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BAFX and Rangemaster mod packs - released

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British Armed Forces Expanded (BAFX) and Rangemaster mod packs
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Two packs of mods that brings together lots of community developed improvements into a set of enhanced vehicles, aircraft and weapons to play with.
I would like to offer a huge thank you to all the contributors over the past 18 months that have allowed this mod pack to come about.
It's still a little shabby in places - my fault entirely - and we have plans to polish it up some more in due course.
Meanwhile, I hope you enjoy playing with it.

@BAFX
@Rangemaster

#######################
Dependencies:
#######################

These mods require:
Arma 2 and Operation Arrowhead patched to 1.63
ACR_lite BIS compatibility patch
@CBA_CO

It probably will not work with ACE - sorry!

#######################
LICENSING 88x31.png
Creative Commons Licence: Attribution-NonCommercial-NoDerivs
#######################
http://server.elite-warriors.co.uk/eggbeast/docs/License%20Agreement.pdf

#######################
FILES
#######################
Rangemaster and BAFX (v3.3)

news_donwload_oa_4.png

or
@bafx.png
and
@bafx_rangemaster.png

###################
MISSIONS
###################

22 player evolution mp co-op sandbox mission - requires other addons

Duala: BAF vs Somalia
http://forums.bistudio.com/showthread.php?181312-CO-OP-22-Evolution-Duala-mods&p=2742974

Gulf of Aqaba: BAF vs IS/Egypt
http://forums.bistudio.com/showthread.php?189024-MP-COOP-22-EVO-UK-vs-Isis-Gulf-of-Aqaba-%28Evolution%29

 

Play it NOW with PWS one-click join (auto-updates your mods and grabs our client side sound mod for A2OA by SpeedofSound's BigPickle etc) - click the icon once you have PlayWithSix installed and open

 

six-updater-logo.png

pws://server.elite-warriors.co.uk/six_repo/EW_UK_Forces.yml

###################
promos:
###################

 

main showcase

Our battle night



Mykes outstanding FRL_missilebox is included, with loads of extra models we made/ imported



Example of Isis-type vehicles (with sandbobs units shown)
http://s162.photobucket.com/user/eggbeast/slideshow/ARma%20IS%20units

 

pooks sam sites in action in A3

######################
CONTENTS
######################

factions
basically this provides a full set of vehicles for:
- OPFOR russian woodland
- OPFOR takistan desert
- BLUFOR BAF woodland
- BLUFOR BAF desert
- BLUFOR US woodland
- BLUFOR US desert

 

US woodland and desert, Russian (woodland) and Takistan (desert) versions of almost every main vehicle with my modified weapon ammo, sighting and ranging systems.

OPFOR ROTARY
- UH-1H Iroquois
- Ka52 Hokum x 16 types (8 roles x 2 skins)
- Mi8 Hip x 56 types (13 types across 5 roles and 5 factions)
- Mi24 Hind x 72 types (8 roles x 3 types x 4 factions)
- Mi28 Havok x 32 types (8 roles x 4 factions)

OPFOR FIXED WING
- L39 Albatros x 12 types (2 seater)

- Su24 Fencer x 55 types (11 roles x 5 factions)

- Su25 Frogfoot x 44 types (11 roles x 4 factions)
- Su27 Flanker x 65 types (11 roles, 8 factions)
- Su30 Flanker x 68 types (11 roles, 8 factions)
- Su34 Fullback x 22 types (11 roles x 2 skins)
- Mig23 Flogger x 132 types (11 roles x 3 types x 4 factions)
- Mig25 Foxbat x 56 types (8 roles x 7 factions)
- Mig27 Flogger x 44 types (11 roles x 4 factions)
- Mig29 Fulcrum x 55 types (10 roles, 9 factions)
- Mig31 Foxhound x 56 types (8 roles x 7 factions)
- Mig35 Fulcrum x 55 types (10 roles, 9 factions)
- Tu-95 Bear x 36 types (5 roles)

OPFOR ARMOUR
- Landrover (SPG, SPG/PK, M2, Transport, Supply)
- Vodnik BPPU
- Vodnik 2xPK
- BRDM-2 x 20 types
- Btr-40 series x 8 types
- Btr60
- Btr90 x 4 types
- BMP1
- BMP2
- BMP3
- T34 series x 3 types
- T54/55 series x 3 types
- T72 series x 3 types
- T90
- SCUD (nuke, chem, clusterbomb, HE warheads) x 6 factions/skins
- 4K51 Rubezh (SS-N-2 "Styx" ASM)

