bagpiperguy 74 Posted December 6, 2014 haha thank you :Dhere's another little teaser for you lol :p I should stress that the physX settings here are absolutely untouched lol, giving a max speed of about 10kmh at present :p Cannot Wait Cannot Wait Cannot Wait Cannot Wait Cannot Wait Cannot Wait Cannot Wait Cannot Wait Cannot Wait Cannot Wait Cannot Wait Cannot Wait :D You are making arma armored game play the best keep it up man! Share this post Link to post Share on other sites
serjames 357 Posted December 6, 2014 Bloody production line man... amazing SJ Share this post Link to post Share on other sites
lumnuon 295 Posted December 6, 2014 I know that´s a lot to ask for but could you make it compatible with the BW-Mod? http://bwmod.de/ That would be awesome. Share this post Link to post Share on other sites
keeway 287 Posted December 6, 2014 @Up I would rather see these tanks compatible with RHS penetration system. Burnes did you think about adding effect with exhaust gas for tanks when shooting? That would we awesome :) Share this post Link to post Share on other sites
lumnuon 295 Posted December 6, 2014 @Up I would rather see these tanks compatible with RHS penetration system. Burnes did you think about adding effect with exhaust gas for tanks when shooting? That would we awesome :) It´s not about the penetration system since the BW-Mod uses the vanilla one anyway. The RHS one would be better for sure. It´s about the German Camo Variants and the listing. Share this post Link to post Share on other sites
drakedaeron 13 Posted December 6, 2014 He is magnificent your Challenger. On the other hand, I think that there is a problem with the armor of the tank, because I may do 6 T-80K opposite, T-80 is destroyed and my Challenger is intact. Share this post Link to post Share on other sites
Guest Posted December 6, 2014 @Up I would rather see these tanks compatible with RHS penetration system. Burnes did you think about adding effect with exhaust gas for tanks when shooting? That would we awesome :) the challenger should work with RHS penetration now as i've added the nessacery fire geometry components. Not sure what you mean about the exhaust gas idea but its probably not something i would pursure anyway given my current workload ---------- Post added at 14:51 ---------- Previous post was at 14:49 ---------- I know that´s a lot to ask for but could you make it compatible with the BW-Mod? http://bwmod.de/ That would be awesome. I'm not sure exactly what you mean by 'compatible?'. ---------- Post added at 14:53 ---------- Previous post was at 14:51 ---------- He is magnificent your Challenger.On the other hand, I think that there is a problem with the armor of the tank, because I may do 6 T-80K opposite, T-80 is destroyed and my Challenger is intact. yeah as already stated the hitpoint values have not even begun to be calibrated properly yet, and given the challengers inherant toughness it's difficult to strike a balance - combat tested to take in excess of 60 rpg's and a milan anti tank weapon makes balancing against tank rounds in arma difficult because there isn't enough of a differentiation between them and rpg's. maybe using RAM would help some though as i am told then penetration is a major factor EDIT btw i hasve balanced the armor in such a way as to make the front incredibly tough but the rear much much less protected. maybe try hitting it in the rear? Share this post Link to post Share on other sites
lumnuon 295 Posted December 6, 2014 About my post: I was just wondering if they will get the same Camo and if you could make it (optional) to have your Tanks listed in the same way like the BW-Mod ones in order to make it more intuitive for BW-Mod users. Share this post Link to post Share on other sites
Guest Posted December 6, 2014 About my post: I was just wondering if they will get the same Camo and if you could make it (optional) to have your Tanks listed in the same way like the BW-Mod ones in order to make it more intuitive for BW-Mod users. I'm not familiar withe the BWMod naming conventions or set up but i would have no objection to including them here if possible or maybe getting in touch with the BWmod guys about it Share this post Link to post Share on other sites
bagpiperguy 74 Posted December 6, 2014 It would be good to have some unmarked Leo 2's because the leo is almost as widely used as the T-72. Just my opinion. Share this post Link to post Share on other sites
