MindLLeX 10 Posted January 25, 2014 For the love of god it's T80UM2 not T-105E Black Eagle.... Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 25, 2014 For the love of god, that can be said friendlier... Thanks anyway, didn't have the correct naming. Share this post Link to post Share on other sites
cigar0 12 Posted January 25, 2014 Hi, this is a very good idea but we have a few questions: - The turning radius / circle of the "Ifrit". Its too large. Not useable. - The tanks are not strong enough. They can't climp like in the reality. Are you going to change this? Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 25, 2014 (edited) Hi, this is a very good idea but we have a few questions:- The turning radius / circle of the "Ifrit". Its too large. Not useable. - The tanks are not strong enough. They can't climp like in the reality. Are you going to change this? Already noticed the first thing, and it was fixed. Had a totally wrong number for turnCoef. The second thing will be possibly fixed within the next game-updates. I worked together with zGuba (big kudos for you!!!!!) and he found out what the problem his. He made an interim solution until it is fixed in the game engine itself. Expect an hotfix which also includes an update of the testing ground later this day. Edited January 25, 2014 by RedPhoenix Share this post Link to post Share on other sites
chompster 29 Posted January 25, 2014 Using it through Playwith Six and the vehicle spawners aren't working. the menu doesn't even show up. Not running any other mod alongside it just refined vehicles. any idea what could be the problem? Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 25, 2014 Using it through Playwith Six and the vehicle spawners aren't working. the menu doesn't even show up.Not running any other mod alongside it just refined vehicles. any idea what could be the problem? Possibly because the mission didn't include the latest VVS version. But here is the update, now includes also the updated test mission with the new VVS system by Tonic and a small teleport-script by Lappihuan. Changelog: v1.1.1 BLUFOR: ---> MH-9 - fixed updating base class ---> Oshkosh M-ATV (Hunter) - lowered fuelCapacity - lowered maxBrakeTorque OPFOR: ---> T-80UM2 Black Eagle (T-100) - renamed to Omsk T-80UM2 Black Eagle (120mm) - fixed missing ; ---> KA-60 (PO-30) - fixed updating base class --->ZIL Punisher M-RAP (Ifrit) - removed turnCoef - lowered maxBrakeTorque - lowered fuelCapacity - raised fuelConsumptionRate - raised MOI Civilian: ---> BMW X6 (SUV) - lowered latency - lowered terrainCoef ---> BMW X6 (SUV Sport) - lowered terrainCoef - lowered MOI for rear axle - raised maxBrakeTorque for rear axle - raised springDamperRate - raised latStiffX - raised grip in frictionVsSlipGraph[] slightly Test Facility: - updated VVS by Tonic - added Teleport script by Lappihuan https://dl.dropboxusercontent.com/u/84370332/Refined_Vehicles/Refined_Vehicles.rar Share this post Link to post Share on other sites
EO 11275 Posted January 25, 2014 Hello RedPheonix, I have downloaded your mod but notice that there is 2 versions available. Can you tell me the difference between the two before i install. Thank you. Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 25, 2014 The one called _Alt simply uses the vanilla vehicles name whereas the one without _alt uses the real names. Share this post Link to post Share on other sites
EO 11275 Posted January 25, 2014 Many thanks dude, and well done for what looks like a great looking mod, downloading now. Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 25, 2014 (edited) Here are three small comparative videos: Edited January 26, 2014 by RedPhoenix Share this post Link to post Share on other sites
Guest Posted January 26, 2014 New version frontpaged on the Armaholic homepage. Refined Vehicles v1.1.1 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
CameronMcDonald 146 Posted January 27, 2014 I'm getting a script error on load, running dev build. RPA_Refined_Vehicles\rve_blufor\littlebird_refined\scripts\heliSmoke.sqf not found Share this post Link to post Share on other sites
