Jump to content
.kju

Iron Front in Arm3 LITE - preview versions

Recommended Posts

@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

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)!

  • Like 3
  • Thanks 1

Share this post


Link to post
Share on other sites

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
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.

Share this post


Link to post
Share on other sites

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
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.

  • Thanks 1

Share this post


Link to post
Share on other sites

@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
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.

Share this post


Link to post
Share on other sites
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

  • Thanks 1

Share this post


Link to post
Share on other sites

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! 🙏

  • Like 4

Share this post


Link to post
Share on other sites

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

  • Like 4
  • Thanks 1

Share this post


Link to post
Share on other sites
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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×