eggbeast 3673 Posted December 11, 2014 - updated all opfor weapons with wld427 weapon models - edited weapon loadouts on Mig23, L39, Su25, Su27, Su30, Su34 - fixed pop-up errors with F15 / Su30 textures - fixed stretcher proxy in uh60 - adjusted icons for Su25, Su27, Su30, Su34 starting in on the Mig29 from hcpookie Share this post Link to post Share on other sites
islesfan186 83 Posted December 11, 2014 (edited) some stuff I've noticed: - The CDF Mig-27s (EHCAS, HCAS, CAS) has a TK skin - The Mi-8AMT (Transport) has cockpit textures on the exterior of the tailboom - The Russian Mi-8TBK has the ACR lion decal kinda like clipping weirdly right below the cockpit windows - On the UH-60's, when you start the engine the rotor blades like bend up...not really sure how to explain it - On most of the helicopters of tried, rockets only shoot from the #1 (Left) side pod Edited December 11, 2014 by islesfan186 Share this post Link to post Share on other sites
eggbeast 3673 Posted December 12, 2014 (edited) thanks man, we're not really asking for bug reports, as this is all WIP. The Mi8 stuff is known about, and the UH60 rotor. I'll go check the Mig27 thanks. - EDIT: fixed - thanks for that - good spot! which specific heli has that pod issue? Edited December 12, 2014 by eggbeast Share this post Link to post Share on other sites
eggbeast 3673 Posted December 12, 2014 ok tons of new Mig29 / Mig35 variants added, based on Mukceps original port and pooks work on that. Planes Mig29 Mig35 multi-role variants (will have dynamic loadout) MR factions RU, INS, CDF, CDF IND, GUE, TAK, TK GUE, TK INS Fixed roles: CAP SEAD AGM MR CAS HCAS EHCAS BMB LBMB HBMB LGB fixed role factions RU, TK, INS and CDF faction example pic Share this post Link to post Share on other sites
islesfan186 83 Posted December 12, 2014 which specific heli has that pod issue? Pretty much everyone I tried. Mi-24, Mi-28, Mi-8 (russian ones), don't remember the exact variants. The fixed wing aircraft seemed to be fine. I'm not by my computer right now but if you want I'll give you more exact info when I get home Share this post Link to post Share on other sites
eggbeast 3673 Posted December 12, 2014 ok, this is why we're not mad keen on bug reports from public users... but if it's showing up in your game maybe you run another conflicting mod? i've just tested a sample of the choppers and can't find the issue. please refine your report when you can. Share this post Link to post Share on other sites
islesfan186 83 Posted December 12, 2014 (edited) double checked when I got home. works fine now. I guess I was running another mod without knowing. sorry about that EDIT: figured it out. I have different "lists" using my alpinestars A2 launcher. I think when I was using my mousewheel to scroll down the mod list, it must have gone to my "ACE list" accidentally as opposed to my default list which only runs CBA and whatever mods new mods I want to test out Edited December 12, 2014 by islesfan186 Share this post Link to post Share on other sites
eggbeast 3673 Posted December 12, 2014 thanks for checking. yeah this mod is very unlikely to tolerate ACE configs, and vice versa. ---------- Post added at 05:53 PM ---------- Previous post was at 04:39 PM ---------- clamshell and side doors WIP on the mi8 series Share this post Link to post Share on other sites
eggbeast 3673 Posted December 12, 2014 2.0 is out http://forums.bistudio.com/showthread.php?181303-BAFX-and-Rangemaster-mod-packs-released&p=2837660&viewfull=1#post2837660 Share this post Link to post Share on other sites
eggbeast 3673 Posted December 14, 2014 ok bugs found in scripts in the Mig23 and Mig29 series. Will fix for next release. Currently they run loops on the plane even when nobody is in it, so they bog down your MP performance if you place loads in a mission also the mig35 has a damage system running on its tyres causing it to explode on take-off lol Share this post Link to post Share on other sites
eggbeast 3673 Posted December 15, 2014 - fixed mig23 historical perpetual execvm loop that was causing a lot of lag - fixed uh60 rotor anim (thanks pook) - fixed mi8 skin issues - added Mi8 transport/ambulance now has opening doors and clamshell rear hatches - fixed accuracy setting in mi8 causing it to be almost impossible to lock on to - fixed GSh-6-30 twin pods firing modes Share this post Link to post Share on other sites