Guest Posted December 6, 2014 (edited) It would be good to have some unmarked Leo 2's because the leo is almost as widely used as the T-72. Just my opinion. I intend to make variants for as many countries as needed within reason, i have already agreed to make the Canadian and Dutch versions, and yes i will include some unmarked versions too. I will probably also release my textures in their XCF gimp format with the pack, in my textures the paint colour is a flat colour layer underneath the shading/detail/scratches layers so it would be very easy to change to suit and there is a 'markings' layer to add any custom markings to also EDIT - thought i'd let you guys know i spent most of today remodelling and texturing the abrams should have a demo video soon Edited December 6, 2014 by Guest Share this post Link to post Share on other sites
Guest Posted December 6, 2014 Progress on the abrams remodelling/retexturing. Some areas are more developed than others lol but the idea is there Share this post Link to post Share on other sites
Defunkt 431 Posted December 6, 2014 the challenger should work with RHS penetration now as i've added the nessacery fire geometry components. Great to hear. Would it be safe to assume that at some stage the same will be true for the other MBTs? Share this post Link to post Share on other sites
Fal Soram 10 Posted December 7, 2014 Progress on the abrams remodelling/retexturing. Some areas are more developed than others lol but the idea is therehttp://s12.postimg.org/nk8f4qiex/image.png http://s12.postimg.org/wqqps0nnd/image.png http://s12.postimg.org/4t6huknuh/image.png You truly are a god among men. Now if only it had the .50 on the barrel... jk :P But you are planning on the M1A1 still, right? Either way, looking forward to taking this baby for a spin next year. Share this post Link to post Share on other sites
Guest Posted December 7, 2014 Now if only it had the .50 on the barrel... I Can do a CSAMM if you guys at the 15th want one :p EDIT - yes there will be an M1A1 too with cupola mounted .50 lol Share this post Link to post Share on other sites
Fal Soram 10 Posted December 7, 2014 I Can do a CSAMM if you guys at the 15th want one :p EDIT - yes there will be an M1A1 too with cupola mounted .50 lol No idea if it would get approved, I'll see if I can find out. You should stop being a stranger and come on TS though sometime :P Share this post Link to post Share on other sites
serjames 357 Posted December 7, 2014 (edited) Burnes - textures looking good on the Abrams and am liking the subtle improvements to our Chally for each release. Nice. Our RPT gurus have spotted some errors creeping in however, just for your reference Warning: Convex component representing Track_L not found Warning: Convex component representing Track_R not found Warning: Convex component representing Slide not found Error: Wheel reference not initialized Error: Wheel reference not initialized Type Burnes_FV4034_02, model burnes_challenger\burnes_fv4034.p3d - structure of turrets in config does not match the skeleton Type Burnes_FV4034_03, model burnes_challenger\burnes_fv4034.p3d - structure of turrets in config does not match the skeleton Type Burnes_FV4034_04, model burnes_challenger\burnes_fv4034.p3d - structure of turrets in config does not match the skeleton Type Burnes_FV4034_05, model burnes_challenger\burnes_fv4034.p3d - structure of turrets in config does not match the skeleton Type Burnes_FV4034_06, model burnes_challenger\burnes_fv4034_c.p3d - structure of turrets in config does not match the skeleton Type Burnes_FV4034_07, model burnes_challenger\burnes_fv4034_c.p3d - structure of turrets in config does not match the skeleton Strange convex component14 in burnes_challenger\burnes_fv4034_c.p3d:geometryView Strange convex component15 in burnes_challenger\burnes_fv4034_c.p3d:geometryView "IL starting" "IL config loading" "IL config done" "IL func loaded" "IL ready" Warning Message: Cannot load texture cha\cha_lav25\data\lav_int_1_co.paa. Warning Message: Cannot load texture cha\cha_lav25\data\lav_int_1_nohq.paa. Warning Message: Cannot load texture cha\cha_lav25\data\lav_int_1_as.paa. Cannot load sound 'a3\sounds_f_epb\tracked\noises\get_in_out.wss' Cannot load sound 'a3\sounds_f_epb\tracked\noises\get_in_out.wss' All look pretty similar to fixes you've made before so hopefully nothing too nightmarish in there for you. SJ Edited December 7, 2014 by serjames Share this post Link to post Share on other sites
Guest Posted December 7, 2014 All look pretty similar to fixes you've made before so hopefully nothing too nightmarish in there for you. SJ Thankas for the report again, i'll get them cleaned up lol some of them i can see hoe they got in there some are a little confusing but i'm sure i'll get to the bottom of it :p ---------- Post added at 11:58 ---------- Previous post was at 11:53 ---------- Great to hear. Would it be safe to assume that at some stage the same will be true for the other MBTs? yes, all future and previous vehicles will be updated to include it. I'm basically creating a sort of 'rolling config' as i go so any features that i create or add along the way will be included in each of the other vehicles. Share this post Link to post Share on other sites
