phronk 898 Posted June 25, 2014 The glass of the windows seems impenetrable. Not sure if that was intended. Share this post Link to post Share on other sites
sorophx 25 Posted June 25, 2014 can you make the wheels indestructible? Share this post Link to post Share on other sites
heavygunner 179 Posted June 25, 2014 can you make the wheels indestructible? That would break the HMMWVs... Share this post Link to post Share on other sites
Trenchfoote 10 Posted June 25, 2014 Richads, In agreement with Alex's post earlier about the 1151's blowing up with 7.62, my clan and I have been conducting testing with the addon. Recently, we were conducting a COOP missions and virtually all of our trucks were destroyed by riflemen. After the mission was over we tried to conduct some controlled testing and here's what we found: (note: the stats are a little bit swagged, but you'll get the picture) Using a ballistics mod called "bullet_hits_value", the 1151's were being destroyed using 5.56 STANAG mags in less than 4 magazines. That's in the ballpark of 120 rounds. We did some digging and found out that the ballistics mod was not very realistic and had significantly buffed rifle damage. Using a ballistics mod called LKR_ammo, the 1151's were being destroyed using 5.56 STANAG mags in around 11 mags, or around 360 rounds or so. Again, doing some digging into the ballistic modifications and it only slightly buffed the damage of the 5.56. Using no additionaly ballistics mods, the 1151's were being destroyed using vanilla 5.56 STANAG mags in around 14 mags, which is in the ballpark of 420 rounds. Because of how we conduct our missions, your mod is a non-negotiable must have item in our modpack. The amount of damage these 1151's can take is just something we'll have to deal with right now. As a medium to the testing, we attempted the same damage on the hunter, but got bored after 2400 rounds of 5.56. And it practically took zero damage as far as we could tell. I would recommend increasing the armor of these vehicles, as their current values are a little low. Otherwise, fantastic mod and please, keep up the awesome work. Share this post Link to post Share on other sites
Richards.D 761 Posted June 25, 2014 Hello: I'll increase the armor, in both value and thickness. Phronk: Yes, the glass is absolutely massively thick, should be basically bullet proof. As for the wheels, no I cannot make them indestructible, But I can increase their armor. Share this post Link to post Share on other sites
sorophx 25 Posted June 25, 2014 like I said, it pains me to see wheels pop at a slightest bump. I'd much rather have them be indestructible so I don't have to worry about driving bushes over without breaking my vehicle Share this post Link to post Share on other sites
phronk 898 Posted June 25, 2014 Makes sense. Just watched a video where a HMMWV deflected a sniper round. Share this post Link to post Share on other sites
heavygunner 179 Posted June 25, 2014 like I said, it pains me to see wheels pop at a slightest bump. I'd much rather have them be indestructible so I don't have to worry about driving bushes over without breaking my vehicle That would absolutely be no reason to make them indestructible but to increase their armour. Whoops, he already said that he wanted to increase the armour, didn't saw that. Share this post Link to post Share on other sites
Richards.D 761 Posted June 25, 2014 Alright. Releasing a patch now which adds more armor to the vehicle, and to the tires. I did some testing previously and it could take many magazines of 5.56mm, although I actually even further increased the armor to be in line with the MRAP M-ATV, so it should be even more. I have also replaced the Yellow Trace with Green as per NATO Standard. Finally, I added another line for TFAR so it should work properly now. The MEGA Link is updated, I've sent it to Six/Armaholic which will be update whenever they have a chance. Cheers Share this post Link to post Share on other sites
Trenchfoote 10 Posted June 25, 2014 Awesome, thanks for the quick response! Share this post Link to post Share on other sites
kilo1-1 1 Posted June 25, 2014 This sounds like an excellent update, Richards! I have to agree that the armor values pre-patch were mighty low and not inline with what they should be. Can't wait to try it out! Share this post Link to post Share on other sites
Ketchup0434 13 Posted June 26, 2014 This mod sure looks pretty!! I just wanted to ask, will the maneuverability of the HMMWV be decreased? It just feels a bit too fast and maneuverable right now... Share this post Link to post Share on other sites
Nuttex 10 Posted June 26, 2014 Would it be possible to replace A2's Eotech scopes on miniguns with A3 ones? Better texture and the reticle isn't actually painted on glass unlike the old scope. Share this post Link to post Share on other sites
Richards.D 761 Posted June 26, 2014 Hello: No, Unless that Eotech sight is a proxy I can use, then there is not really a way for me to use A3 content. Johnathan: No, currently I have no plans to reduce the maneuverability, although the speed and acceleration may be changed. Richards Share this post Link to post Share on other sites
Ketchup0434 13 Posted June 26, 2014 Oh ok, thats good, I'm experiencing speeds of 110Km/h when going offroad :) Share this post Link to post Share on other sites
Ketchup0434 13 Posted June 26, 2014 Also I've got one more question, will a ambulance/medvac version be included in a later version? That would be a great addition to this mod! Share this post Link to post Share on other sites
Guest Posted June 26, 2014 Thank you very much for the headsup about the updated version :cool: Release frontpaged on the Armaholic homepage. Up Armored HMMWV Modification v0.9 ================================================ 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
autumn 10 Posted June 26, 2014 I have also replaced the Yellow Trace with Green as per NATO Standard. Correct me if I'm wrong but shouldn't it be red? Thanks for the extra armour though :D Share this post Link to post Share on other sites
13islucky 10 Posted June 26, 2014 I think standard NATO 5.56 and 7.62 tracers are red, as autumn says. Only green tracers I know of are 5.45, though people yell me that it's Pact-standard to have them green. Share this post Link to post Share on other sites
sorophx 25 Posted June 26, 2014 in Armaverse BLUFOR has red tracers and OPFOR has green. but it doesn't mean we should follow this rule ;) Share this post Link to post Share on other sites
sonsalt6 105 Posted June 26, 2014 New update v0.9 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Richards.D 761 Posted June 26, 2014 Oh epic failure! Yes, yes, it is red trace :mad:. Well.. in that case, new update in bound soon.. oh horrible fail indeed. Richards Also, I do not plan to make any M998 variants of these vehicles, but I will most likely do more variants, but this mod only focuses on the M1151 and M1152 Up Armored Armament Carrier series. Share this post Link to post Share on other sites
Chairborne 2594 Posted June 26, 2014 I keep having this problem when using your mod: Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.primaryObserver'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.Turrets'. Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.primaryObserver'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.Turrets'. Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.primaryObserver'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.Turrets'. Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.primaryObserver'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.Turrets'. Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.primaryObserver'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.Turrets'. Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.primaryObserver'. Warning Message: '/' is not a value Warning Message: No entry 'bin\config.bin/CfgVehicles/Car_F/Turrets/ViewOptics.Turrets'. Am i the only one? I'm also using other mods but this problem happens only when yours is loaded. Share this post Link to post Share on other sites
alexsegen 17 Posted June 26, 2014 Hi, your vehicle is awesome. Textures are great. One thing I would suggest is adding some dust and mud to the wheels. They are so clean that they look like toys. Thank you for doing this! Cheers! Share this post Link to post Share on other sites
devilslayersbane 28 Posted June 26, 2014 I'm still working on the M134's, but I was wondering if you could retexture the unarmed woodland hmmwv so that it has a desert variant as well. Share this post Link to post Share on other sites