- 3K60 Bal (8 Kh-35 ASM missiles)

 

OPFOR AAA and SAMs
- Twin Dshk 12.7mm
- ZPU4 14.5mm AAA
- BTR40 ZPU4
- Zu23 23mm AAA
- BTR40 Zu23
- Ural Zu23
- ZSU-23-4 23mm Shilka
- ZSU-57-2 23mm Sparka
- Type 74 twin 37mm AAA
- S60 57mm AAA
- Ural S60
- KS-12 85mm AAA
- KS-19 100mm AAA

Tracked and wheeled versions of:
- S-125 (SA-3 Goa)
- BRDM-2 (SA-9 Gaskin)
- S-300 (SA-10 Grumble)
- 9K37/9K317 Buk (SA-11 Gadfly)
- 9K331/9K332 Tor (SA-15 Gauntlet)
- 9K37/9K317 Buk (SA-17 Grizzly)
- 2K22 Tunguska (SA-19 Grison)
- S-300 PMU2 (SA-20 Gargoyle)
- 96K6 Pantsir S1 (SA-22 Greyhound)

 

BLUFOR ROTARY
- AH1 Gazelle x 10 types
- AH1 Scout x 6 types
- AH9 Lynx x 4 types
- AW159 Wildcat x 10 types
- HC3 Merlin
- CH47 Chinook
- MH60 Seahawk
- UH1Y Venom
- UH60 Blackhawk x 3 types
- MH60L DAP x 9 types
- AH6 x 40 types (10 roles x 2 types x 2 skins)
- MH6/EH6 x 5 types
- Bo-105 81 types (9 roles x 9 factions)
- AH1Z Viper x 8 types
- AH1W SuperCobra x 8 types
- AH64D Apache x 16 types

BLUFOR FIXED WING
- MQ9 Reaper x 10 types
- AV8B Harrier II x 20 types (10 roles x 2 factions
- GR4 Tornado x 22 types (11 roles x 2 factions)

- FGR4 Typhoon x 72 types (12 roles x 6 factions)
- A10 Thunderbolt II x 33 types (11 roles x 3 skins)
- F35A Lightning (CTOL) x 22 types (11 roles x 2 factions)
- F35B Lightning (VTOL) x 14 types (7 roles x 2 factions)
- F15 Eagle x 44 types (11 roles x 2 types x 2 skins)
- F16 Viper x 22 types (11 roles x 2 factions)
- F111 Aardvark x 22 types (11 roles x 2 factions)
- MV22 Osprey x 6 types (weaponised, animated)
- L59 Super Albatros x 12 types
- L159 ALCA x 11 types

BOATS
- SOC-R assault boats x 6 types
- RHIBs x 2 types

- Improved LHD

BLUFOR ARMOUR
- ATV Quad
- Desert motorbikes x 2 types
- M1161 Growler x 6 types
- HEMTT Repair / Refuel / Rearm / Gun truck / flatbed
- SUV x 3 types (inc Gau19)
- HMMWV x 10 types
- Pandur II x 20 types
- Stryker series x 10 types
- LAV-25 Coyote x 3 types
- AAV-P7/A1 Amtrack x 4 types
- Bradley x 12 types
- M1 Abrams x 5 types

BAFX ARMOUR
- Chenowth fast attack vehicle x 8 types
- Landrover 6x6 x 2 types
- Landrover Wolf x 16 types - 8 roles (Transport, Supply, M2, Ambulance, WMIK GMG, WMIK M2) x 4 skins
- Jackal x 4 types
- Ridgeback PPV x 2 types
- Mastiff PPV x 6 types
- FV103 Spartan x3 types
- FV107 Scimitar x 2 types
- FV101 Scorpion x 2 types
- FV432 Bulldog x 4 types
- FV510 warrior x 5 types
- FV4201 Chieftain x 5 types (Mk9, Mk11, AVLB, ARRV)
- FV4030 Challenger x 3 types
- FV4034 Challenger 2 x 2 types

BLUFOR AAA and SAMs
- HMMWV Avenger (improved)
- NASAMS (static and mobile)
- AN/MPQ-53 radar and OE-349 antenna mast
- C-RAM (CIWS ADS)
- MIM-104 Patriot system and support vehicles

