sonsalt6 105 Posted December 17, 2014 Updated mod 3.0.1 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 17, 2014 Is there any chance you could get this to work with the MRAP Maxxpro? Maxxpro No, this mod is about expanding the vanilla vehicles with more features. Share this post Link to post Share on other sites
chompster 29 Posted December 17, 2014 Thanks man, can you explain the "funky stuff" with JSRS?I'll try to figure the rest out tomorrow. With JSRS2 enabled the AFV-4 Gorgon is still listed in Zeus but when you try to spawn it the game crashes.This is just speculation on my part as i don't know what's actually going on.. but it seems like the M-ATV doesn't seem to be going through all it's gears? when you play only with JSRS2 you can hear it revving(?) at a really high pitch. Other vehicles also seem to suffer from similar things, with their sounds not changing and staying in a (annoyingly) mono-tone state. Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 17, 2014 (edited) With JSRS2 enabled the AFV-4 Gorgon is still listed in Zeus but when you try to spawn it the game crashes.This is just speculation on my part as i don't know what's actually going on.. but it seems like the M-ATV doesn't seem to be going through all it's gears? when you play only with JSRS2 you can hear it revving(?) at a really high pitch. Other vehicles also seem to suffer from similar things, with their sounds not changing and staying in a (annoyingly) mono-tone state. The problem hereby is that BI anticipated much higher RPM as the engines actually achieve. That's why the engine noise might sound mono. Can you check the Gorgon problem if it still persists whithout JSRS? (You are using the newest version, aren't you?) Edit: I have checked LJs configs, and he did the same. I could create compatibility patches, but that would take A LOT of time, and I would have to study cfgSounds a lot better. Okay, just a small example: Bohemias M-ATV has a redRpm = 4500; and a maxOmega = 471; In reality, the Caterpilar C7 ACERT has a max RPM ranging from 2200 to 2800, depending on the power output (where 2800 is only achieved by the maritime propulsion engine afaik) So my numbers are redRPM = 2400; and maxOmega = 251.33; - Way lower than BIs values. Problem now is that they used the 4500RPM as the basis for their sound calculation - as did LJ...... Edited December 17, 2014 by RedPhoenix Share this post Link to post Share on other sites
chompster 29 Posted December 17, 2014 The problem hereby is that BI anticipated much higher RPM as the engines actually achieve. That's why the engine noise might sound mono.Can you check the Gorgon problem if it still persists whithout JSRS? (You are using the newest version, aren't you?) Yup using the latest version(from PWS) and it definitely happens only when i have RV and JSRS2 on. Once i disable JSRS2 the Gorgon(vanilla name) is no longer listed. Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 17, 2014 Yup using the latest version(from PWS) and it definitely happens only when i have RV and JSRS2 on. Once i disable JSRS2 the Gorgon(vanilla name) is no longer listed. Okay, that might be something you want to report to LJ as well. Furthermore I added some stuff to the classes of those vehicles. It may not happen now anymore. If so, it's due to JSRS. (I will not hotfix it - Just to little changes to justify it.) Share this post Link to post Share on other sites
SHARPxSHOOTER 1 Posted December 18, 2014 You know what frustrates me a lot? When going up a little incline and the vehicle is in a high gear and goes very slow. This is horrible. So is it possible to add or improvise a way to manually select gears for the transmissions in vehicles. Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 18, 2014 (edited) No it isn't. And for your problem, just lift off from the W key. Edited January 12, 2015 by RedPhoenix Share this post Link to post Share on other sites
lordprimate 159 Posted December 20, 2014 (edited) just a quick question about this awesome mod.. why are you using the medial animation??.. I have noticed this trend... there are a lot of perfactly usable anims but everyone uses the same old tired anim.. even when your giving medical attention to someone else you inject your leg (SHAKES FIST AT BIS)... ... can you break the trend and use, maybe one of the animations that looks like their working on a tire?? either way Thanks for the update!! -------- edit... ok so i have been reminded of my trials trying to find animations that work ingame with playmove or playaction... only a few work ... so to answer my question.. its the easiest to use with out a bunch of extra scripting.. Edited December 20, 2014 by Lordprimate Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 20, 2014 The animation is not the one fulcrum of this mod. It can be changed at any time. The first target was to get it functional. Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 12, 2015 Update: I have a small update in the pipeline for the MATV. While I wrote the post some above this one, I realised I had the whole time a wrong starting point for the Cat engine used in that MRAP. So that one will recieve a small update. Also I am currently evaluating how much effort is needed to create a combatibility patch for JSRS. Will update when I have more information. Share this post Link to post Share on other sites
