.kju 3245 Posted October 27, 2019 @tanin69 if you have good data on min and max effective range of ammo, please share them (with sources please) - and please try to find actual battlefield data - not fantasy producer info Share this post Link to post Share on other sites
.kju 3245 Posted October 27, 2019 Preview v38 hotfix 2 is out Changelog: http://ww2ina3.com/wiki/index.php?title=WW2_Changelog:_Preview_v38_-_2019-09-12#Preview_v38_hotfix_2_-_2019-10-27 Download: http://ww2ina3.com/wiki/index.php?title=WW2_Download (to become available tomorrow) Server admin patch (84 MB) https://mega.nz/#!B8sWAa7D!-NwKZ8xzbXcMWh0GLSYuWZH86gnxHpmqmaE2UPddWAU https://drive.google.com/open?id=1o6_w66R7bZxBKCnShBt5QLniE5LmYYea Make sure to delete all bikey and bisign from IFA3 first (use agent ransack tool)! 3 1 Share this post Link to post Share on other sites
pappagoat 6 Posted October 29, 2019 Hello Chaps, A few static line observation if I may: - Game Observation: Sometimes I have seem canopies bounce up into the aircraft after deploying, or when the game is laggy the chute deploys before the jumper has had time to fall, but the result is that the aircraft starts trying to gain altitude to avoid colliding with the stream of parachutes opening up near it. - Suggestion: Not sure, disable collision for the parachutes? - Game Observation: By my calculations paratrooper parachutes are descending at appox 12 m/s (much faster than the in game air crew parachutes). - Real World: Both the US T-5 and UK Type-X Parachutes had an approx descent speed of 7 m/s. - Suggestion: Reduce descent speed of parachutes,reduces ground collision injury issues, is more accurate, and gives more time to enjoy the game jump. Share this post Link to post Share on other sites
tanin69 17 Posted October 31, 2019 On 10/27/2019 at 5:15 PM, .kju said: @tanin69 if you have good data on min and max effective range of ammo, please share them (with sources please) - and please try to find actual battlefield data - not fantasy producer info Dear @.kju, I've already posted sources in my previous post. And no, they are not "fantasy producer info". And yes, I know it's only far AI. And no, I have no intention to annoy you or anyone here. On 10/24/2019 at 8:00 AM, tanin69 said: I've collected historical data, mainly on the 88 flak gun. The 88 is also mounted on tiger 1. https://en.wikipedia.org/wiki/8.8_cm_Flak_18/36/37/41#Support_of_ground_troops http://lesffi.vraiforum.com/t1556-Canon-AA-Flak-8-8-cm-18-36-37-41-43-en-cour.htm (french) https://en.wikipedia.org/wiki/8.8_cm_KwK_36#Penetration_comparison http://mr-home.staff.shef.ac.uk/hobbies/ww2pen3.pdf Well, from here now, I'm going to make a patch and test it intenslivly in our community. Cheers. Share this post Link to post Share on other sites
.kju 3245 Posted October 31, 2019 Well i meant to suggest or assumed you wanted to provide more data/requested more changes, no? @tanin69 Share this post Link to post Share on other sites
tanin69 17 Posted November 1, 2019 20 hours ago, .kju said: Well i meant to suggest or assumed you wanted to provide more data/requested more changes, no? @tanin69 Ok I will @.kju. I have to do extensive testing before. 1 Share this post Link to post Share on other sites
.kju 3245 Posted November 2, 2019 @tanin69 Updated the weapon modes overviews: https://docs.google.com/spreadsheets/d/1Sahp93i0RNUaDvIn7Po3aczseTVKgwjAOWS7O_uLNB4/edit?usp=sharing https://docs.google.com/spreadsheets/d/1PCm-_Sg1vnIEVfKyoaCo6ih6HAf94tZ3Tez_WJMcaew/edit?usp=sharing it might be helpful to order the modes by the ranges - not sure yet to go for min/mid/max Range are sorting, or by an average of the three per mode? Share this post Link to post Share on other sites
BvB1 23 Posted November 2, 2019 On 10/6/2019 at 1:29 PM, Bish91 said: https://en.wikipedia.org/wiki/Rommel's_asparagus Those were just poles placed in likely landing zones to impede airborne operations. The ones with mines were placed in the water such that incoming landing craft would hit the mine and/or capsizevif they tried to pass them. The gates (element c/Belgian gates) were originally moveable anti-tank obstacles that the Germans recycled from existing French & Belgian defensive works. On the beach they could block landing craft or landed vehicles, channeling their approach into mines, preregisrered artillery, pillbox fields of fire, etc. Share this post Link to post Share on other sites
tanin69 17 Posted November 3, 2019 On 11/2/2019 at 5:33 AM, .kju said: @tanin69 Updated the weapon modes overviews: https://docs.google.com/spreadsheets/d/1Sahp93i0RNUaDvIn7Po3aczseTVKgwjAOWS7O_uLNB4/edit?usp=sharing https://docs.google.com/spreadsheets/d/1PCm-_Sg1vnIEVfKyoaCo6ih6HAf94tZ3Tez_WJMcaew/edit?usp=sharing it might be helpful to order the modes by the ranges - not sure yet to go for min/mid/max Range are sorting, or by an average of the three per mode? Thank you @.kju very useful 1 Share this post Link to post Share on other sites