- MEADS

AIR WEAPONS include:
- Correct rates of fire, shelldrop from all aircraft, naming, burst modes and enhanced real-world damage values
- 57mm, 70mm, 80mm, 125mm, 130mm, 240mm and 250mm rockets
- White Phosphorus rockets and bombs
- Thermobaric missiles, rockets and bombs
- Blast-frag missiles, rockets and bombs
- Smoke rockets
- Napalm
- Cluster bombs, Clustermines and Combined Effects Munitions (wld427/Eggbeast)
- Retarded bombs
- GPS/INS targeting for cruise missiles and glide-bombs (by Myke)

- ARM function for locating enemy radar and targeting them automatically at extreme ranges with SEAD role aircraft and ARM missiles (by hcpookie)
- Nuclear cruise missiles

for cockpit rearming script for air combat roles:
CAP - Combat Air Patrol, typically mix of AMRAAM and ASRAAMs
CAS - Close Air Support, typically FFAR/napalm and HEI cannon (+ smoke FFAR)
HCAS - Heavy Close Air Support, typically FFAR/napalm/cannon pods/clusterbombs
EHCAS - Extra Heavy Close Air Support, typically FFAR/napalm/clusterbombs/large calibre rockets
AGM - Air-Ground Missiles, typically AGM's and AP cannon
MR - Multi-Role combat, mixed loadout, typically, bombs, rockets, AGM's and AAMs

LBMB - Light Bomber, typically IR bombs (Mk81/82 or FAB100/250 series)
BMB - Bomber, typically IR bombs (Mk82 or FAB250 series)
HBMB - Heavy Bomber, typically IR bombs (Mk83/84 or FAB500/1500 series)
LGB - Laser Guided Bombs, typically mix of GBU's or KAB series
CBU - ClusterBomb Units, typically mix of CBU100 and clustermines
SEAD - Suppression of Enemy Air Defences, typically long range Anti Radar missiles (HARM, ALARM, Anti-Ship and Cruise Misiles)
RUN - Runway interdiction, typically BLU107 or BetAB500 series, and cluster munitions

This shows how I have renamed the burst types to:
|, || and ||| for single, dual burst and auto fire for bombs and rockets
proper ammo names for
HE (high explosive)
HEI (high explosive incendiary)
APHE (armour penetrating high explosive)
AP (armour piercing)
HEAT (high explosive anti tank)
Tandem HEAT (reactive armour penetrating)
FAE (Fuel Air Explosive - napalm)
TB (Thermobaric - uses fuel/air mix to create a pressure wave to crack bunkers etc)

NEW WEAPONS

- resources module for refueling, knives, bayonets, medkits, etc
- molotov cocktails
- DP-28 Degtyarev machine gun
- KSVK / OSV96 placeholder
- Breaching charge
- gas grenades and S10 respirator
- flare pistol
- flashlights
- gas cans
- 10 new hand grenades
- 10 new UGL grenades (M203 etc)
- action-based bayonets, knives and silencers

- pistol-slot grenade launchers, thermobaric and incendiary grenades

- RPO, MRO and other disposable rocket launchers

- AS VAL (6 variants)

UNITS
Upgrades all soldiers (including Arma 2, OA and DLC units)
All units (except medics/light units) can:
-carry backpacks

 

Tyrian Faction units:

- Army

- Militia

- Female peshmerga fighters (by von knudenberg with patched edits by Eggbeast)

- ISIL fighters (by S@ndbob with patched edits by Eggbeast)

- Armed civilians (by S@ndbob with patched edits by Eggbeast)

All Engineers, Demolition Specialists and Saboteurs can:
-deactivate mines
-repair vehicles
-carry backpacks

- Incorporates previously released content too: EB_Air, EB_missilebox, EB_weapons/blazes_weapons
- plus lots of stuff developed with unsung and hcpookie: Flamethrowers, WP, lumes, canister, airburst, etc
- and FRL_missilebox (myke)

Subtle changes include reload times (e.g. autoloader in T72 series makes it fast), some armour and speed modifications, zeroing much better, improved optics and better coaxial MGs, and of course the magazine sizes are as close to real as we can get them. clip sizes e.g. on the Rarden, also lume rounds and obscuration effects and some kinetic effects all add together to make an immersive mod we hope.

