Jump to content
sgt_savage

The Unsung Vietnam Mod 3.0 WIP THREAD

Recommended Posts

We not see Chaffee M24 in this mod? It was used during the Vietnam war before US army gets Sheridan

  • Like 1

Share this post


Link to post
Share on other sites
On 9-5-2018 at 6:27 PM, General Yudenich said:

We not see Chaffee M24 in this mod? It was used during the Vietnam war before US army gets Sheridan

 

The Chaffee was fased out at the end of the korean war i think. The US did give some of them to the ARVN, but quickley got replaced by the M41 Walker Bulldog.

i guess the most action that it saw in vietnam was in the 1st indochine war in the fench army.

  • Like 1

Share this post


Link to post
Share on other sites

these tanks are on the list, but not really likely with the current mod team, as we have literally no modellers in the team, only texture, terrain and config guys.

one day we hope to do it.

  • Like 5

Share this post


Link to post
Share on other sites
Posted (edited)
On 03/05/2018 at 9:26 AM, eggbeast said:

M117 has been on my to-do list for so long. will add at some point yes.

 

any modelers out there fancy making one?

 

 

 

 

Believe me, it I had any modeling talent, I would love to! Maybe someday...

Edited by R0adki11
removed quoted images
  • Like 2

Share this post


Link to post
Share on other sites

Perhaps we overdid it on the rockets?

 

I876xiu.jpg

 

  • Like 4
  • Thanks 1
  • Haha 4

Share this post


Link to post
Share on other sites

G'day Eggbeast,

 

You can never have too many rockets!:f:

Share this post


Link to post
Share on other sites

This is perfect for people like me who never mastered guided munitions, now I can just blanket the general area:f:

  • Like 1

Share this post


Link to post
Share on other sites

those zunis way a ton! well, 85kgs each including the warhead!

ok all aircraft gunsights have been upgraded today following some apparent changes made in tanks dlc

 

so to summarise what i had to fix:
1. make sure pilot proxy is horizontally aligned with the floor (no tilting the triangle) as otherwise it can affect zooming direction
2. make sure the aircraft pylon proxies are horizontally aligned with the floor, (assuming they are using rocketpods with a horizontal memory point setup for muzzleEnd and muzzlePos). This took a little mesh work in the models to fix their alignment with the newly rotated proxies
3. make sure in config
viewpilot:
initAngleX = 0; --> this especially affects the head zoom up/ down direction.
initAngleY = 0;
viewoptics
initAngleX = 0;
initAngleY = 0;
4. in rocket pod weapon config add memory points refs
    muzzlePos           = "muzzlePos";
    muzzleEnd           = "muzzleEnd";

 

Share this post


Link to post
Share on other sites

How do the SA-2AA missiles work?

 

I put some, they follow the plane but don't fire at it.

Also put a radar, but same thing.

Share this post


Link to post
Share on other sites
11 hours ago, eggbeast said:

those zunis way a ton! well, 85kgs each including the warhead!

 

That's heavy - do they WEIGH a ton too?  :D

  • Haha 3

Share this post


Link to post
Share on other sites

3.5 is released on steam workshop - changelog is here

 

  • Like 6

Share this post


Link to post
Share on other sites

UNSUNG....Still the BEST Arma mod.

 

 

  • Like 2
  • Thanks 2

Share this post


Link to post
Share on other sites

Hey Mr. Eggbeast, 

love your mod and really appreciate what you've done for the Arma Vietnam Community! 
I would liek to suggest to you if you could/would like to add something to the mod.
There is a mod called Immersion Cigs for arma 3 which lets your character smoke while in game ! Would be a great feature. 
About the modeeling thing, if you still need a modeller i could give it a try for you guys. 

Thanks !

Share this post


Link to post
Share on other sites

ok great have you got any screenies/ examples of your work?

Share this post


Link to post
Share on other sites

a quick progress update:

 

New TVT game mode - Frontline Vietnam

We've been collaborating closely with the guys at Frontline, an awesome TVT game mode, and had our second test of this fun and chaotic battlefield last night

They are working wit hthe Unsung and Frontline communities to balance the sides and gameplay.

Meanwhile we are picking up issues they raise and implementing solutions.

Watch out for a HOTFIX patch coming soon, maybe in 2-3 weeks time.

 

Things we've fixed so far:

Fixed Strela SAM locking/ tracking to target

Added PVP versions of mortars with much fewer rounds

Fixed ZPU-4 damage (was way too weak)

Fixed damage model of UH1 and AH1 helicopters

Improved depth of rivers on Phu Bai map

Khe Sanh clutter and trenches/ bunkers geometry

Foxhole distance lods

Pallet stack geometry

 

Plane overhaul continues

So the team has been working through each aircraft adding new damage model, ejection seats, new pylon systems retextures, virtual garage, crew animations, sounds etc.

So far the O2, A1 and F100 are completed

In progress are the A7, A4, F4 and A6

To come are Mig-21, F111, F105, A3b, AC47, etc.

