flippy_rage 23 Posted June 25, 2014 How about replacing thermal sight with ACOG on M240 in older M1A2 (not 2035)? Also strange is that commander in M1A1 can use .50 without turning out (like he is using Protector) Share this post Link to post Share on other sites
Damian90 697 Posted June 25, 2014 Also strange is that commander in M1A1 can use .50 without turning out (like he is using Protector) Nothing strange: In real world it can be fired from inside. ;) Share this post Link to post Share on other sites
mwt80 2 Posted June 25, 2014 Thanks for the reply. I seems to be a problem at my end, since no one else has reported the problem... Share this post Link to post Share on other sites
Brainbug 10 Posted June 26, 2014 (edited) As soon as all the changes come through on final build I'll update accordingly. If all goes well that is.that might take a while though. So if anyone needs a quick fix for personal use, do as I did and replace the M256 with the default "cannon_120mm" by BIS (https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons#cannon_120mm) Works flawlessly and is not weird at all, you also get the same amount of ammo (32 sabot, 16 HE), so no balancing issues there. Maybe that is also something you can do officially, Raid, until you find time to look into the config change.For some unknown reason, the machineguns don't cause any problems, even if they are custom built and should actually fall apart without the new config, but they do work (I'm not complaining^^). EDIT: they don't :( Edited June 26, 2014 by Brainbug Share this post Link to post Share on other sites
Man0fRen0vati0n 10 Posted June 30, 2014 Hi! Fantastic work thus far! However, would it be possible to see this mod be compatible with Old's Real Armor Mod sometime in the future? Share this post Link to post Share on other sites
flippy_rage 23 Posted June 30, 2014 Nothing strange: In real world it can be fired from inside. ;) But as we can see on this moovie, it doesn't work like Protector. It's conneted with commander main gun sights. Share this post Link to post Share on other sites
Brainbug 10 Posted July 1, 2014 yes, it is just a simple optical system, like a periscope, not a computerized camera-display-system like CROWS or the like. At least in the video. I don't know if it is possibly being upgraded in order to give the commander NV and thermal imaging as well as laser ranging and targeting capabilities (also known as "hunter-killer", where the commander marks a target, assigns it in the computer to the gunner and seeks a new target already while the gunner shoots at the first - something that a few modern vehicles already feature, e.g. the SPz Puma). Remember, we are in the future ;) Share this post Link to post Share on other sites
Man0fRen0vati0n 10 Posted July 1, 2014 yes, it is just a simple optical system, like a periscope, not a computerized camera-display-system like CROWS or the like. At least in the video. I don't know if it is possibly being upgraded in order to give the commander NV and thermal imaging as well as laser ranging and targeting capabilities (also known as "hunter-killer", where the commander marks a target, assigns it in the computer to the gunner and seeks a new target already while the gunner shoots at the first - something that a few modern vehicles already feature, e.g. the SPz Puma). Remember, we are in the future ;) To my knowledge this system is used only on models up to and including the M1A1. The M1A2 .50 is operated with the commander turned out or, if equipped, inside via the CROWS weapon station. The "hunter-killer" role is used on the M1A2 only, which has the Commander's Independent Thermal Viewer mounted. Share this post Link to post Share on other sites
redarmy 422 Posted July 1, 2014 Hi I noticed while testing performance on a scenario im making,that using a certain number of the M1A1 tanks,as opposed to arma3 default tanks,causes alot more fps drop. Is it just me or do modded vehicles,this one especialy,cause performance issues somehow? I cant honestly imagine why it would,but with testing diligently the last two days iv come to this conclusion. Any thoughts or awnsers? Share this post Link to post Share on other sites