Try firing WP, HE, CAN, APERS-T, HESH, HEAT, APDS, APFSDS and APFSDS-DU and you'll see the grades of penetration damage improving, and blast radius diminishing...

Improvements
-vehicleclasses (carD, armouredD, carW, armouredW) make them easier to find
-correct / improved ammo loadouts and types (HEI, HE-T, SLAP, API, Frag, WP, lumes, canister, etc)
-weapons (naming, muzzle velocities, ROF, mag sizes, reload sounds and times, fire control systems)
-optics (night and thermal where appropriate, zeroing, ranging data)
-naming (better vehicle, ammo, mag and weapon names - english alphabet format only at the moment)
-weapon and ammo cargoes (in each vehicle appropriate ammo/weaponry for faction/role)
-better vehicle actions like flip/roll
-working bridgelaying tank and tank recovery with special chieftains

- each tank has unique ammo to its date of manufacture (next years m1a3 clearly has latest stuff + lahat missile) and export/domestic variants
- speeds tweaked to be more realistic (abrams had max road speed offroad)
- AA mg on commander turrets have proper ammo for AA role - later variants of M2 have vehicle and people destroyers like APIT and SLAPT and HEIAP ammo
- later variants of GPMG weapons have dim, bright tracer, armor piercing etc.
- flamethrower, frag, canister, smoke and lumes has special effects
- AAA has special effects, as do SAMs
- SACLOS type missiles have a laser homing option so you can target bunkers
- lots of new sounds (from sgt. savage)
- mag sizes as correct as we can get them
- muzzle velocities and armor piercing / splash of frag/HE/flechettes as correct as we can get them

Modified weapon loadouts using EB_missilebox
Planes have:
Wheelbrakes
Afterburners
CBU eventhandlers
additional fx: contrails, falling stream of shellcasings

Choppers have:
manual missile control for certain missiles
right click/optics access gunner seat (see gdtmod_helicopter_weapons readme)
strobes for friendlies
additional thermal options
additional laser-seeking missiles capability
additional fx: falling stream of shellcasings
CBU eventhandlers
Smoke and illumination flares

######################
CHANGE-LOG
######################

WIP
http://forums.bistudio.com/showthread.php?181411-FRL_Air-mod-WIP

 

3.7 update details

https://forums.bistudio.com/topic/171235-bafx-and-rangemaster-mod-packs-released/page-22#entry2945682

 

3.6 update details

https://forums.bistudio.com/topic/171338-frl-air-mod-wip/page-18#entry2942064

 

3.5 update details

https://forums.bistudio.com/topic/171235-bafx-and-rangemaster-mod-packs-released/page-19#entry2931635

 

3.4 update details

https://forums.bistudio.com/topic/171235-bafx-and-rangemaster-mod-packs-released/page-19#entry2928159

 

3.3 update details

https://forums.bistudio.com/topic/171235-bafx-and-rangemaster-mod-packs-released/page-18#entry2914388

 

3.1 update details

https://forums.bistudio.com/topic/171235-bafx-and-rangemaster-mod-packs-released/page-17

 

3.0 update details

https://forums.bistudio.com/topic/171235-bafx-and-rangemaster-mod-packs-released/page-16

 

2.9 update details

https://forums.bistudio.com/topic/171235-bafx-and-rangemaster-mod-packs-released/page-15

 

2.6 update details
http://forums.bistudio.com/showthread.php?181303-BAFX-and-Rangemaster-mod-packs-released&p=2935152&viewfull=1#post2935152

2.5 update details
http://forums.bistudio.com/showthread.php?181303-BAFX-and-Rangemaster-mod-packs-released&p=2894485&viewfull=1#post2894485

2.4 update details
http://forums.bistudio.com/showthread.php?181411-FRL_Air-mod-WIP&p=2880092&viewfull=1#post2880092
http://forums.bistudio.com/showthread.php?181411-FRL_Air-mod-WIP&p=2877538&viewfull=1#post2877538

2.3 update details
http://forums.bistudio.com/showthread.php?181303-BAFX-and-Rangemaster-mod-packs-released&p=2871046&viewfull=1#post2871046

2.1 Update details
http://forums.bistudio.com/showthread.php?181303-BAFX-and-Rangemaster-mod-packs-released&p=2857936&viewfull=1#post2857936

