eggbeast 3684 Posted June 25, 2015 file added http://forums.bistudio.com/showthread.php?181303-BAFX-and-Rangemaster-mod-packs-released&p=2957398&viewfull=1#post2957398 Share this post Link to post Share on other sites
Guest Posted June 25, 2015 I guess your new update does not include the BAFX addons? So I have to merge the new rangemaster folder with the BAFX from the 2.7 release? Share this post Link to post Share on other sites
eggbeast 3684 Posted June 25, 2015 (edited) yeah thats right fox, or maybe make a new BAFX page and we'll keep them separate? ---------- Post added at 06:22 PM ---------- Previous post was at 05:12 PM ---------- arrghh the update gremlins have been rampaging this week lol please patch the @rangemaster\addons folder with this pbo http://server.elite-warriors.co.uk/eggbeast/releases/@rangemaster_patch_2.8.1.rar Edited June 25, 2015 by eggbeast Share this post Link to post Share on other sites
kecharles28 197 Posted June 25, 2015 Updated mod v2.8 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
Guest Posted June 25, 2015 New version frontpaged on the Armaholic homepage. Rangemaster mod pack v2.8.1BAFX mod pack v2.7Arma 2Arma 2: Combined Operations compatibility MP patch (ACR lite)Community Base Addons A few questions: Do both packs require eachother or are they standalone? Do both packs have the same requirements? Can you check the description of both pages and let me know what needs to be changed, if possible please be as clear as you can cause its hard to see what is what in this thread :) Share this post Link to post Share on other sites
eggbeast 3684 Posted June 25, 2015 ok fox sorry for the confusion i recently edited the pages at PWS http://play.withsix.com/arma-2/mods/zD0SD08Y5BGzxgAVF72WTA/BAFX-Rangemaster http://play.withsix.com/Arma-2/mods/XsxXgao-5BGrgQAVF72WTA/BAFX these have the correct descriptions and requirements for the two packs ---------- Post added at 09:50 PM ---------- Previous post was at 09:25 PM ---------- sorry guys: another patch needed - last muck up of the week i hope it's been hell here patch this file into your rangemaster/addons folder http://server.elite-warriors.co.uk/eggbeast/releases/@rangemaster_patch_2.8.2.rar Share this post Link to post Share on other sites
bars91 956 Posted June 25, 2015 +1 on separating BAF but perhaps keep it in this tread and have just separated releases? BTW latest version w. beta patches is beast! :cool: Share this post Link to post Share on other sites
islesfan186 83 Posted June 26, 2015 Don't know if this is known/has been mentioned, but the BAF A-10 has US markings. Also, are you still planning on adding the Tornado? Share this post Link to post Share on other sites
eggbeast 3684 Posted June 26, 2015 yeah the RAF doesn't fly A-10's. Consider it a loan from the USAF. at some point we will add the tornado, the F111 and the Su22. we also have a bradley family and a new CVRT and Chieftain in the workshop along with a host of new weapons, rearm module, resources module (so the refueling, siphon, knives and bayonets work outside of my evo mission), a fleet of new technicals and the rest of the Tyrian faction to build, oh and a rework of a new vehicleclass "Artillery" Share this post Link to post Share on other sites
Guest Posted June 26, 2015 New version frontpaged on the Armaholic homepage. Rangemaster mod pack v2.8.2BAFX mod pack v2.7Arma 2Arma 2: Combined Operations compatibility MP patch (ACR lite)Community Base Addons Share this post Link to post Share on other sites
kecharles28 197 Posted June 26, 2015 Updated mod v2.8.1 available at withSIX. Download now by clicking: ---------- Post added at 10:31 ---------- Previous post was at 10:29 ---------- Updated mod v2.7 available at withSIX. Download now by clicking: 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. Share this post Link to post Share on other sites
