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BAFX and Rangemaster mod packs - released

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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?

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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 by eggbeast

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New version frontpaged on the Armaholic homepage.

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 :)

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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

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+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:

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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?

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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"

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Updated mod v2.8.1 available at withSIX. Download now by clicking:

banner-420x120.png

---------- Post added at 10:31 ---------- Previous post was at 10:29 ----------

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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Great, thanks for all your work and the updates. :)

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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

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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?

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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

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What?!? Rifle but as a weapon to disarm enemy?!

game on at the moment - interrogating enemy officer

butt1_zpszs8b3jrv.jpg

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Tornado GR4 coming soon...

tornado1.jpg

tornadoMaiden1.jpg

tornadoMaiden2.jpg

Edited by hcpookie

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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.

textures.jpg

Edited by hcpookie

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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

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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

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