's the question about the ACE compatibility of the ammo.

Edited by Hongjian

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sorry guys, one more week until exams are over then i can get back to you all and back to work.

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Look guys I know it has been a while since i last spoke about this, I have had some problems in real life and do not have much time to play games at all (so really the odd half hour single player scenario a week if i get the chance) and configing hasn't been on my mind at all to be honest.

I would love to keep working on this although I have very little time at the moment.

Going into my final years of school, training for an upcoming sporting competition, family in New Zealand earthquakes (again) and every now and again a social life too, I have and will remain busy for a while, but everyone is free to do whatever they like with the files i uploaded, dont need to ask for permission or anything and dont need to credit me because really anyone can learn to edit a config, the true credit goes to vme and ohpla teams in my oppinion.

This isn't a goodbye, but i don't see myself doing all too much with computers and arma at all, let alone this project. I will hopefully get time to jump in and lend a hand and contribute, good luck everyone, merry christmas/ happy holidays and a happy new year :)

I will check up on the forums every now and again when I get the chance :)

Cheers,

Tom :)

Edited by Tom1

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