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eggbeast

BAFX and Rangemaster mod packs - released

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hi Flanker

which vehicle is this seen in?

we have countermeasures in land vehicles and air vehicles. You can toggle them too, so in many land vehicles you can launch illum flare or smoke from commander seat. in helicopters same but also with flare/chaff dispenser as first option, planes have only flares/chaff CM.

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Well i have tested random opfor and bluefor airplanes and helis and none of them was dispensing the chaff/flares using the key which i have mapped for this "R" - i think this is default.

So i guess this is not a problem of single vehicle model but something in core logic?

But i haven't investigated beyond that...

Let me also point out that i have many addons but i have not installed recently any one ones beside this mod update...

Also i have a question regarding the new SAM system vehicles... i have read somewhere that hcpookie was planning to have working mobile version of S-300 SAM.

Is this still in the works or it has been abandoned? I know that some Russian guys were working on it but have made only couple of vehicles before the work died...

Any updates on this?

And i will try to figure out in the evening the flare / chaff issue... it would also be good to know if im the only one experiencing it or are there others?

Thanks!

Edited by Flanker

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can confirm chaff and flares work fine for us on mp server and in editor

maybe you run a mod that breaks this? ACE maybe?

the S-300 is indeed WIP

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Yep its working.

Im not sure why but somehow it got fixed :)

(I dont use ACE)

I have read that there are going to be TIGoggles and TIBinoculars...

Boy when i found out from the readme i though FINALLY somebody....!!!! :D

When i will have some time in the summer i plan to make a campaign that will heavilly depend on your addon and other addons involving Russian HW.

Anyways there is this stuff that i dont understand:

If you are a heli pilot having AI gunner you can switch by righ mouse button to the gunner to laser guide a missile?

From the armory i was trying but nothing happened... Right mouse button i have weapon optics associated with it.

Care to give me some info on this or link to yt video?

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well Heinbloed's pilot/gunner control system was built for multiplayer use, and i think it fails in the editor/SP.

Here is a movie of me using it in MP on our server to kill insurgent boats on the Euphrates using AGM114K and laser designator

I am alone in heli, got in as gunner then pilot (as ALWAYS - this is SOP for any twin turret vehicle in armaverse) to localise the turret.

Then when ready you can auto hover, or carefully fly (As I do in movie here) and right click, which takes you into camera, then aim your crosshair at target with laser designator on, and TAB lock the hellfire on it and off you go.

Tips:

If someone else gets in your heli, but then leaves, always re-localise your turrets.

if your radar view shows your aim if way off to one side or the other, check the heli hasnt accidentally rotated, which it sometimes does if it was slightly turning when you right clicked into camera

also you cannot lock targets outside of 10 o clock to 2 o clock on the radar view/ from the nose of the heli.

if there are too many targets, or bad weather it may take a while to acquire your laser designator. it is a good idea to activate laser and acquire it by selecting hellfire and hitting TAB a few times, just after you take off, and before you enter a target rich environment. Once you "know about" the target, you can then acquire it much easier.

weapon zeroing on the camera does not work unless you are actually in the gunner seat, with an onboard pilot player/AI

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I have read that there are going to be TIGoggles and TIBinoculars...

these are experimental and can be found in the rangemaster ammo crate

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Released: PATCH 2.7 - paste this OVER your 2.6 Rangemaster mod to update the changed files.

CONTENTS

- S@ndbobs IS units included

http://www.armaholic.com/page.php?id=27778

- S@ndbobs Arab Civilians included

http://www.armaholic.com/page.php?id=28023

- New Tyrian faction units (WIP) based on S@ndbobs units with modded weaponry (molotovs, RPO, MRO, custom GLs, thermobaric rounds, stones, wide variety of primary and secondary weapons) - a whole vehicle faction will be developed with these units as crews

- Pook_GL by hcpookie - new rockets and grenade launchers

- Pook_pandur by hcpookie updated with model fixes

- FIXED: stock tak T55 now also has the turret proxy fixed (duh)

- NEW: added engine flame to L39, L59, L159, F15, Su25, Su34

- FIXED: L59 rear seat

- IMPROVED GPMG/M240 coax dispersion

su34_engine_zpss9vkd2qy.jpg

su25_eng2_zpslifcdrej.jpg

f15_eng1_zpswy68dt9o.jpg

L159_eng1_zpsrjidaafb.jpg

Tyrian forces

Based on the fictional country of Tyria (much like Takistan was)

The idea is to create a full-spectrum middle-east based faction with civilians, armed militias, insurgents and modern armed forces including PMC advisers.

This is what we play with already on our server, but i'm planning to tidy it all up as one faction so we don't have lots of different factions milling about.