chrisb 196 Posted June 26, 2015 Great, thanks for all your work and the updates. :) Share this post Link to post Share on other sites
fulcrum_86 12 Posted June 30, 2015 Working knives is a great idea for covert ops) Bayonets for close combat) Share this post Link to post Share on other sites
eggbeast 3684 Posted June 30, 2015 yeah atm the scripts are embedded in my evo missions only, but for unsung mod columdrum showed me how to make them a module, as part of the mod itself. this is what is coming. for now, you can enjoy them in the evo mission. also the rifle butt works. it disarms your enemy after you smash his face Share this post Link to post Share on other sites
flanker 10 Posted July 2, 2015 What?!? Rifle but as a weapon to disarm enemy?! Whoa... guys you are the best! Just one comment regarding the TIGoggles... as of now they are pretty useless because althouygh they are handled as if binoculars but they dont have the zoom of binoculars and IMHO o think that having thermal Goggles should come with being able to hold your weapon simultaneusly (and shoot it ofcourse) at the same time as wearing those goggles... so i think should be fixed in the future. Other than that... GREAT WORK! I love that there is still somebody caring for the development of arma2 despite the fact that arma3 is for some years active... Hats down you guys deserve some credit for this... Do you have plans to make Gaz Tiger vehicle? Share this post Link to post Share on other sites
eggbeast 3684 Posted July 2, 2015 the goggles are an experiment. useful tool to carry if you wish to scan bushes while walking point. to make them work as wearable goggles is very difficult as NVGoggles do not seem to have an optics mode as such (like helicopter gunsight or sniper rifle). i could probably achieve it using eventhandlers or action menu or something, but i felt it was useful as is. if you want a thermal vision weapon, take one from the crate hehe. for thermal and zoom try the rangefinder or laser designator or ACR's target locator Share this post Link to post Share on other sites
eggbeast 3684 Posted July 2, 2015 What?!? Rifle but as a weapon to disarm enemy?! game on at the moment - interrogating enemy officer Share this post Link to post Share on other sites
hcpookie 3770 Posted July 3, 2015 (edited) Tornado GR4 coming soon... Edited July 3, 2015 by hcpookie Share this post Link to post Share on other sites
hcpookie 3770 Posted July 4, 2015 (edited) Finally huh :) The need right now is a good "combat" texture. The 5 textures we have are pretty basic, just some nose art and tail art. We also have some "airshow" textures with "anniversary" painted on them but really who wants to fly that. If any artists are interested, the "paint kit" of Photoshop templates can be found here. I will certainly welcome any attempts at camo textures: https://onedrive.live.com/?id=5B54FC51A7917265%2116634&cid=5B54FC51A7917265&group=0 I did find a way to add running lights to the swept wings with some scripting. So it doesn't have the "standard" markerlights, but it does get the job done! Also those green nav strips as in the pics! I added articulated nozzles on the engines based on speed, as well as variable afterburner jets. The nozzles are spot-on and are based on speed, but the jets may need to be redone as they may be too long. I haven't seen enough photos of tornado afterburner effects to be able to validate its accuracy. Cool to watch however! The variable swept wings are also based on speed, so they will not clutter your action menu with extraneous "junk" actions like "extend wings" or anything like that. The flight computer does it for you :D Loadouts will be accurately depicted, no unrealistic "dumptruck" of bombs. The wingtips are typically ECM pods, and the inner wing