Guest Posted June 14, 2014 Thanks for informing us of the new update :cool: New version frontpaged on the Armaholic homepage. M1A1 MBT v1.7.1 ================================================== 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
pulstar 55 Posted June 14, 2014 Cheers for the TUSK. Just ambushed a platoon on Kellu with a squad of RPG7 troops.. Maybe the armour value is still understated? ;P or maybe the crew bails even when the tracks are hit. Is there a script yet that prevents this? Share this post Link to post Share on other sites
shiznyte 10 Posted June 14, 2014 Nice. But the Driver pos no longer has NV capabilities. Intended? Share this post Link to post Share on other sites
Raid 18 Posted June 14, 2014 Nice. But the Driver pos no longer has NV capabilities. Intended? Ohhh man. Not having any luck today. No it was not intended. :/ Share this post Link to post Share on other sites
LykosMactire 298 Posted June 14, 2014 why is the loader sight a TWS when you can only use the NV mode on it? ---------- Post added at 17:09 ---------- Previous post was at 16:50 ---------- also thanks for the M1A2s, they are OP like i like them.....i had a 10v10 on the saltlake with AI and i was a bystander, only 2 abrams were disabled(not even destroyed), and the t-100s got owned, ABRAMS 4 LIFE Share this post Link to post Share on other sites
OhItsThat 10 Posted June 14, 2014 Ohhh man. Not having any luck today. No it was not intended. :/ Any ideas why I can no longer load my mp map after the update? I was using 1 US tank and 1 AUS tank. Thanks Share this post Link to post Share on other sites
Lala14 135 Posted June 14, 2014 Any ideas why I can no longer load my mp map after the update? I was using 1 US tank and 1 AUS tank. Thanks The class names were changed! Share this post Link to post Share on other sites
sonsalt6 105 Posted June 14, 2014 New update v1.7.1 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Ketchup0434 13 Posted June 14, 2014 Ronin, I'm pretty sure you can fix this 1.8, no need to feel so bad about only 2 problems ;) Share this post Link to post Share on other sites
OhItsThat 10 Posted June 15, 2014 The class names were changed! Sorry I'm a newb. Shouldn't I be able to load the map in the editor, delete the tanks then update to the new version and re apply them to the map? This won't work ether. Share this post Link to post Share on other sites
LykosMactire 298 Posted June 15, 2014 Sorry I'm a newb. Shouldn't I be able to load the map in the editor, delete the tanks then update to the new version and re apply them to the map? This won't work ether. no you have to go into the mission file itself via notepad or something of that sort. Share this post Link to post Share on other sites
twolfjaeger 10 Posted June 15, 2014 I dusted off my account here just to say I think you've done a fantastic job with this mod. Thank you so much for going the extra mile and making sure everything works smoothly for ArmA 3. I saw a couple things that other folks have already mentioned, but I don't know if anyone's noticed that the commander's 12.7mm MG on the M1A2 Tusk 2035 sounds the same as its 6.5mm coax, but it sounds beefier on the M1A2 Tusk and M1A2 Tusk Tan. Compared to the MBT-52 Kuma and M2A4 Slammer UP, the M1A2 Tusk and M1A2 Tusk Tan commander's MGs sound the same. However, the M1A2 Tusk 2035's commander MG shares the same sound as all of the other tanks' coax guns. One thing I thought odd, which isn't due to this mod, is that Bohemia used the same sounds for both the 7.62 and 6.5mm coaxial guns. In the meantime, this results in the M1A2 Tusk 2035 having the same weapon sound for the 6.5mm gunner's coax, 7.62mm loader's MG, and 12.7mm commander's MG. This doesn't detract from what I think is an otherwise solid mod, I just thought I'd make the observation. Again, thank you very much for putting the work in and providing this to the community. Share this post Link to post Share on other sites
