LykosMactire 298 Posted April 24, 2014 Im going to assume that the reticule appears whenever there is an active gunner in the vehicle, and follows were ever that gunner aims? If so, that happens on almost every vehicle afaik. Edit - Here, as you can see I am the driver in both vehicles. http://i.imgur.com/DljUTyx.jpg http://i.imgur.com/0RnoEjv.jpg As for the vehicles... durability, just please don't use the Kuma's stats, that thing is like a wet paper bag lol. if anything go for the slammer UP stats Share this post Link to post Share on other sites
instagoat 133 Posted April 24, 2014 Just copypasting armor values doesn't work, you also need to set up the armor in the vehicle itself to work. The Slammer is more heavily armored than the M1, especially from the rear. Share this post Link to post Share on other sites
Raid 18 Posted April 24, 2014 Thanks for clearing that Issue Unit. Seems I won't be getting rid of it. I'm using the A2 FireGeometry atm. After some testing I will either update it in the future or leave as is. Share this post Link to post Share on other sites
Fal Soram 10 Posted April 26, 2014 if anything go for the slammer UP stats Yeah, the UP slammer is ridiculous. A single shot from a T-72 or T-100 is usually enough to wreck a Kuma from the front, were as I've dumped the entire APFSDS carousel for the T-72 into the front of the UP slammer, and it didn't do a bloody thing to it. Share this post Link to post Share on other sites
LykosMactire 298 Posted May 4, 2014 i bet theres a few units waiting to get their hands on these Share this post Link to post Share on other sites
kubo4747 12 Posted May 5, 2014 And M1A2 will ever be? Share this post Link to post Share on other sites
Raid 18 Posted May 7, 2014 This mod is postponed until further notice. I'm really busy at the moment but rest assured I will release this mod. Just give me some time. As for the M1A2 if someone that is good with animations contacts me I don't believe I will be able to present a working M1A2. -Raid Share this post Link to post Share on other sites
LykosMactire 298 Posted May 7, 2014 This mod is postponed until further notice. I'm really busy at the moment but rest assured I will release this mod. Just give me some time.As for the M1A2 if someone that is good with animations contacts me I don't believe I will be able to present a working M1A2. -Raid Atin i believe knows how to do that PM him, he has a thing against physX though -_- Share this post Link to post Share on other sites
superfluid 10 Posted May 7, 2014 Is there any possibility you might release what you have as-is as an early WIP alpha, to get people trying it and testing? If not, I'm sure we all understand and look forward to the eventual release date. :) Share this post Link to post Share on other sites
lorenzfear 10 Posted May 11, 2014 Hope you get back on this port soon! I'm excited for it :) Share this post Link to post Share on other sites
Raid 18 Posted May 12, 2014 So I managed to do some work on it today and was almost about to release it. I have completely re-path everything so now it should be compatible with all mods. I go to binarize it and somewhere between something has gone wrong with the .p3d's and they won't binarize anymore. YAY!!! Share this post Link to post Share on other sites
TheMightyKovacs 6 Posted May 13, 2014 Well that blows, just do what you can and take your time. Good things are worth the wait :) Share this post Link to post Share on other sites
Raid 18 Posted May 13, 2014 (edited) <****************RELEASED****************> http://forums.bistudio.com/showthread.php?177666-M1A1-MBT-A2-Port Edited May 13, 2014 by Raid Share this post Link to post Share on other sites