lemondemon 11 Posted January 27, 2014 I'm getting a script error on load, running dev build. RPA_Refined_Vehicles\rve_blufor\littlebird_refined\scripts\heliSmoke.sqf not found Same here, but only with alt version. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted January 27, 2014 Same here, but only with alt version. Ah yep, I should mention that I'm running the alt version too. Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 27, 2014 Yeah, don't mind that, it is a script I am working on with Lappihuan. It's simply a script which adds smoke trails to the MD500 of the Altis Aerobatic Team. Not quite functional, but will be in future. Just thought that I had quoted that out.... Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 27, 2014 (edited) Regarding a post comment on Armaholic: 2014-01-26 18:13 Posted by M4builder: I tried out all the vehicles and it seems the Merkava 120 leans to one side and very, very sluggishly tries to turn and turning tracked vehicles seems to not be very responsive to a release of controls. Other that that, I like the changes made to the vehicles. Yes, this is as it is. I'm planning on giving a little more power to the steering, but until the next big update with fixed tanks (try them in the current dev-built, if you haven't done so yet) we have to live with that sluggish behavior. Edited January 28, 2014 by RedPhoenix Share this post Link to post Share on other sites
tpw 2315 Posted January 28, 2014 Gday RedPhoenix. Thanks so much for this mod, the difference it makes to the "arcadish" default vehicle handling is absolutely incredible. Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 28, 2014 Gday RedPhoenix. Thanks so much for this mod, the difference it makes to the "arcadish" default vehicle handling is absolutely incredible. Thanks! Hearing this from one of A3s top-notch modders makes me proud. If you have any wishes or concerns with the mod, let me Know. I am trying constantly to push this mod to its limits. Share this post Link to post Share on other sites
pawelkpl 29 Posted January 30, 2014 with today update: "added linear sterring" this mod shines like 5 stars. Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 30, 2014 Yeah, I already saw that. I have to check the dev-built how they added it (possibly just a coef or something) Share this post Link to post Share on other sites
jake_krieger 10 Posted January 30, 2014 Could someone explain linear steering and would it be possible to see it in the next Refined Vehicles version ? Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 30, 2014 (edited) Could someone explain linear steering and would it be possible to see it in the next Refined Vehicles version ? It's that the same amount you steer with a controller it steers ingame. It will not be in the next update hence it comes before the next Arma3 vanilla stable-update.But after this feature is implemented into the stable built, I will use it as well. Edited January 30, 2014 by RedPhoenix Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 30, 2014 Small update before the next big one which will possibly contain better tank behavior and linear steering (and finally a fixed SUV Sport...) v1.1.2BLUFOR: ---> Merkava MkIV (M2A Slammer) - lowered tankTurnForce - set torque to 0 at idleRPM OPFOR: ---> Terrex ICV MkII (MSE-3 Marid) - renamed to Otokar Arma 6x6 (cal.50-40mm GMG) - lowered turnCoef - new torque curve - lowered peakTorque - lowered enginePower - raised antiRollbarForceCoef - lowered terrainCoef - lowered TransmissionRatios - new graph for frictionVsSlipGraph - new calculated and lowered MOI - raised latStiffX - lowered longitudinalStiffnessPerUnitGravity - lowered maxBrakeTorque - new Suspension setup (sprungMass, springStrength, springDamperRate) ---> BM-2T Stalker (30mm) (BTR-K Kamysh) - set torque to 0 at idleRPM - lowered tankTurnForce - raised grip in frictionVsSlipGraph[] (thanks to Sakura_Chan for finding this) - lowered maxBrakeTorque Independent: ---> Leopard 2SG (MBT-52 Kuma) - lowered maxBrakeTorque ---> Pandur II 8x8 (AFV-4 Gorgon) - edited torqueCurve slightly - lowered MOI --> FV-510 Warrior (FV-720 Mora) - edited torqueCurve slightly - raised tankTurnforce - raised grip in frictionVsSlipGraph[] (thanks to Sakura_Chan for finding this) - lowered latStiffX https://dl.dropboxusercontent.com/u/84370332/Refined_Vehicles/Refined_Vehicles.rar Share this post Link to post Share on other sites
Guest Posted January 31, 2014 New version frontpaged on the Armaholic homepage. Refined Vehicles v1.1.2 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
johnnygitarr 7 Posted January 31, 2014 hi redphoenix, 1000 thnx for your effort with your mod. is there a plan by you to expand this mod to planes and choppers? i would love to use modified helis with more realistic controls. thnx and keep up your good work Share this post Link to post Share on other sites