Raid 18 Posted July 1, 2014 Hi I noticed while testing performance on a scenario im making,that using a certain number of the M1A1 tanks,as opposed to arma3 default tanks,causes alot more fps drop. Is it just me or do modded vehicles,this one especialy,cause performance issues somehow? I cant honestly imagine why it would,but with testing diligently the last two days iv come to this conclusion. Any thoughts or awnsers? Yes you are quite right. My tank will cause more frame rate as the lights are not aggregated. The reason why I have done this is that if I did aggregate them you will get a weird glitch on the center of the tank's nose. -Raid Share this post Link to post Share on other sites
Ketchup0434 13 Posted July 1, 2014 So is there any way to fix this frame rate issue? Share this post Link to post Share on other sites
Raid 18 Posted July 1, 2014 So is there any way to fix this frame rate issue? Yes, if you want a messed up light glitch just change the aggregate line in the config and re-build the pbo. Share this post Link to post Share on other sites
redarmy 422 Posted July 1, 2014 Yes you are quite right. My tank will cause more frame rate as the lights are not aggregated. The reason why I have done this is that if I did aggregate them you will get a weird glitch on the center of the tank's nose.-Raid Thanks for clearing that up,glad to know i wasnt going crazy with too much arma ;) Share this post Link to post Share on other sites
Ketchup0434 13 Posted July 1, 2014 So what exactly does 'lights are not aggregated' mean? Share this post Link to post Share on other sites
Raid 18 Posted July 1, 2014 So what exactly does 'lights are not aggregated' mean? It means that the head lights of the tank are set as two light sources instead of one. Hence it needs double the resources it would usually need to display the lights. Share this post Link to post Share on other sites
acta13 10 Posted July 15, 2014 hey raid! really thx for ur addon. anyway after the last official update shit make ur addon be the soundless. hope u got a plan for fix them! Share this post Link to post Share on other sites
Raid 18 Posted July 15, 2014 hey raid!really thx for ur addon. anyway after the last official update shit make ur addon be the soundless. hope u got a plan for fix them! An update will come along shortly. Share this post Link to post Share on other sites
LykosMactire 298 Posted July 16, 2014 hey Raid, just to tell you theres a big problem with their accuracy i had a M1A1 fire about 5 shots against 2 T-34s at 200 meters and didnt even hit once. Share this post Link to post Share on other sites
Lala14 135 Posted July 16, 2014 hey Raid, just to tell you theres a big problem with their accuracyi had a M1A1 fire about 5 shots against 2 T-34s at 200 meters and didnt even hit once. was this you firing it or was this an AI. if it was you did you range the gun? Share this post Link to post Share on other sites
Raid 18 Posted July 16, 2014 was this you firing it or was this an AI.if it was you did you range the gun? If you were firing it where you locking on or free firing? Share this post Link to post Share on other sites
Raid 18 Posted July 17, 2014 it was AI Sorry I don't know how AI use weapons so I really can't help. Share this post Link to post Share on other sites
chrys45 1 Posted July 17, 2014 Hi Raid Can you make your MBT's zeus compatible ? That would be great. Share this post Link to post Share on other sites
Raid 18 Posted July 17, 2014 Hi RaidCan you make your MBT's zeus compatible ? That would be great. To my knowledge there is no way to make a addon compatible. I believe you have to sync a manage addon module or something. Share this post Link to post Share on other sites
reyhard 2082 Posted July 17, 2014 To my knowledge there is no way to make a addon compatible. I believe you have to sync a manage addon module or something. You need to list down all variants of abrams in cfgPatches class CfgPatches { class CATracked { units[] = { M1A1_Raid, Nato_Abrams_Tan_Raid,[b] M1A2_TUSK_Raid, M1A2_TUSK_2035_Raid,[/b] [b]etc[/b] }; /*,"M1A2_TUSK"*/ weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Armor_F","A3_Data_F","A3_Weapons_F","A3_Characters_F","A3_UI_F"}; author[] = {"Raid"}; }; }; hint: change your addon name in cfgPatches, current one, inheriting from A2, may cause problems with A3MP and saving. Share this post Link to post Share on other sites