contains pylons for AIM9 or other short-range AAM's. The main wing pylons often carry fuel tanks, but will sometimes carry the larger bombs. Everything else fits underneath on the 4 belly pylons. All based on real life data, and footage of real birds. Since some of that is "demonstration" if of course sometimes is depicted with far more bombs that it would really carry, and that's been taken into consideration. The intent of this is a STRIKE BOMBER so if you compare it say to an F-111 or a Su-34, you will understand the roles are almost exclusively A-G attack/strike. You certainly won't see a Tornado dogfighter! LOL :D So a typical loadout may be ECM+FUEL+4x AAM+ "AGM" ordnance of some sort.... 12x brimstones (yep), 12x CBU, 4x AGM, 4x bombs, etc. The smaller bombs can of course result in a larger ordnance loadout. So when the rearm menu is working, we'll have the option for a good all-around selection. I am also adding ALARM missiles since of course the Tornado is the premier British SEAD/DEAD strike bomber. The nature of our anti-radar missiles in game warrants the need to only require a few ALARM's and a greater emphasis on the secondary weapons such as CBU's, AGM's, etc. once the radar is taken out. So the pics online of a Tornado carrying 7x ALARM missiles, while really cool, won't really be "usable" in-game. That's the basis behind the decisions for the weapons it will be carrying. No ADV version at this time. A good reference I've been using to validate the loadouts: http://www.tornadosig.com/ The ECM pods are a WIP item. For now just eye candy. We still plan to continue the testing of "fake flares" for the ECM pods if you use them, and if you dump them you lose all your countermeasures. Fuel tanks will be as with the other planes an extra fuel source (siphon fuel) as I've done before, and a loss of a percentage of fuel if you dump them. All these items to be released in the future. The cockpit it pretty basic, just the gauges in the correct places. Nothing fancy as it isn't really necessary and just takes too much damn time to polish that turd, so to speak :) In fact the WSO seat has no gauges right now, but who knows what will happen in the future. The idea obviously being he's going to be heads-down into his scope anyway. But again we'll see what happens... I might get some time to sit down and spend an evening building those gauges. I think we are going to knock it around in-game before we release it, just in case there are some issues. Of course if you're interested in playing with the beta version I'm sure you could find it on my Onedrive :) Overall I'm happy we'll finally be able to play with this bird. I'm not 100% happy with the flight model, as it seems a bit over-powered to me, but it may be right where it needs to be. Edited July 4, 2015 by hcpookie Share this post Link to post Share on other sites
eggbeast 3684 Posted July 13, 2015 also an F-111 from Crash and his team is on its way. am just reworking the proxies and (hopefully) bomb bays and making 10 loadout variants Share this post Link to post Share on other sites
eggbeast 3684 Posted July 19, 2015 Patch for Rangemaster v2.9 released NOTE: please paste files from the extracted .rar archive into your @rangemaster/addons File http://server.elite-warriors.co.uk/eggbeast/releases/@rangemaster_patch_2.9.rar New content: - GR4 Tornado in 11 roles - F-111F Aardvark in 11 roles - new Brimstone missile and rack - added weaponry, racks and fueltanks for F-111 and Tornado GR4 - D20 152mm Artillery cannon with a range of unique ammo - Type 65/74 twin 37mm AAA gun with airburst ammo - new EB_CMFlareLauncher for rapid firing of countermeasures Fixes: - working ARM missiles on all SEAD aircraft - working BLU107 and BetaB500 Anti-runway bombs for MP - fixed gunner proxies in BTR40, Type 57 recoilless rifle