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Iron Front in Arm3 LITE - preview versions

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@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

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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)!

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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.
 

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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:

 

Well, from here now, I'm going to make a patch and test it intenslivly in our community.

 

Cheers.

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Well i meant to suggest or assumed you wanted to provide more data/requested more changes, no? @tanin69

 

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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.

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@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?

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On 10/6/2019 at 1:29 PM, Bish91 said:

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.

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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

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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! 🙏

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Next update is likely the mentioned Enoch update (upgrading all terrains to new vegetation, objects, water and other things).

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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 

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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? 😞

 

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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.

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@simkas we are sharing it with other mods. a standalone mod doesnt make sense though

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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.

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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.

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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

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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.

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Ha tone of the news of the update of the texture of the vehicle, infantry, building?

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We are working on it daily for weeks, months and 4+ years now. 🙏 It will be some times this year for sure - or never.

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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?

 

hCeGZZP.jpg

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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 

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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?

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