2.0 update details
http://forums.bistudio.com/showthread.php?181303-BAFX-and-Rangemaster-mod-packs-released&p=2837660&viewfull=1#post2837660

1.9 update details
http://forums.bistudio.com/showthread.php?181303-BAFX-and-Rangemaster-mod-packs-released&p=2833816&viewfull=1#post2833816

###############################################
Credits:
###############################################
See full readmes in the mod, summary below
Rangemaster Mod Pack

by Eggbeast and friends, including:
- Eggbeast (design concepts, configs, integration, some skins and sounds, hexedit and other model fixes by permission, new air models, weapons and scripts)
- hcpookie (half of it, most of the models and scripts, all of the intelligence, loads of new kit, model tweaks, SAM pack, many aircraft and vehicles)
- Von Knudenberg (grenades, knives, anims, coaching, new plane and heli models, new air weapons)
- Emery, Randy and RubenWolf (chenowth DPV and 6x6 landrovers)
- Sgt. Savage (sounds, fx, unsung content)
- John Spartan, Gnat, Footmunch, GDT HeinBloed, LurchderDurch, wld427, RKSL Rock, UNN, Myke, CSJ, nes4day (air scripts)
- Stiltman and Tobe (A10 skins)
- Feint F-35 skins
- SuperRat - Mi24 skins
- VictorFarbau (Su25 sounds)
- BigPickle (Aircraft sounds, radio chatter, rotorwashes)
- Chris (LAV25 and humvee re-skins)
- Big Dawg KS (40mm gas and buckshot mod)
- Columdrum (resources module)
- larsiano (moral support, mod advice)
- Vilas (CVRT, Sterling, FN 9mm)

- Citizensnip (Mig23 and afterburner glow)

- Footmunch, wld427 & Myke (Su24 model)

- Franze (Su22, FA18, some bomb and missile models)

###############################################

BAFX Mod Pack

Aim: to provide an expansion of Arma 2 OA BAF faction with previously released UK forces content, with enhanced coherence in faction, classname, weaponry, armour, speed, useractions and crews, (and especially for use in Evolution co-op missions by Eggbeast)

by Eggbeast and friends, including:
- Eggbeast (design concepts, configs, integration, some skins and sounds, hexedit and other model fixes by permission)
- hcpookie (scripts, configs)
- Trouble (chieftain, challenger, challenger 2, scimitar, scorpion, spartan, warrior, Lynx, Scout and Gazelle models, sounds and configs)
- Lennard (L119 pack - see LEN_L119A1_v1_1_Readme!)
da12thMonkey - textures and models for the various weapon attachments, config help, reference material, basicly the backbone of this addon.
Vilas - UGL, SpecterDR and eotech.
DaveP - Desert and woodland textures.
DaSquade - Docter sight.
Euan Mitchell "tigg" - Magpul E-Mag.
Lennard - Compiling, textures, models, anims, configs and the boring copy and paste work.
sushjake - Config help.
- LEGION7698 (Mastiff Protected Patrol Vehicle - see mastiff_Readme) including:
Weapons + weapon mounts, including the textures for them, origionally created for Project: UK forces (UKF) by: Messiah, Chris, Da12thMonkey, plus other members of the original members of the UKF team. Kindly donated by Da12thMonkey & Messiah.
- cleggy (British Ridgback PPV v1.1 - see blx_ridgback_v1.1_readme)
(British FV432 "Bulldog" APC v1.1 - see BLX_bulldog_apc_readme)
Blake - mirrors
- Sgt. Savage (sounds, unsung content)
- Von Knudenberg and larsiano (moral support)
- Chris (re-skins)

Permissions sought where required, and credits provided, where required, for production of this mod pack.
All scripts and content herein have been developed and adapted from original sources acknowledged.
All adaptation carried out by Eggbeast.
Please direct all enquiries, comments, complaints or feedback to Eggbeast, and he will endeavour to accommodate you.
steam: Eggbeast or PM

#########################
CLASSNAMES
#########################

EB_missilebox, FRL_missilebox and EB_Armour readmes have an enormous list of new weapons, mags and ammo for planes, choppers and tanks etc

AIRCRAFT CLASSNAMES
VEHICLES AND WEAPONS CLASSNAMES
AIRCRAFT LOADOUT GUIDE - requires MS-excel

##################
WIP
##################

There's still plenty more to do:
- Mig21 by Nightintruder

- Su22 Fitter - thanks Franze!
- CVRT by Vilas

- Chieftain Tank by Brooks

- traps and mines
- rearming interface (John Spartan/ Myke/ Eggbeast)
- edit Troubles BAFX mlods/textures
- edit UAZ's, etc.