serjames 357 Posted December 9, 2014 Hey Burnes... Just checking in. Been running around Bornholm a lot with the Chally and noticed that Fin rounds are not behaving nicely at ranges below say 300 m (don't have an exact cut-off) basically the round seems to plunge directly into the ground ? Sometimes damaging the Player entity. Hesh is working perfectly - it ranges down to very close. But not Fin ? Also noticed that the new sounds are a little subdued... I'm missing the Perkins Roar ! Share this post Link to post Share on other sites
Guest Posted December 9, 2014 (edited) Hey Burnes...Just checking in. Been running around Bornholm a lot with the Chally and noticed that Fin rounds are not behaving nicely at ranges below say 300 m (don't have an exact cut-off) basically the round seems to plunge directly into the ground ? Sometimes damaging the Player entity. Hesh is working perfectly - it ranges down to very close. But not Fin ? Also noticed that the new sounds are a little subdued... I'm missing the Perkins Roar ! Hey again yeah i'll look into the ammo thing, can't get any update out atm due to problems with BI Tools since the last update, there should be the expectation of some parallax issues with the rounds at close range but that should be left/right not up/down, as for the engine sounds no sorry i had to make a choice between being able to hear people while turned out and having it really loud. the functional option won out there lol. EDIT - actually the ammo thing might explain some strange behaviors we noticed in training last night... Edited December 9, 2014 by Guest Share this post Link to post Share on other sites
Guest Posted December 18, 2014 (edited) having got my university work finished for christmas i have a few updates/ releases nearly ready now. Fixed the AI gunner and sabot round issues with the challenger and I'm just getting the reworked textures finished so that will be updated soon, the Abrams too will be updated sometime this week. and the mk10 which i havnt had time to work on lately should be getting some love lol. I'm focusing a little (or a lot, depending on how you look at it) on the mods we need done at the 51st Scottish Brigade (Things like the Scout SV and BVS10 Viking) so releases may be a little slower on the public stuff but rest assured it will still be getting worked on and updated ;) some preview pics of how the chally textures are coing along now: Edited December 18, 2014 by Guest Share this post Link to post Share on other sites
parsonsvcb 10 Posted December 18, 2014 Do really like the Cr2, Burnes. Just a couple of quick ones from myself: Is there any ETA on the Warrior? And with these shiny new textures inbound, are there any that won't be marked with the Saltire or the callsign on the side? Share this post Link to post Share on other sites
Guest Posted December 18, 2014 Do really like the Cr2, Burnes. Just a couple of quick ones from myself:Is there any ETA on the Warrior? And with these shiny new textures inbound, are there any that won't be marked with the Saltire or the callsign on the side? yeah the markings are all on a separate layer and the ones shown are for the 51st Scottish brigade realism unit(I'm a tank commander there callsign Lancer 1-2 :p) I'm adding a system to allow callsign choice when near ammo trucks, initially a choice of 4 but i will increase that is there is demand. As for the warrior, it's being worked on although lower priority since i found out that we won't be using them and will instead be opting for the Scout SV, so i've switched my efforts there for the time being. Can't give an eta on it but it is being worked on. Share this post Link to post Share on other sites
Ketchup0434 13 Posted December 18, 2014 We will be using both the Scout SC and Warrior. Scout SV will mainly be used by Recce regiments and by some Armored regiments while the armored infantry keep their warriors but with upgraded guns and turrets. The new Warrior will have a similar turret to Scout SV and the same gun (40mm Caseless) Share this post Link to post Share on other sites
Guest Posted December 18, 2014 We will be using both the Scout SC and Warrior. Scout SV will mainly be used by Recce regiments and by some Armored regiments while the armored infantry keep their warriors but with upgraded guns and turrets. The new Warrior will have a similar turret to Scout SV and the same gun (40mm Caseless) um, im talking about the 51SB not RL. the 51SB will definately not be using the warrior hence i'm focusing more on stuff we will be using Share this post Link to post Share on other sites