Raid 18 Posted June 15, 2014 Sorry I'm a newb. Shouldn't I be able to load the map in the editor, delete the tanks then update to the new version and re apply them to the map? This won't work ether. If you load V1.6 up. Yes you will be able to delete the tanks and Save. ---------- Post added at 13:16 ---------- Previous post was at 13:15 ---------- I dusted off my account here just to say I think you've done a fantastic job with this mod. Thank you so much for going the extra mile and making sure everything works smoothly for ArmA 3.I saw a couple things that other folks have already mentioned, but I don't know if anyone's noticed that the commander's 12.7mm MG on the M1A2 Tusk 2035 sounds the same as its 6.5mm coax, but it sounds beefier on the M1A2 Tusk and M1A2 Tusk Tan. Compared to the MBT-52 Kuma and M2A4 Slammer UP, the M1A2 Tusk and M1A2 Tusk Tan commander's MGs sound the same. However, the M1A2 Tusk 2035's commander MG shares the same sound as all of the other tanks' coax guns. One thing I thought odd, which isn't due to this mod, is that Bohemia used the same sounds for both the 7.62 and 6.5mm coaxial guns. In the meantime, this results in the M1A2 Tusk 2035 having the same weapon sound for the 6.5mm gunner's coax, 7.62mm loader's MG, and 12.7mm commander's MG. This doesn't detract from what I think is an otherwise solid mod, I just thought I'd make the observation. Again, thank you very much for putting the work in and providing this to the community. I had a look at the files themselves to confirm but Yes, A3's Coax are derived from the same base class. It turns out so is the 2035 Com Gun. I'll take a look at it later and might include a change in a future update. Share this post Link to post Share on other sites
flyinpenguin 30 Posted June 15, 2014 Yeah! Update! Big thank you Raid, your awesome! Share this post Link to post Share on other sites
Raid 18 Posted June 15, 2014 Yeah! Update! Big thank you Raid, your awesome! You're welcome buddy, -Raid Share this post Link to post Share on other sites
Ketchup0434 13 Posted June 15, 2014 Ronin, just out of curiosity I noticed some writing on the barrl on the M1A2 2035, its slightly blurry so I can't make it out what does it say? Thanks Share this post Link to post Share on other sites
Raid 18 Posted June 15, 2014 Ronin, just out of curiosity I noticed some writing on the barrl on the M1A2 2035, its slightly blurry so I can't make it out what does it say?Thanks I'm Guessing you are talking to me.... It says Collateral Damage. -Raid Share this post Link to post Share on other sites
Ketchup0434 13 Posted June 15, 2014 Oh thanks, I thought your name was Ronin for a second, I'll male sure to call you Raid from now on :o Share this post Link to post Share on other sites
Brainbug 10 Posted June 15, 2014 (edited) I think the textures have to be darker by a fair amount. The woodland version should not be brighter than the forest it stands in, and especially the Australian version should be darker, the grey must be nearly black and the too bright yellow must be a reddish brown. Check photos like this: http://www.forte.jor.br/wp-content/uploads/2010/05/M113AS4-e-Abrams-M1A1-na-Chong-Ju-foto-3-MoD-Australia.jpg or http://www.forte.jor.br/wp-content/uploads/2010/05/M113AS4-e-Abrams-M1A1-na-Chong-Ju-foto-MoD-Australia.jpg I know it's never easy to port colors from a photo in game, but notice how it compares to the environment, in the same way the in-game environment should be the reference for the vehicle textures. And by that reference, the current textures are definitely too bright. Also the 2035 version with the dull olive color is definitely brighter than the BIS Merkavas etc. In general, the texture should appear too dark in Photoshop, then it turns out quite ok in game. Maybe you even have to tune down the diffuse map (the blue channel in the smdi file) a bit so it doesn't reflect so much. But instead of a complete darkening, it might be better to just darken the bright areas (roof etc.). I can send you changed versions I made for my personal use, if you are interested in taking a look at those: Edited June 15, 2014 by Brainbug Share this post Link to post Share on other sites
