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For the love of god, that can be said friendlier...

Thanks anyway, didn't have the correct naming.

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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?

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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 by RedPhoenix

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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?

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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

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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.

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The one called _Alt simply uses the vanilla vehicles name whereas the one without _alt uses the real names.

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Many thanks dude, and well done for what looks like a great looking mod, downloading now.

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Here are three small comparative videos:

Edited by RedPhoenix

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Guest

New version frontpaged on the Armaholic homepage.

================================================

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!

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I'm getting a script error on load, running dev build.

RPA_Refined_Vehicles\rve_blufor\littlebird_refined\scripts\heliSmoke.sqf not found

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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.

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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....

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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 by RedPhoenix

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Gday RedPhoenix. Thanks so much for this mod, the difference it makes to the "arcadish" default vehicle handling is absolutely incredible.

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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.

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with today update: "added linear sterring" this mod shines like 5 stars.

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Yeah, I already saw that. I have to check the dev-built how they added it (possibly just a coef or something)

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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 by RedPhoenix

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Small update before the next big one which will possibly contain better tank behavior and linear steering (and finally a fixed SUV Sport...)

v1.1.2

BLUFOR:

---> 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

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Guest

New version frontpaged on the Armaholic homepage.

================================================

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!

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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

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