Thanks S@ndbob for allowing me to patch your awesome units, and thanks pook, von knudenberg franze, vilas, myke and wld427 for your amazing models!

some of the units

armed_civs_zpsfa3hjg0p.jpg

Units:

Tyrian SF--------------Based on Takistan SF units (done)

Tyrian Army-----------Based on Takistan army units (done)

Tyrian Insurgents------Based on Sandbobs IS units (done)

Tyrian Armed Civilians--Based on Takistani and Sandbobs arab civ units (done)

Tyrian Men------------Based on Takistani and Sandbobs arab civ units (done)

Tyrian Women---------Based on Takistani and Sandbobs arab civ units (done)

TO FOLLOW:

Tyrian SF Advisers-----Based on PMC units

Tyrian Militia-----------Based on Takistan Ins units

Weapons (done)

Units will have a wider range of weapons found in the Syrian conflict including:

AKS/M, AK74 series, SA58 series, FAL, SVD inc. ironsight, hunting rifle, lee enfield, PK, pecheneg, RPK, DP28, M16s, G36, sterling, ksvk, osv-96, etc

glock, makarov, hi-power, sa61, sawn-off, etc

new grenade launchers: GP25, RG6, GM94

new grenades: stones, molotovs, RGD5, RKG3, RG33, Type 67, RG42, RDG2, RDG3, IED's

new rocket launchers: RPO (3 types), MRO (3 types), RPG7 (6 types), Metis (2 types)

Pook_pandur fixes

MGS/SP30
driver: gun is white through turned out glass: FIXED

RCWS-30
Driver: no main gun barrel visible in viewpilot LOD: FIXED

MORTAR
All crew: "open top hatches" action but does nothing FIXED

M2 RWS
commander: allowed manual fire of the M2 turret but it does not turn: FIXED

M2-M240 / Mk19-M240
Gunner/Commander: optics when turned in looks down the M2 outside as though turned out FIXED
Commander: optics when turned in looks outside as though turned out FIXED 

added pooks grenade launcher pack to the mod

http://forums.bistudio.com/showthread.php?134330-RG-6-and-Heavy-Grenadier-units

with these changes in our pack version


[b]Crazy weapons:[/b]
- Sawed-off Shotgun Pistol (Added recoil)
- Sawed-off M79

[b]Grenade Launchers:[/b]
- RG-6 (aka 6G30) Russian 6-shot rotary grenade launcher
- GP-25 standalone grenade launcher 
- GP25 pistol version
- GM-94 3-shot thermobaric (FAE) grenade launcher
- GM-94 Pistol version
- M32 rotary GL with gas grenades
- Mk13 GL with gas grenades
- Mk13 Pistol version
- M79 GL with gas, airburst, HEDP ammo etc
- M79 Pistol version
- MkV Flare pistol

[b]Rocket Launchers[/b]
- MRO single-use launcher - Thermobaric, incendiary, smoke ammo
- RPO single-use launcher - Thermobaric, incendiary, smoke ammo
- RPG-7 with 40mm frag, and up to 105mm HEAT, smoke and FAE rounds
- SMAW HEAA, HEDP, Smoke, NE (thermobaric)
- MAAWS HEAT, HEDP, Thermobaric, Smoke

[b]Other features[/b]
- NLAW, RPG18, M136, RPO and MRO are single-use only, with rockets taking up a single pistol ammo slot.
- NEW OG-7 rocket model (replacement for default BIS model)
- wide range of authentic 40mm grenade types
- many changes to ammo cargo sizes

TB1.jpg

glpistol2.jpg

RPOa1.jpg

Next up:

- SA10

- Chieftain

- Tyrian faction vehicles

Vehicles: TO FOLLOW!

With Tyrian Crews

Example of IS-type vehicles (with sandbobs current IS units shown)

http://s162.photobucket.com/user/eggbeast/slideshow/ARma%20IS%20units

[b]Technicals[/b]

many types inc M18, M40, SPG9, Dshk, PK, KPVT, ZPU4, Zu23, mortar, S5 rocket, S8 rocket, Grad rocket

Landrovers 
Pickups
Offroads
UAZs
BTR40
HMMWV

[b]Armour[/b]
BTR60, BTR90
BRDM-2
BMP1, BMP2, BMP3
T34, T54, T55, T72

[b]AAA:[/b]
Shilka, Sparka
Zu23 static, truck, btr40 and new technical
S60 static, truck
ZPU4 static, btr40 and new technical 
Dshk, 2x Dshk, PK

[b]SAMs[/b]
SA3
SA9
SA10
SA11
SA15
SA17
SA19
SA22

[b]Artillery:[/b]
D30, D20
Mortar
SPG9, M18, M40, Metis, TOW
Grad truck, new technical, new static

[b]Fast Air:[/b]
Mig-23
Mig-27
Mig-29
Mig-35
Su-22
Su-25
Su-27
Su-30
Su-34
L-39
L-59

[b]Rotary:[/b]
UH-1H
Mi-17
Mi-24
Mi-28
Ka-52

Edited by eggbeast

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Great news... thanks for the update.