 

make new (von knudenberg)
- AH6J - GAU19 50cal minigun
- F35A / A10 / AV8B - BRU-57 dual bomb rack
- Su25/Su34 - SPPU22 gunpod
- Ka52/Mi24 - GUV 8700 Gunpod AGS
- Ka52/Mi24- GUV 8700 Gunpod MG
- OSV96 Rifle
- M59 Rifle
- FN 9mm pistol

To Do:
- Littlebirds: sort out the sniping from the ski stuff
- V model Mi24 needs Gsh23 in nose
- Mi17 A-12.7 in nose

###################
BUGS - we're working on it!
###################
- The Lynx model geometry needs fixing
- The re_landrover has a shadow problem
- Viewpilot in the chieftain is stuck facing forwards unless you turn out
- Chally 2 GPMG doesn't appear to move
- Mastiff cargo seats don't work properly and HMG has shadow bug

Edited by eggbeast
  • Like 1

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I'm still at work =(((( have to wait till tomorrow to try.

Still congrats on the long anticipated release!

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Thank you for this release eggbeast !

OFF

I will look after how can i update my CO to 1.63 by the most simple way, then i install this mod. I got ArmA 2 and OA on original DVD and im not so happy with that Steam update thing. And im not alone with that.

ON

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Guest

Release frontpaged on the Armaholic homepage.

================================================

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!

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Epic bro...Nice Work

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thanks for the mirrors guys.

there's a lot of stuff/ features in this work that will need explaining, so i'll try to produce a better format guide or something in the next weeks.

this is very much the first stab at a release version, with more sub-projects already near completion

- traps

- better A2 rifle zeroing

- all planes rearm for different roles in a module and not in the mission script

a few ideas/ tiips of things to try:

- use Heinbloeds right click system to manage an apache, viper, hind, hokum or lynx gunnery. toggle strobes in this role and your friendly units flash in thermal camera.

- in all vehicles (land and air) toggle the countermeasures (visible in top left of screen) in commander seat and you get flare/chaff (in aircraft) then smoke and illumination flares.

- check out the amazing array of realistic grenades - be sure to stand in cover when using them

- try the rearmed russian aircraft - they're really cool

- try the clustermines and napalm, also very cool (though not if one hits you)

- take a scorpion or chieftain out for some target practice and experiment with the different ammo available - canister, WP, lumes, APDS, HE, HESH, etc

- take an OT34, TO-55 or an AAV7-FT out and fry some bad guys with the flamethrower

- take an mp5sd6 and m9sd at night and behold the magic laser! and the actually usable bullet damage...

- practice locking your own laser in a hokum to simulate SACLOS weaponry. same for apache, lynx, hind, anything with a TOW or LAHAT or russian ATGM.

- remember all of the vehicles now have ammo in their cargoes - no more need for every player to carry a SMAW and a DMR lol.

- take an m240 MG or a sniper m107 with plenty of HE and AP ammo and go suppress a hostile town... or shoot down a helicopter, or blow up a convoy...

- take the bridgelayers out for a spin near a river... use the ARRV to roll a tank upright

- enjoy!

---------- Post added at 09:01 AM ---------- Previous post was at 08:42 AM ----------

here are some pics of the work in practice:

harrier AGM

http://i162.photobucket.com/albums/t247/eggbeast/crv7-1_zpsc752e0c5.jpg (477 kB)

frogfoot AGM

su25_agm_zps22cbb87b.jpg

FA18 (separate mod) dropping our napalm

f18cas2_zps3d66228d.jpg

playing with the flashlights (nam mod, same kit)

sav-1_zpsb831f23e.jpg

deploying lumes (nam mod same kit)

birddog-1_zps67804d8e.jpg

examples of shelldrop on planes and choppers (nam mod same kit)

chico3_zps931585c4.jpg

new 40mm grenades

http://i162.photobucket.com/albums/t247/eggbeast/m79_nades_zps96dcf295.jpg (496 kB)