and AT3,4,5 statics - fixed driver hatch in some BTR40's - added new brimstone racks proxies to F35A - fixed T34 deadturret inheritance (was refuleing vehicles lol) - added Flip script to Jackals - fixed missing classnames in occupied BRDM2s - fixed centering of GBU24 penetrator - fixed LHD weapons actions and spamming of launcher creation in MP Credits, classnames and detail: [b]F111-F Aardvark[/b] - desert and grey skins, 11 loadouts per faction. - MR will have dynamic rearming - working ARM radar hunting in SEAD role - working cluster munitions, GPS targeted glide bombs, runway busters and retarded bombs - working PaveTack targeting pod for WSO to dynamically fix and attack targets - removable belly cannon for emergency CAS role, with 20mm shell drop fx - new rapid burst flare system - wheelbrakes and afterburners - working drop tanks [b]Original plane: [/b] NZDF Crash, Skaircro, rico, anzacsassteve (sounds) [b]A2 Conversion/development: [/b] Eggbeast for Rangemaster mod team additional scripts by Eddie, sekra and RKSL, hcpookie and eggbeast weapon models by myke, von knudenberg, eggbeast, hcpookie, unsung team config and model re-work by eggbeast additional sounds by BigPickle [b]Classnames:[/b] //grey "FRL_F111_CAP" "FRL_F111_CAS" "FRL_F111_HCAS" "FRL_F111_AGM" "FRL_F111_MR" "FRL_F111_LBMB" "FRL_F111_BMB" "FRL_F111_HBMB" "FRL_F111_LGB" "FRL_F111_JDAM" "FRL_F111_SEAD" "FRL_F111_RWY" //desert "FRL_F111_D_CAP" "FRL_F111_D_CAS" "FRL_F111_D_HCAS" "FRL_F111_D_AGM" "FRL_F111_D_MR" "FRL_F111_D_LBMB" "FRL_F111_D_BMB" "FRL_F111_D_HBMB" "FRL_F111_D_LGB" "FRL_F111_D_JDAM" "FRL_F111_D_SEAD" "FRL_F111_D_RWY" [b]GR4 Tornado [/b] original model by Iris Simulations, ported by dezkit with permission, edited with permission by hcpookie and eggbeast - WSO turret - HUD properly centered on pilot eye - swept wings - pylon/weapon proxy configs - working landing lights - new solution for swept wingtip marker lights - zasleh cannon fire rotation - variable length afterburners - custom ECM magazine - working drop tanks - F3 CAP role - twin and single barrel mauser BK27 cannons and shelldrop fx - GPS/INS targeting function - wheelbrake - CBU/runway bomb eventhandlers - HARM functionality - seek and destroy enemy Radars from 10km - UK radio chatter - improved envelope - 11 weapons loadouts - see "plane_loadouts_stock6.xlsx" for proxy plan and loadout details in readme folder - animated airbrakes [b]TO FOLLOW:[/b] - Stormshadow model - BRU57 twin bomb rack model - BL-755 CBU model - camo skin [b]Classnames:[/b] //woodland "FRL_GR4_CAP" "FRL_GR4_CAS" "FRL_GR4_AGM" "FRL_GR4_MR" "FRL_GR4_LBMB" "FRL_GR4_BMB" "FRL_GR4_LGB" "FRL_GR4_SEAD" "FRL_GR4_STK" "FRL_GR4_RWY" //desert "FRL_GR4_D_CAP" "FRL_GR4_D_CAS" "FRL_GR4_D_AGM" "FRL_GR4_D_MR" "FRL_GR4_D_LBMB" "FRL_GR4_D_BMB" "FRL_GR4_D_LGB" "FRL_GR4_D_SEAD" "FRL_GR4_D_STK" "FRL_GR4_D_RWY" [b]Brimstone missile and rack[/b] Models by von knudenberg [b]D20 152mm Artillery cannon and Type 65/74 twin 37mm AAA gun[/b] Models and textures courtesy of wld427 (PRACS mod) Airburst ammo, custom ammo by hcpookie and eggbeast [b]EB_CMFlareLauncher[/b] for rapid firing of countermeasures by hcpookie [b]EB_Ship[/b] by Eggbeast and hcpookie [b]Weapons[/b] - 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 [b]ALSO COMPLETE[/b] - 2 new access ladders for island weapons - action on control station: order 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 I have made replacement LHD_6.p3d and LHD_house_1.p3d with old dummy turrets deleted and new working turrets added by init EH. or you can manually place them like any static weapon [b]TO DO:[/b] - UAV type remote station access (inside superstructure of LHD - add fire geometry and damage - develop interior bays for launching SOC-R boats etc - modify structure based on others work - with permission from deltagamer