Raid 18 Posted June 15, 2014 (edited) I think the textures have to be darker by a fair amount. The woodland version should not be brighter than the forest it stands in, and especially the Australian version should be darker, the grey must be nearly black and the too bright yellow must be a reddish brown. Check photos like this: http://www.forte.jor.br/wp-content/uploads/2010/05/M113AS4-e-Abrams-M1A1-na-Chong-Ju-foto-3-MoD-Australia.jpg or http://www.forte.jor.br/wp-content/uploads/2010/05/M113AS4-e-Abrams-M1A1-na-Chong-Ju-foto-MoD-Australia.jpg I know it's never easy to port colors from a photo in game, but notice how it compares to the environment, in the same way the in-game environment should be the reference for the vehicle textures. And by that reference, the current textures are definitely too bright. Also the 2035 version with the dull olive color is definitely brighter than the BIS Merkavas etc.In general, the texture should appear too dark in Photoshop, then it turns out quite ok in game. Maybe you even have to tune down the diffuse map (the blue channel in the smdi file) a bit so it doesn't reflect so much. But instead of a complete darkening, it might be better to just darken the bright areas (roof etc.). I can send you changed versions I made for my personal use, if you are interested in taking a look at those: http://s1.directupload.net/images/140615/temp/mflrnpd3.jpg I don't know much on texturing for games let alone A3's Super Shader. These texture were for A2 and I know that they always turn out wrong in A3. If you have anything to contribute to the project you are always welcome to PM me with changes you decide might be more effectual. This goes to everyone, if you wan't to contribute to the project just ask. Sounds / Effects / New Textures / HD Normal maps. There is an extensive list of features this project doesn't have. Before you ask yes all credit would be appointed correctly. -Raid Edited June 15, 2014 by Raid Share this post Link to post Share on other sites
LykosMactire 298 Posted June 15, 2014 I think the textures have to be darker by a fair amount. The woodland version should not be brighter than the forest it stands in, and especially the Australian version should be darker, the grey must be nearly black and the too bright yellow must be a reddish brown. Check photos like this: http://www.forte.jor.br/wp-content/uploads/2010/05/M113AS4-e-Abrams-M1A1-na-Chong-Ju-foto-3-MoD-Australia.jpg or http://www.forte.jor.br/wp-content/uploads/2010/05/M113AS4-e-Abrams-M1A1-na-Chong-Ju-foto-MoD-Australia.jpg I know it's never easy to port colors from a photo in game, but notice how it compares to the environment, in the same way the in-game environment should be the reference for the vehicle textures. And by that reference, the current textures are definitely too bright. Also the 2035 version with the dull olive color is definitely brighter than the BIS Merkavas etc.In general, the texture should appear too dark in Photoshop, then it turns out quite ok in game. Maybe you even have to tune down the diffuse map (the blue channel in the smdi file) a bit so it doesn't reflect so much. But instead of a complete darkening, it might be better to just darken the bright areas (roof etc.). I can send you changed versions I made for my personal use, if you are interested in taking a look at those: http://s1.directupload.net/images/140615/temp/mflrnpd3.jpg holy helicopter on a tuesday morning the A3 2035 style abrams you texture updated looks like BIS would have made it. Share this post Link to post Share on other sites
Brainbug 10 Posted June 15, 2014 that was the goal, the 2035 version was supposed to blend in with the other vanilla blufor vehicles after all. @Raid: sent you a pm. Share this post Link to post Share on other sites
LykosMactire 298 Posted June 15, 2014 i working on enhancing the Map icons, just cause why not, if they look good ill send'em over Share this post Link to post Share on other sites
Damian90 697 Posted June 15, 2014 Great work Raid! Gives some classic armor to play with in combo with RDS tank pack. :) Share this post Link to post Share on other sites
LykosMactire 298 Posted June 15, 2014 Raid, i got some icons i was wondering if you would want to be the new abrams map icons (more detailed) here they are Share this post Link to post Share on other sites