.kju 3245 Posted December 3, 2019 Do you like SP/campaign play in Arma, and are up to provide meaningful written feedback? If so, continue to read here http://ww2ina3.com/viewtopic.php?f=50&t=292 on how to participate with play-testing our upgraded Iron Front campaigns in Arma 3. If you don't happen to know them from Iron Front standalone, it features a German infantry focused campaign with tank play at the end, and a Russian tank focused campaign with some infantry action as well in a series of 8 missions each. For the Fatherland - for the Motherland! 🙏 5 Share this post Link to post Share on other sites
Jimi Markkanen 14 Posted December 3, 2019 Any ETA on the next update? Apparently it'll have full textures. Share this post Link to post Share on other sites
.kju 3245 Posted December 3, 2019 Next update is likely the mentioned Enoch update (upgrading all terrains to new vegetation, objects, water and other things). 8 1 Share this post Link to post Share on other sites
zukov 490 Posted December 3, 2019 49 minutes ago, .kju said: Next update is likely the mentioned Enoch update (upgrading all terrains to new vegetation, objects, water and other things). i'm always wondering how look good the Baranow castle in Livonia terrain and the beautiful buildings from IFL44 Share this post Link to post Share on other sites
Patty1609 0 Posted December 27, 2019 Hi There I need some help... I downloaded Iron Front mod from ww2ina3, I install them nad launch game but, when I choose Thompson or Ppsh game turn off. In previous Version this mod it worked. Someone can help? 😞 Share this post Link to post Share on other sites
simkas 25 Posted December 27, 2019 Have you thought at all about releasing your bayonet system as a separate mod? It has by far the best bayonet mechanics for Arma 3 and it'd be really great to be able to use them for things other than WW2 too. Share this post Link to post Share on other sites
.kju 3245 Posted January 2, 2020 @simkas we are sharing it with other mods. a standalone mod doesnt make sense though Share this post Link to post Share on other sites
simkas 25 Posted January 2, 2020 7 hours ago, .kju said: @simkas we are sharing it with other mods. a standalone mod doesnt make sense though Why not? It would make sense if it was something like a framework that included all the functionality and maybe examples for some vanilla weapons and then people could create their own bayonets for whatever mod weapons they want. Share this post Link to post Share on other sites
Roamingcharges 0 Posted January 21, 2020 I got a question, do I need ai mods for this mod? Would it conflict with this mod to use them? And are there any recommended ones that mesh well? I'm sorry if this is asked before. Share this post Link to post Share on other sites
ayjay 117 Posted January 22, 2020 I believe you don't necessarily need any AI mods although you can use them if you think they enhance the game for you. I also think any AI mod will work/mesh with the game up to a point. It's just a matter of choice Share this post Link to post Share on other sites
Roamingcharges 0 Posted January 22, 2020 Cool, thanks for the reply, I was wondering if there was a need to. I seen they made work on the ai so I was wondering if adding these mods would goof something up. Share this post Link to post Share on other sites
Predator14 17 Posted January 31, 2020 Ha tone of the news of the update of the texture of the vehicle, infantry, building? Share this post Link to post Share on other sites
.kju 3245 Posted January 31, 2020 We are working on it daily for weeks, months and 4+ years now. 🙏 It will be some times this year for sure - or never. Share this post Link to post Share on other sites
vintorez 250 Posted February 1, 2020 On 1/31/2020 at 5:33 AM, Predator14 said: Ha tone of the news of the update of the texture of the vehicle, infantry, building? 1 Share this post Link to post Share on other sites
Reid236 116 Posted February 1, 2020 If you want the update to come out faster why dont you join them and contribute to the development if not be patient and quit asking for updates Share this post Link to post Share on other sites
Panzerkette28 0 Posted February 2, 2020 Hmm, I don't know if I understood the concept right. Iron Front was originally a game, that had a "Lite" version with low-res textures, that was made to play with people who had the game without buying the game. This "Lite" version was converted to a mod for Arma 2 & Arma 3. The condition is, that this mod has to be released with full texture details etc. one day for money. As a creator dlc? How is it planned? Share this post Link to post Share on other sites