and open source content from BIS and [b] Credits:[/b] - sea sparrow model: myke - CRAM function: hcpookie and eggbeast - Ship: Eggbeast/ BIS samples - future ship model will adopt work by Detagamer and Chortles --- ArMaTeC: Provided the script central to this mod and to Myke's --- Myke: Inspired and produced the basis for this mod --- Chortles --- Deltagamer [b]Classnames:[/b] "EB_RIM7_pod_USMC" "EB_RIM7_pod_US" "EB_RIM116_pod_USMC" "EB_RIM116_pod_US" "EB_RIM162_pod_USMC" "EB_RIM162_pod_US" "EB_CIWS_pod_USMC" "EB_CIWS_pod_US" HOW TO USE: in mission.sqm (also needs the functions module placed in editor) class Item33 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8091.1509,0.34830463,716.58838}; azimut=55; id=235; side="LOGIC"; vehicle="Logic"; leader=1; skill=0.60000002; text="LHD1"; description="LHD1"; }; }; }; in init.sqf if (isServer) then { waituntil {!isnil "bis_fnc_init"}; LHD1 call BIS_EW_fnc_createLHD; }; i changed a couple of the models but kept the p3d the same as the bis ones, and made a patch of their stock classes, so my modified ship spawns perfectly! EB_Arty / pook_AT models and original configs/scripts: hcpookie, vilas and wld427 adjustment, conversion and configs: Eggbeast Classnames New Tyrian faction: "EB_Metis_TYR" "Igla_AA_pod_TYR" "pook_s60_TYR" "EB_ZU23_TYR" "EB_SPG9_TYR" "EB_Type36_TYR" "EB_D30_TYR" "EB_2b14_82mm_TYR" "EB_SearchLight_TYR" "EB_WarfareBMGNest_PK_TYR" "EB_D20_TYR" "EB_PK_tripod_TYR" "EB_DSHkM_TYR" "EB_DSHkM_Mini_TriPod_TYR" "EB_DSHKx2_TYR" "EB_NSV_LOW_TYR" "EB_AGS_TYR" "EB_TOW_TriPod_TYR" "pook_Type36_TYR" "pook_M40_TYR" "pook_Type74_TYR" New classes of static in pre-existing static types "EB_UKD_SearchLight" "EB_UKW_SearchLight" "EB_US_M240_Minitripod_D" "EB_US_M240_Minitripod_W" "EB_WarfareBMGNest_PK_TK_INS" "EB_DSHKM_TK" "EB_DSHkM_UN" "EB_DSHkM_Mini_TriPod_GUE" "EB_DSHkM_Mini_TriPod_UN" "EB_DSHkM_Mini_TriPod_ACR" "EB_DSHkM_Mini_TriPod_TK" "EB_SPG9_TK" "EB_SPG9_RU" "EB_Metis_INS" "EB_Metis_CDF" "EB_Igla_AA_pod_CDF" "EB_D30_GUE" new Dshkx2 EB_DSHKx2_RU EB_DSHKx2_INS EB_DSHKx2_CDF EB_DSHKx2_GUE EB_DSHKx2_TK EB_DSHKx2_TK_INS EB_DSHKx2_TK_GUE EB_DSHKx2_ACR EB_DSHKx2_UN new NSV / kord EB_NSV_LOW_CDF EB_NSV_LOW_INS EB_NSV_LOW_GUE EB_NSV_LOW_ACR EB_NSV_LOW_TK_INS EB_NSV_LOW_TK_GUE EB_NSV_HIGH_CDF EB_NSV_HIGH_INS EB_NSV_HIGH_GUE EB_NSV_HIGH_ACR EB_NSV_HIGH_TYR EB_NSV_HIGH_TK_INS EB_NSV_HIGH_TK_GUE new PK tripod EB_PK_tripod_RU EB_PK_tripod_INS EB_PK_tripod_CDF EB_PK_tripod_GUE EB_PK_tripod_TK EB_PK_tripod_TK_INS EB_PK_tripod_TK_GUE EB_PK_tripod_ACR EB_PK_tripod_UN new D20 152mm gun "EB_D20_RU" "EB_D20_INS" "EB_D20_CDF" "EB_D20_GUE" "EB_D20_TK" "EB_D20_TK_INS" "EB_D20_TK_GUE" new S60 57mm AAA pook_S60_RU pook_S60_INS pook_S60_CDF pook_S60_GUE pook_s60_TK pook_s60_TK_INS pook_s60_TK_GUE new Bags EB_Dshkx2_AA_Bag EB_SPG9_Bag EB_PK_Bag EB_Metis_Bag EB_Igla_Bag EB_Grinch_Bag EB_Stinger_bag_US EB_Stinger_bag_USMC Type 36 / M18 recoilless rifle "pook_Type36_RU" "pook_Type36_INS" "pook_Type36_CDF" "pook_Type36_GUE" "pook_Type36_TK" "pook_Type36_TK_INS" "pook_Type36_TK_GUE" M40 recoilless rifle "pook_M40_USMC" "pook_M40_US" "pook_M40_INS" "pook_M40_CDF" "pook_M40_GUE" "pook_M40_TK" "pook_M40_TK_INS" "pook_M40_TK_GUE" Type 65/74 twin 37mm AAA "pook_Type74_RU" "pook_Type74_INS" "pook_Type74_CDF" "pook_Type74_GUE" "pook_Type74_TK" "pook_Type74_TK_INS" "pook_Type74_TK_GUE" To follow: - New extensive SAM and AAA update from hcpookie - F-16C - CVRT - Su22 - UAV and plane rearm module - new bradley turrets - more Tyrian female fighters - Chieftain tank Share this post Link to post Share on other sites
eggbeast 3684 Posted July 19, 2015 mission updated to go with it http://forums.bistudio.com/showthread.php?189024-MP-COOP-22-EVO-UK-vs-Isis-Gulf-of-Aqaba-(Evolution)&p=2968402&viewfull=1#post2968402 Share this post Link to post Share on other sites