BTW im not sure if anyone has reported this and its probably for pookie but buckshot grenades are not working... and also it would be great to make chemical and buckshot grenades for RG-6 and GM-94, probably the same goes for their bluefor counterparts...

Great work guys!

Can't wait to see the SA-10. Do you plan to introduce a semimobile model or just a static one?

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Updated mod v2.7 available at withSIX. Download now by clicking:

banner-420x120.png

Hey eggbeast , you can upload updates or new mods to withSIX yourself now!

Make your own promo page, get the power to release your work at your own point of choosing.

To learn more, follow this guide.

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I love the "Tyria" faction idea. Looking forward to how you will equip them.

I wonder are you going to add a "Tiraq"? or maybe "Republic of Itaq"? Then you can make "ISIT".

There is also the Ardistan faction, which I was hoping would eventually get some expansion further than the basic TKA reskins but that project is long dead.

Just some thoughts. Keep up the nice work.

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Thanks for your work on maintaining this mod, I really enjoy using it. :)

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Great work, probably the best mod for Arma 2, anyway, when can we approximately expect the release of the s-300 and also can we expect a t-50 pak fa somewhere in the future?

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Great work, probably the best mod for Arma 2, anyway, when can we approximately expect the release of the s-300 and also can we expect a t-50 pak fa somewhere in the future?

When they are finished ;)

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Great news... thanks for the update.

BTW im not sure if anyone has reported this and its probably for pookie but buckshot grenades are not working... and also it would be great to make chemical and buckshot grenades for RG-6 and GM-94, probably the same goes for their bluefor counterparts...

Great work guys!

Can't wait to see the SA-10. Do you plan to introduce a semimobile model or just a static one?

SA10 is detailed here, to be added in next update

http://forums.bistudio.com/showthread.php?186417-pook_SAM-Pack-v1-0-discussion&p=2944285&viewfull=1#post2944285

re chem and buckshot, we are keeping them limited to certain weapons for now, on purpose. The GP25 should fire chem ok.

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Hey Eggbeast. I was making an M7 Bradley FIST vehicle for Arrowhead and thought you guys might want to add it to your pack? In game it's a Bradley with a laser marker instead of a TOW launcher.

The optic package still needs a texture and some minor modelling and the Bradley needs a tiny fix up with textures (lights and that it likes to load a low poly texture for some reason). If you want I can send the files your way.

http://images.akamai.steamusercontent.com/ugc/544154344539294380/5774DDD76981C7F1EC8E07F68721C815727B5979/

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yes please mate!

if you have skype add me rgraham.ld and i'll drag you to our group

we can put some bushes and cages and plates on that model, plus maybe work on the interior/rear hatches, and then possibly some turret variants...

also is that a m240 on the top or part of the laser aiming?

we can put on a commander mg potentially.

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how can i remove the radio chatter? Its annoying

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main menu / expansions / [deselect the mod]

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That's great! We aim to please!

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pics of a 20-man game we had tonight on Gulf of Aqaba

2015-06-18_00003_zpsydpwogja.jpg

2015-06-18_00002_zpsgxfawaeb.jpg

the clipping of the doorgunners is a small price to pay for the beauty of seeing them man the guns and not sit with hands in laps...

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Released Rangemaster 2.8

File:

http://server.elite-warriors.co.uk/eggbeast/releases/@rangemaster_2_8.rar

patch with these (sorry - been a hard week)

http://server.elite-warriors.co.uk/eggbeast/releases/@rangemaster_patch_2.8.1.rar

http://server.elite-warriors.co.uk/eggbeast/releases/@rangemaster_patch_2.8.2.rar

REPLACEMENT - please delete old @rangemaster folder and replace it

Details:

Mi28

FIXED missing texture brdm2imp\data\rusgauges.paa

Dingo

FIXED: MG3 weapon zeroing to 1200m

Pandurs

FIX: Pandur HQ Mast engine scripts reversed behavior

FIX: Distance LOD wheel fix

FIX: Pandur AA disappears at distance

FIX: Updated HQ firebase script despawn

FIX: Fixed some "frosted" textures

NEW: Enhanced HQ antennas

SAMs

- FIX: SA10 INS vehicles invalid soldier type

- FIX: 9K37 (SA11)/ and 9K317 (SA17) faction errors

- FIX: Missing Russian 9K331 (SA-15 tracked)