targeting laser on mp5sd

mp5laser-1_zpsb69e62a2.jpg

new grenades

uns_nades_show4_zpseb75ee41.jpg

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combat engineers deploying bridges from chieftain AVLB

combat_bridge-1_zpsedfad311.jpg

bridge repair on duala

bridge4_zpsbf0799f2.jpg

woodland bridge building

bridgelayer_zps031994ed.jpg

laying down 120mm smoke shells from a challenger

smoker1_zps7a05d7af.jpg

TO55 with flamethrower

to55-1_zps47c4b685.jpg

M113 flamethrower (nam mod same kit)

base-3_zps166671e7.jpg

6x6 landie

2222524_zps8b03cbe5.jpg

AAV7 and LAV25C2 tropical reskins

AAV_d_zps8abe4275.jpg

Bradley Warhammer with javelins, and futuretech bradley with 35mm bushmaster III and KETF ammo

ketf_35mm_zps6c988e03.jpg

BMP3 desert with fully retooled weapons

bmp3_zps78669598.jpg

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using mykes GPS/INS targeting in the planes

GBU_GPS_zpsd3949c71.jpg

firing thermobaric 130mm rockets in the hokum

S13FAE-1_zps63ea5116.jpg

thermobaric SACLOS missiles

spiral-1_zpscd7c83db.jpg

example of cockpit weapon naming changes (BIS version on left)

s8_naming_zps6cde2bf1.jpg

http://i162.photobucket.com/albums/t247/eggbeast/EB_air1_zps79f86f3b.jpg (163 kB)

rearming the ALCA

cockpit-1_zps940315af.jpg

some of the new personal kit

EB_kit_zpsbe8b0129.jpg

---------- Post added at 09:14 AM ---------- Previous post was at 09:12 AM ----------

some of the module effects:

---------- Post added at 09:18 AM ---------- Previous post was at 09:14 AM ----------

early experiments with Big Dawg's gas

demo of the laser targeting and solo gunship team scripts (developed by Heinbloed and me) - here taking on moving targets while flying low and fast.. it can be done!

---------- Post added at 10:17 AM ---------- Previous post was at 09:18 AM ----------

Also an overview of FRL_missilebox by Myke, included with the mod pack

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Okay, i installed the mod, but without 1.63 just to try it.

Well, the flamethrower effects are great, as the new ammo effects too. I cannot see any T-72 variants that i place in the editor, only the T-72M4. Maybe its just because the lack of 1.63 ?

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no you don't really need 1.63, it's just that i've only tested it on the version of CBA that works with 1.63.

hmm i wonder - do you have any popup errors about missing CA...blah? are you using steam? if so, then you may not be loading Arma 2 with OA properly.

did you try the demo mission included in the missions folder?

load that in the editor and you can run around a giant car park containing all vehicles and some ammo boxes with all the new kit in it

T72's and T90 are listed in SIDE EMPTY: armoured (woodland) / or/ armoured (desert):

"T72_INS" - this is an M model (export)

"T72_Gue" - this is an M model (export)

"T72_TK_EP1" - this is an M model (export) / desert

"T72_CDF" - this is an M model (export)

"T72_ACR" - this is a later M model (export 1990s) with NSV, thermal, increased armor and speed, and DU shells

"T72_RU" - this is an A model (1979) with period APDS ammo and NSV, svir missiles

"EB_T72B_RU" - this is a 1985 B model with better armour, kord and later DU ammo, laser rangefinder, svir missiles

"T90" - this is a 1990 model with kord, thermal, laser rangefinder, increased armor and speed, DU shells, refleks missiles

The main changes on these tanks are:

proper working smokelaunchers

NSV or dshk on export models, kord on russian - with proper russian 50cal HEI, HET and API cartridges

proper russian tank weapon, ammo types and mag sizes

proper NVG or thermal (simulated IR lamps etc) depending on model

zeroing, rangefinding etc as appropriate

the ZSU/T34/55 models from pookie have a range of turret and animation improvements too (shilka driver hatch works, camo applicator, destruction turret pops, up to 4 independent searchlights, different barrels, added dshk on loader turret, etc) but i'm working on porting them in from unsung.

I'm hoping to reskin more desert versions - any former mod release authors who have already made any skins they would like to donate to this pack, please PM me - would be awesome to have them in here. e.g. STI A10, or russian desert vehicles...