eggbeast 3673 Posted January 6, 2015 (edited) General - add full classname spreadsheet - split BAFX and Rangemaster into two packs EB_weapons - make the "silencers" correctly be called "suppressors"? Silencers only exist in James Bond movies. - molotov flame? - weapon zeroing - disposable M136 - add vilas' sterling and von knudenbergs 9 milly for chieftain crew - OSV96 Rifle /von knudenberg - M59 Rifle /chris, von knudenberg - EB_weapons\config.cpp/cfgWeapons/m8_SAW/Scope/ EB_missilebox - add new models from PRACS - thanks wld427! - add M230 and AGS17/A burst sounds - KMGU mine dispenser script - from unsung suu14 - add smokewinder for Larsiano - rearm module - missile camera function - S24 pod - Ka52/Mi24 - GUV 8700 Gunpod AGS - Ka52/Mi24- GUV 8700 Gunpod MG - F35A / A10 / AV8B - BRU-57 dual bomb rack from migeater F15 - add E seat - cockpit lights too bright - add wheel turn from su30 MQ9 Predator - make better interface and control system Su34 / F35 - add afterburner effects Su27 - wingtip hardpoints need removal. - Need to verify su27 wheels turn, they appear not to. - Apply su27 wheel turn values to other planes - Sonic boom script eval for repeating sound. - Nose cone script for other planes (req model edit)? - pilot view- some camo selections not present. - su27b model not using updated engine sections. - pylons visible through engine fairings - both rotors on intake spin in same direction - su27b pilot offset - su27 HUD - add wreck - 30m canards vapor trails Mig23 - random number mp sync. - Random camo selections? - night light brightness too high. - make wing anim based on speed not flaps - add wreck - engine off sound - clan sign - engine cover - fixed mig23 historical perpetual execvm loop that was causing a lot of lag - fixed GSh-6-30 twin pods firing modes Mig29 - has 6x wep points & cl fuel pylon. Mig 35 up to 8x wep pylons - cockpit dials. Mi8 - add moving doors - add 50 cal barrel to front - add optic turret for assault versions - fixed mi8 skin issues - added Mi8 transport/ambulance now has opening doors and clamshell rear hatches - fixed accuracy setting in mi8 causing it to be almost impossible to lock on to Mi24 - P/Navy gun texture - V Gsh23 model in nose Mi28 - cockpit to complete UH60 - stretcher hide in non-MEV failing, proxy renaming broke it - M230 model to add, take off of non M230 versions - rotor bend - bone damage - tidy up skeletons - add Gau 19 from von knudenberg AH6 - sniper ski script - fast roping - add Gau 19 from von knudenberg M1161 Growlers - fix horn - fix lume launcher - add flip script - add Gau 19 from von knudenberg BAFX Ridgeback - increase mag cargo space RE_landrovers - animate weapons - reduce poly count - MHQ script - The Lynx model geometry needs fixing - Viewpilot in the chieftain is stuck facing forwards unless you turn out - Chally 2 GPMG doesn't move - Mastiff cargo seats don't work properly and HMG/GMG has shadow bug - vodnik and tunguska D textures NEW: - pook BTR40 pack - pook zpu/S60 pack - pook shilka, sparka, T34, T54 pack - zu and zu truck - UAZ and technical pack - pook SAMs and SCUD - BO105 - resources module for refueling, knives, medkits, etc - traps and mines - statics - MV22 add weapons and cargo walk deck (pook) - Merlin add weapons and cargo walk deck - brooks' Chieftain - finish textures, sounds - convert CRV(T) pack from vilas - L39 variants - finish rear seat - AW159 Wildcat - Su22 from franze - Tornado from dezkit - EF2000 - F16C Edited January 10, 2015 by eggbeast Share this post Link to post Share on other sites
domokun 515 Posted January 6, 2015 And I thought that I had a long to do list ;) Keep up the great work! Much appreciated Share this post Link to post Share on other sites