orcinus 121 Posted January 13, 2015 Great to see continued progress with this excellent mod. Thank you, RedPhoenix; much appreciated :) Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 24, 2015 3.0.2 online. As said, just a small update. Version 3.0.2- fixed Gorgon baseclass appearing when using Zeus - new torqueCurve for M-ATV based on maritime rated Caterpillar C7 No JSRS Patch so far, I have some things for RHS to do first, and then I can go back to RV. https://dl.dropboxusercontent.com/u/84370332/Refined_Vehicles/%40RPA_Refined_Vehicles.zip Share this post Link to post Share on other sites
CameronMcDonald 146 Posted January 24, 2015 Awesome, thanks! Share this post Link to post Share on other sites
kecharles28 197 Posted January 24, 2015 Updated mod v3.0.2 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
miller 49 Posted January 24, 2015 Thanks RedPhoenix ArmA3.de Mirror updated: Refined Vehicles by RedPhoenix (v3.0.2) Kind regards Miller Share this post Link to post Share on other sites
Guest Posted January 25, 2015 New version frontpaged on the Armaholic homepage. Refined Vehicles v3.0.2 ================================================ 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
Defunkt 431 Posted January 25, 2015 Just tried the refueling function and it's pretty neat. Am I right in understanding that you can only carry the jerry can if you have a backpack? Share this post Link to post Share on other sites
Redphoenix 1540 Posted February 13, 2015 Just tried the refueling function and it's pretty neat.Am I right in understanding that you can only carry the jerry can if you have a backpack? Yes you are, sorry for answering late. @ Topic. New vehicle configuration? Here, have some taste of green power. Share this post Link to post Share on other sites
Redphoenix 1540 Posted February 13, 2015 Another video. This time a hybrid. Because why not? Maintenance update is imminent. Share this post Link to post Share on other sites
Redphoenix 1540 Posted February 15, 2015 (edited) Update. Version 3.1.0- added Honda e-Civic (full electric) - added texture for Honda e-Civic - renamed Iveco Daily into Gaz GAZelle (closer to reality) - added M-ATV Hybrid - added texture for M-ATV Hybrid Fixes: - fixed class inheritance issues with M-ATV - added support for each of the colored vehicles in Zeus mode - small Kart update - fixed mod.cpp issues https://dl.dropboxusercontent.com/u/84370332/Refined_Vehicles/%40RPA_Refined_Vehicles.zip Please delete all prior versions of this mod! Tell me: You like the Hybrid/ full electric-Car? Want to see more of those ideas? Edited February 15, 2015 by RedPhoenix Share this post Link to post Share on other sites
Guest Posted February 15, 2015 New version frontpaged on the Armaholic homepage. Refined Vehicles v3.1.0 ================================================ 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
sonsalt6 105 Posted February 15, 2015 Updated mod v3.1.0 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Meiestrix 25 Posted February 16, 2015 (edited) Tell me: You like the Hybrid/ full electric-Car? Want to see more of those ideas? Thats a nice idea :D I dont know if it is possible but can you deactivate the engine sound of the hybrid cars when the car is standing still? A normal hybrid car would start just with the electric motor to save fuel. Also it would be nice if you could adjust the top speed to the real world values. For example the M-ATV ist to fast, and the Strider (Fennek) ist to slow. Edited February 16, 2015 by Meiestrix Share this post Link to post Share on other sites
Redphoenix 1540 Posted February 17, 2015 Thats a nice idea :DI dont know if it is possible but can you deactivate the engine sound of the hybrid cars when the car is standing still? A normal hybrid car would start just with the electric motor to save fuel. Also it would be nice if you could adjust the top speed to the real world values. For example the M-ATV ist to fast, and the Strider (Fennek) ist to slow. Nah, that would be too much scripting and stuff.... Regarding the speed: Explain the problem with the MATV please, for me it's all fine. (around 105kph) Share this post Link to post Share on other sites