 

Aircraft weapon overhaul

Fixed laser locking of GBU8

Fixed IR locking of AGM12 and AGM65

Fixed anti-radar locking of AGM45 and AGM68

Added working fuel boost when using fuel drop tanks - whe nyour fuel is below 0.5 you can access this feature in the action menu

Added dynamic rearm system to F100, O2, A1, A4, A6, A7 - you can access this by parking the plan next to a truck or ammo crate and pressing "reload" key then selecting one of up to 10 preset loadouts from the action menu.

We are also importing Mykes GPS/INS locking system for a limited number of weapons - basically repackaging it as a "Mark Target" feature for RTO's and aircraft pilots and gunners to use to identify and mark targets on the map using a grid location. This will eventually enable all kinds of fun, such as calling in a daisy cutter to remove trees, or a B52 strike to flatten enemy positions.

 

Other work in progress

New textures and decals on the M113s

Additional ACRE functionality

Retexturing the A7

Upgrades to Khe Sanh

 

Unsung Units running regular operations

Got some new groups tagging along with the already existing supporting groups for UNSUNG.

 

Project Delta

https://units.arma3.com/unit/unsung-project-delta

teamspeak.armanam.eu

discord https://discord.gg/cTsfrmP

 

7th Cavalry

Server Name: =7Cav=Official

Air Cav Vietnam Server IP: 149.56.106.84 Port: 2302

TeamSpeak 3: ts3.7cav.us Port:9987

mod collection https://steamcommunity.com/sharedfiles/filedetails/?id=1390795471

 

25th Infantry Division

https://www.xgaming.us/vietnam

 

New Units

 

Giving a warm welcome to the new groups of:

 

9th ID, Charlie Company

Steam: https://steamcommunity.com/groups/9thIDTFA

TeamSpeak: 23.95.226.15

 

9th ID, Kilo Company

Website: https://clanlist.io/user/profile/9thInfantry

Steam: https://steamcommunity.com/groups/9thIDvietnam

TeamSpeak: ts4.gameservers.com:9145

 

11th Airborne Division

Website: http://www.nfggaming.us/

Steam: https://steamcommunity.com/groups/11abn

TeamSpeak: Nfggaming.typefrag.com:7295 (Requires Lvl30 TS Security)

ArmA3 Units: https://units.arma3.com/unit/11abn

 

New game modes

 

And those communities in support running public servers with unique game modes and experiences for the community:

 

Frontline Vietnam

(click to visit website)

 

APX

Server 199.60.101.203 or Search APX and it'll be Server 4.

discord https://discord.gg/VbVSeVS

 

EXILE: Zombies Need Love Too:

Website: http://znl.enjin.com/home/viewforum/9118331/m/38786036

Communication: https://discord.gg/pqv9qgW

Server Info: 191.101.166.96:2302

 

EXILE: ZNATION ARMY:

Website: http://znation.army/

Communication: TeamSpeak3: 89.110.132.66:40015

Server Info: 148.251.139.190:2400

 

For more info on all these groups and servers alongside info for upcoming public events I suggest you pay close attention to the #servers_n_units and #upcoming_events channels in our discord to get your feet wet!

 

New mod team members

We'd like to welcome some new team members and say goodbye to others who've had to retire

 

Welcome to

Schwienny who is working on a terrain

TheMagnetar who is developing ACRE compatibility

Blindside who is working on weapon animations

Webknight who is working on animations, including weapons

Steve, who is working on weapon sounds with Sav

New potential helpers / apprentices: Mudnut, Diesel, Cyunide, Han and Dustypeek - all have expressed an interest in developing their modding skills with our support

 

Goodbye and good luck to

J.Dobermann - thanks bud!

  • Like 8
  • Thanks 4

Share this post


Link to post
Share on other sites

Hi Developers I found a bug with the bunkers near the river on the Da krong Map at the Airfield they're too dug into the ground to garrison then properly with units as the soldiers head are stuck in the ceilings of the bunkers, I don't know if its be raised before but I thought id let you know

Share this post


Link to post
Share on other sites

Here are some pictures of the A7 Corsair II nearing completion

It's really amazing what the team can accomplish!

  • Original model by Aplion
  • New textures by Timms, with model support from HorribleGoat and decals by eggbeast
  • Configs by eggbeast and Tetet (ejection, damage, virtualgarage, pylons, etc)
  • Scripts by hcpookie, Tetet and eggbeast
  • Sounds by B01/ Bohemia/ Sgt_Savage

 

zBT0RJF.jpg

 

JRD24tP.jpg

 

GrVljdH.jpg

 

LUE77UW.jpg

 

E5I5Whw.jpg

 

  • Like 4

Share this post


Link to post
Share on other sites

@Digger James Just open the image in new tab and delete the ".i" in front of imgur.com on URL bar. the images show up

Share this post


Link to post
Share on other sites

nah just getting the picture code like; "zBTORJF.jpg" in a list and nothing else... can't click any link because for me it doesn't exist.

Share this post


Link to post
Share on other sites
2 hours ago, Digger James said:

nah just getting the picture code like; "zBTORJF.jpg" in a list and nothing else... can't click any link because for me it doesn't exist.

 

Its an issue with imgur.com on the forums, the BIS web team is currently investigating the issue. In the meantime, use the work around @classic has suggested.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×