- NEW: SAM Site Spawners now include more AAA variety (ZU-23, ZPU-4, or S-60)

- NEW: SON-9 AAA Fire Control Radar

- NEW: SON-50 AAA Fire Control Radar

- NEW: PUAZO 6/60 AAA Optical Rangefinder

- NEW: AAA Site Spawners using SON radars and appropriate AAA batteries

- NEW: ARM Anti-Radiation Missile functionality (Added to F35, AV8, Su25, Su27, Su30, Su34, Mig29, Mig35)

- Added airburst function to SAMs

sa10_testing_zpstkvmovsb.jpg

sa10prox2_zpsnxnsiyzz.jpg

LHD SHIP IMPROVEMENT

LHD remodeling eb_ship.pbo

Weapons

- RIM162 ESSM in Mk29

- RIM7 SS in Mk29

- RIM116 RAM in Mk49

- 20mm phalanx CIWS

each has working radar, CIWS has airburst, they all have working optics and are mountable

- 2 new access ladders for island weapons

- action on control station (zodiac near hangar): spawns and orders crews to man weapon stations

- full cleanup of groups and dead vehicles/bodies

- recovery of men from sea trigger

- boat launch option for full range of RHIB and SOC-R assault boats (action on zodiac near hangar)

- replacement LHD_6.p3d and LHD_house_1.p3d and LHD_house_2.p3d with old dummy turrets deleted and new working turrets added by init EH or you can manually place them like any static weapon.

ciws1_zpswevbty11.jpg

BTR-60 Update

- Driver and Commander hatches with turn out/turn in function

- Center of mass adjusted lower, meaning it floats higher, and it doesn't tip over as easy

- Working trim vane

- Working rear propeller and doors

- FIXED "dead" vehicle light (FINALLY)

- Tire "patch kit"... you can patch the tires a few times

- Tire armor improved due to standard use of "run flat" tires

- Glass armor improved since it is armored "bullet proof" glass.

- Added the antiwater parts so the WORKING hatches don't show water on the inside

- Fixed pilot view zoom settings to normal zoom

- Added driver seat adjust for window use.

- Adjusted driver/commander views to window view... periscopes now optional

- New sit on top cargo positions... 8 internal, 8 external (internal filled first, then external for the "extras")

- External cargo positions with correct view of exterior

- Updated texture sets - brown, cdf mix, jungle green, taki improved

- random numbering that is MP-synched based on same scripts as other vehicles

- climbable ladder, walkable exterior (like the Pandur's have)

- all textures, rvmats, etc. local to addon. The only external references are the optics and the penetration rvmats.

VERSIONS:

- New improved version labeled "BTR-60PB" which is the correct designation. Map icon slightly enlarged.

- 2A42 model w. 30mm cannon

- MWS improved turret with 23mm cannon and AGS17

btr2a_zpsir1p4gpl.jpg

AV8B

Added VIFF action

Static weapons

Stock statics expanded to most factions with improved weaponry, ranging, traverse, optics, assembly etc.

- SPG9 73mm Spear improved

- Metis improved (full rotation and added thermobaric rounds)

- KORD 12.5mm Mini Tripod

- NSV 12.5mm Mini Tripod

- KORD 12.5mm Tripod

- NSV 12.5mm Tripod

- M-240 7.62mm Tripod

- SA24 Grinch pod

- D30

- mortars

- dshkm

- M2

New statics added (made by hcpookie)

- Type 36 57mm Rifle

- M-40 106mm Rifle

- PK Tripod

- Twin Dshkm

- 9M14 Malyutka (AT3) static launcher - static AT3 launcher

- 9M11 Fagot (AT4) static launcher - static AT4 launcher

- 9M13 Konkurs (AT5) 9M13 static launcher

New bags

- Type 36 Bag

- M40 Bag

- Grinch Pod Bag

- Stinger Pod Bag

- Igla Pod Bag

- Metis Bag

- PK Tripod Bag

- Twin Dshkm Bag

- Searchlight bags

- bags for AT3,4 and 5 launchers

brdm2imp_9m14_zpssatlpamd.jpg

brdm2imp_at5_zpsvntz6q7n.jpg

statics_zpsj3wc8ehu.jpg

Tyrian units

BEWARE: I have changed the pbo classname to EB_tyria_units from EB_tyria

Added a range of 9 different female fighters made for us by Von Knudenberg

tyria_women_1_zpskfgho6hs.jpg

tyria_women_2_zpsgtjyuacs.jpg

tyria_women_3_zpswnhguwdg.jpg

Edited by eggbeast

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