Edited by eggbeast

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Thanx egg, i will try it.

Im not using steam, i installed, registered, but wont use that.

---------- Post added at 11:46 ---------- Previous post was at 11:19 ----------

Huh, im in trouble.

I loaded the Rangemaster_v2 mission in the editor, there was a longer error popup, saying:

"C:Users\bla\bla\bla\Item12.: Vehicle class BAFX_bulldog_D_RWS no longer exists".

Then, i looked around me. There was NOTHING around me than 3xT-55s and 5xT-34s and a Bulldog, a Scimitar, a Spartan, then a Scorpion behind them. These were in front of the left hangar. :391:

So i think i rather reinstall all my mods and addons...

Edited by Intermaus
My bad grammar.

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when you say, "ALL your mods and addons", can you elaborate?

when you say "nothing" - were the buildings present?

which game version do you use?

running A2/OA with mods is very tricky since the 1.63 patch, so its important to know what patch version you have running.

are you running any other mods?

it is VERY likely ACE will kill it

if you are trying this mod perhaps try it with just CBA, BAFX and Rangemaster running (along with A2, OA and BAF, ACR and PMC DLC)

---------- Post added at 04:27 PM ---------- Previous post was at 03:54 PM ----------

ok coming next:

planes proxies are in progress:

http://forums.bistudio.com/showthread.php?181411-FRL_Air-mod-WIP

all missiles renamed to:

AT: Javelin

AT: AT4

AT: RPG7

AA: Strela

for example, so they show up in the same place in the ammo crate

All explosives, optics, items and grenades similarly grouped

also magazines for launchers come under

Missile: strela etc

and rifle, pistol and GL ammo is listed as 10rnd, 30rnd etc, so all standardised.

some zeroing to add to A2 rifles

Edited by eggbeast

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O.k. eggbeast, my version is ArmA 2 CO 1.63.112555 <--- main menu version number

I did not patched the game on Steam to 1.63

The list of mods im using :

-CBA_CO v1.0.1.196

-P85

-PRACS

-Tk_extension

-BAFX and Rangemaster

-Beta expansion and nothing more.

The buildings were there.

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ok take off p85 as that may be incompatible, i know pracs is ok

in the editor do you see utes, takistan and bystrica maps?

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Yes i see all those maps.

Done, p85 is off, not working. If i place a russian T-72A or B or a T-90 in the editor with crew, ArmA2 crashes to desktop.

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mine works fine - just tested

try playing without mods except cba, bafx and rangemaster

check your mods are correct - if you use six updater it sometimes loads ACE without you clicking it

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mine works fine. using this:

"-mod=G:\steam\SteamApps\common\Arma 2;expansion;G:\steam\SteamApps\common\Arma 2 Operation Arrowhead\ACR;@CBA_CO;@duala;@PRACS;@aircraft;@BAFX;@wep;@blazes_weapons;@Rangemaster;@CMSound_2.0;@CMSound_TakistanEnvironment;@RUG_DSAI;@BP_bloodscreen"

Edited by hcpookie

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lol not with that space in bloodscreen it wont pook, but you have it right - we have the mod running on our server with a ton of mods and no probs - 10 players on there quite often kicking ass. T90's and T72s attacking us fine. the demo mission is useful to see if you have probs separate from any server/ mission issues.

just try and get that to work. i wonder, dyou use nopatching option in start line? cos that might break it.

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huh I don't know why it is doing that. just retyped "bloodscreen" and it still shows the space. HRM. OK redid it as "code" and it removed the space. strange

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Not worx for me guys. I use to start the game with alpinestars ArmA II Launcher, there i can switch the option for "No file patching" so i made it, not working.

So im out of ideas, but theres one last, i will download the mod again, maybe the compressed files were damaged...

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So i downloaded, reinstalled the mod but not worked, i will reinstall ArmA 2 OA and all of my mods. My .RPT was totally full with several kinds of error reports so its clear for me that i have to reinstall all. Thanx for the help guys ! ;)

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well if youre gonna reinstall, do it in steam, and patch 1.63 - its the future - you certainly cant play on our server without it, and our unsung mod server is 1.63 too...

thanks BP for your post - are you enjoying it (the mod)?

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Had just time for a quick test in the editor, seems like a lot of quality content. Also looking very much forward to the Unsung release. Great work guys.

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