eggbeast 3673 Posted January 10, 2015 well we're nearly there with porting through pooks vehicles from unsung to rangemaster, with modern factions and weapons: 7 factions: RU, INS, CDF, GUE, TAK, TK_INS, TK_GUE for: BTR40 transport BTR40 PK BTR40 Dshk BTR40 DShk / PK BTR40 Twin DShk BTR40 57mm SPG / PK BTR40 73mm SPG / PK BTR40 106mm RR / PK BTR40 23mm Zu23-2 AAA BTR152 Dshk transport BTR152 14.5mm ZPU-4 AAA ZSU-23-4 Shilka AAA ZSU-57-2 Sparka AAA S-60 57mm AAA Zu-23-2 23mm AAA ZPU-4 14.5mm AAA Ural S-60 AAA Ural Zu23-2 AAA T34/76 T34/85 OT34 T54 T55A TO55 All of the AAA has airburst flak effects The vehicles have deployable bush camo, spare tyres, independent moving searchlights, weapon zeroing and correct ammo mag sizes and bullet types. + adding (no changes) pooks new HEMMT trucks, SAM trucks, SCUD and MV22 osprey and BO-105. Share this post Link to post Share on other sites
amx225 1 Posted January 11, 2015 Hello, will you be adding Mirage 2000, F-14 Tomcat to this mod? Share this post Link to post Share on other sites
eggbeast 3673 Posted January 11, 2015 would love to, but we need models for those Share this post Link to post Share on other sites
eggbeast 3673 Posted January 14, 2015 v2.1 uploading - out very soon completed/included: 7 factions: RU, INS, CDF, GUE, TAK, TK_INS, TK_GUE for: BTR40 transport BTR40 PK BTR40 Dshk BTR40 DShk / PK BTR40 Twin DShk BTR40 57mm SPG / PK BTR40 73mm SPG / PK BTR40 106mm RR / PK BTR40 23mm Zu23-2 AAA BTR152 Dshk transport BTR152 14.5mm ZPU-4 AAA ZSU-23-4 Shilka AAA ZSU-57-2 Sparka AAA S-60 57mm AAA Zu-23-2 23mm AAA ZPU-4 14.5mm AAA Ural S-60 AAA Ural Zu23-2 AAA T34/76 T34/85 OT34 T54 T55A TO55 All of the AAA has airburst flak effects The vehicles have deployable bush camo, spare tyres, independent moving searchlights, weapon zeroing and correct ammo mag sizes and bullet types. + additional hcpookie mods HEMMT trucks http://forums.bistudio.com/showthread.php?186757-HEMTT-Trucks models include flatbed, rearm, refuel, repair, and... gun truck! pook_HEMTT // West - USMC (Green) pook_HEMTT_US // West - US (Tan) pook_HEMTT_CDF // West - CDF (Green) pook_HEMTT_CDF_IND // Independent - CDF (Tan) pook_HEMTT_gun // West - USMC (Green) pook_HEMTT_gun_US // West - US (Tan) pook_HEMTT_gun_CDF // West - CDF (Green) pook_HEMTT_gun_CDF_IND // Independent - CDF (Tan) Found under vehicle class "Support" pook_HEMTT_ammo // West - USMC (Green) pook_HEMTT_ammo_US // West - US (Tan) pook_HEMTT_ammo_CDF // West - CDF (Green) pook_HEMTT_ammo_CDF_IND // Independent - CDF (Tan) pook_HEMTT_fuel // West - USMC (Green) pook_HEMTT_fuel_US // West - US (Tan) pook_HEMTT_fuel_CDF // West - CDF (Green) pook_HEMTT_fuel_CDF_IND // Independent - CDF (Tan) pook_HEMTT_repair // West - USMC (Green) pook_HEMTT_repair_US // West - US (Tan) pook_HEMTT_repair_CDF // West - CDF (Green) pook_HEMTT_repair_CDF_IND // Independent - CDF (Tan) Modern SAM systems. Different models included: http://forums.bistudio.com/showthread.php?186417-pook_SAM-Pack-v1-0-discussion - 9K331/9K332 Tor (SA-15) - 9K37 / 9K317 Buk (SA-11) - 96K6 Pantsir (SA-22) - NASAMS (AIM-120) - C-RAM ADS - MIM-104 Patriot System (and support vehicles) - SA3 static and mobile launcher vehicles SCUD http://forums.bistudio.com/showthread.php?186733-SCUD-with-Artillery-Computer-Control Found under new vehicle class "SSBM" pook_SCUD_TAK // East - Tak pook_SCUD_INS // East - ChDKZ pook_SCUD_TKINS // East - TAK-Militia pook_SCUD_CDF // West - CDF pook_SCUD_GUE // Independent - NAPA GUE pook_SCUD_TKGUE: // Independent - TAK-Locals MV22 osprey http://forums.bistudio.com/showthread.php?187447-MV22-Update-and-Door-Gun-models! - updated FM characteristics! The bird is manageable at hover speeds, but still has that "big bird" heft. - walkable interior, door steps, ramp - adjusted getin/getout cargo points (for ramp) - updated minor model errors - added flap/gear sounds - updated chaff/flare action based on video footage EDIT TO ADD: Select "Burst" mode for the full effect! - added smoke screen countermeasures - adjusted night headlight direction - updated dust effects based on RL data - added camo1/camo2 textures. "clan" and "clan_sign" are texture 2 and texture 3, respectively. So if you want to set insignias with these you can. - added "refuel" memory point on tip of refuel boom - added functional chin turret targeting pod based on RL data - - front "cargo seat" is now copilot observer - added actions for: - - pack/unpack wings - - crew grenade drop - - crew smoke shell marker drop - - door action - - ramp action - new IDWS version with all the tweaks AND: - - gun combined in model; no more need for the previous attachto scripting methods - - reduced cargo capacity based on RL data - - ejected bullet drop - new rear M240 gunner version with all the tweaks AND: - - M240 rear gun position - - gun combined in model; no more need for the previous attachto scripting methods - - always-open ramp for rear gunner - - ejected bullet drop - added CV-22 (USAF / SOC version) - - M240 rear gun version with: - - increased fuel capacity based on RL data - - sanitized texture w/ no "marines" decals - added BAF IDWS and M240 versions as well - - sanitized texture w/ no "marines" decals so next up: BO105 F111 sterling rearm module chieftain M59 FN9mm Gau19 BRU57 rack CVRT Su22 Lynx artillery ranges pandur ---------- Post added at 08:52 PM ---------- Previous post was at 08:19 PM ---------- Share this post Link to post Share on other sites
eggbeast 3673 Posted January 15, 2015 released 2.1 http://forums.bistudio.com/showthread.php?181303-BAFX-and-Rangemaster-mod-packs-released&p=2857936&viewfull=1#post2857936 Share this post Link to post Share on other sites
eggbeast 3673 Posted January 18, 2015 pooks pandur update coming soon to RM http://forums.bistudio.com/showthread.php?187655-Improved-Pandur-Units Share this post Link to post Share on other sites
eggbeast 3673 Posted January 20, 2015 (edited) von knudenbergs new model of the Spike-ER missile, made for the pandur pook is refitting now you'll never see it like this in-game but we thought we should field-test it on an ah64 yep! it works! killed 6 MBT's without blinking... also very early first draft of the new plane rearm function for all multi-role rangemaster aircraft (yes, all 100 of them!) thanks to John Spartan for the module, which is being adapted specifically for rangemaster aircraft and mykes FRL_missilebox + our EB_missilebox the bottom 9 icons on the left arefor choosing your role (weapon loadout). once clicked the potential loadout will show in the empty box on the left. if you then choose change role, on the right, the aircraft will be loaded with the selection. it also has a service button for you to refuel/repair and re-stock current magazines and a repaint button to select your aircraft textures Edited January 20, 2015 by eggbeast Share this post Link to post Share on other sites
eggbeast 3673 Posted January 21, 2015 ever get to a roof top like this and wish you could go prone and snipe? well now you can! with Egg's patented sniper hide! The sniper hide features a handy crawl ramp up to your firing position, fully adjustable height (Evo misisons only) so you can set it to see over that pesky parapet, and you'll always be in fashion when you choose from these 4 different camo textures... (Note: use of sniper hide does not guarantee accuracy at range, and is unlikely to prevent death in the event of enemy tanks spotting you. sniper hide is intended for recreational purposes only, and should not be used in battle conditions except by trained snipers, with sufficient infantry, armour and air support.) Share this post Link to post Share on other sites
eggbeast 3673 Posted January 22, 2015 (edited) ok so i took it for a test drive last night... on a gas station awning in duala, 600m from the zone centre and from this snug little vantage point i nailed 40 men with not one incoming round, including taking out a squad at 300m, who were trying to find me... and my rifle was firing pretty loud lapua magnum rounds. however as soon as i left the hide to crawl to the edge of the roof i didn't even get to line-up a shot before a hail of rounds was coming in, and they got me real quick. so the hide appears to work pretty well! i think the fact that there's only a small hole visible and the hide itself has accuracy 1000, and i'm prone, and there's sight blocking on the floor of the hide, makes it work well - more testing today note also that i'm carrying 12 mags - this is because i made webbing (pistol slot) versions for smaller mags like M24 and L115 rifles. Edited January 22, 2015 by eggbeast Share this post Link to post Share on other sites
eggbeast 3673 Posted January 22, 2015 test-firing von knudenbergs spike missile on pooks new pandur letting in some air and taking a bath just for kicks - added spikes to the MH60L DAP and the AH6M Share this post Link to post Share on other sites