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First of all, it is not perfect, but we are getting better ;)
Secondly, our vehicles are never meant to be played with AI, we are focusing on coop content. This means, some functions may not work with AI

 

Redd'n'Tank Vehicles 1.4.85
10.06.2018

 

The Team:
Redd: Config, functions, model, textures
Tank: Model, textures

 

Redd'n'Tank official website:
http://reddiem.portfoliobox.net/

 

Discuss AW-Forum (german): 
https://armaworld.de/index.php?thread/3258-redd-vehicles-marder-1a5-release/

 

Discuss BI-Forum (english):
https://forums.bistudio.com/forums/topic/210296-redd-vehicles-marder-1a5-release/

 

Steam Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=1128145626

 

YouTube:

 

 

Imgur:
https://imgur.com/a/Uv1Ei

 

GitLab: (See the whole Changelog)
https://gitlab.com/TTTRedd/Redd_Vehicles
pls report issues here

 

Support us:
https://www.patreon.com/Redd_Arma_Modding

 

Contact:
redd.arma.modding@gmail.com

 

Addon Pack Contains:
- Gepard 1A2
- Wiesel 1A4 MK20 (No AI Vehicle)
- Wiesel 1A2 TOW (No AI Vehicle)
- Fuchs 1A4 Infantry (No AI Vehicle)
- Fuchs 1A4 Infantry-Milan (No AI Vehicle)
- Fuchs 1A4 Engineers (No AI Vehicle)
- Fuchs 1A4 Medic Vehicle (No AI Vehicle)
- Marder 1A5 (No AI Vehicle)
- Static Milan 
- Redd Vehicles Main

 

Features:
Gepard 1A2
- Full animated radar
- Commander and gunner have two stances when turned out
- Woodland, desert and winter camo
- Customisable Battalion/Regiment and Company numbers
Wiesel 1A4 MK20
- Woodland, desert and winter camo
- Commander has two stances when turned out
- ViV transportable
- Slingloadable
- Customisable Battalion and Company numbers
Wiesel 1A2 TOW
- Woodland, desert and winter camo
- ViV transportable
- Slingloadable
- Customisable Battalion and Company numbers
Fuchs 1A4 Medic Vehicle
- Actual Fuchs has two brake pedals, try the difference between normal brake (S) and handbrake (X). We tried to simulate pushing both pedals with the handbrake (X)
- Rotating blue light
- Woodland, desert and winter camo
- Animated doors
- Animated Surge Plate
- Animated Bullet Shield
- Customisable Battalion and Company numbers
Fuchs 1A4 Infantry, Infantry-Milan and Engineers
- FFV left and right rear hatch
- Actual Fuchs has two brake pedals, try the difference between normal brake (S) and handbrake (X). We tried to simulate pushing both pedals with the handbrake (X)
- Mountable rotating beacon
- Mountable Milan for middle hatch (Only Infantry-Milan)
- Woodland, desert and winter camo
- Animated doors
- Animated Surge Plate
- Animated Bullet Shield
- A few more little animations
- Customisable Battalion and Company numbers
Marder 1A5
- Rear ramp can be opened and closed by driver or rear FFV-seat
- Turned out Commander can assemble Milan on turret
- FFV, rear-back-seat, left-back-seat, right-back-seat
- Commander has two stances when turned out
- Marder has Static Milan in its cargo
- Woodland, desert and winter camo
- Customisable Battalion and Company numbers
Static Milan
- Static Milan can be assembled and disassembled

 

Known issues:
- Some missing details in Marder interior
- Localization only english and german, all other languages display english names
- Thermal vision always starts in black/white after changing the polarity once it has the correct color

 

Changelog:
Version 1.4.85
- Added Gepard 1A2
- Added all wreck models, they can be found under "empty->wrecks->Redd'n'Tank Wrecks"
- Added empty Milan tube, can be found under "empty->things->objects"
- Readded static Milan
- Readded Milan to Marder and Fuchs
- Changed static Milan model and Marder Milan model to Tanks model
- Fixed "Fix GetIn Bug" user action radius was 25 meters, now its 5 meters
Version 1.3.79
- Added some Tank DLC config stuff
- Added distance LODs to Fuchs interior
- Added the "Fix GetIn Bug" user action, so you can now manually unlock the positions which sometimes wouldn't unlock and you cannot enter e.g. Fuchs co-driver anymore
- Added second Animation for Wiesel MK20 commander, now he can switch between a low and a high turned out animation (Low is default)
- Changed RSC UI optics for all vehicles and weapons
- Changed Fuchs "Commander Hatch" is now called "Middle Hatch" 
- Changed Marder and Wiesel MK20 turret rotating speed
- Changed new radio model in Fuchs interior
- Tweaked Marder, Wiesel TOW and Wiesel MK20 PhysX
- Tweaked all soundshader
- Tweaked some selection names and removed unnecessary config entries
- Removed Milan on Marder and Fuchs, due to a change in the engine it is not possible to aim with the missile if they are not part of the main turret (Will be fixed by BI)
- Removed static Milan due to an issue with the model.cfg for the backpacks
Version 1.3.66
- Fixed broken Main pbo BI Key
- Fixed broken static Milan backpacks
Version 1.3.64
- Fixed broken FFV positions
- Fixed Marder broken sandbags
Version 1.3.62
- Added Wiesel 1A4 MK20
- Added ACRE2 SEM90 Rack with two SEM70 to all vehicles
- Added support for virtual garage to all vehicles
- Added new optics for all weapons
- Changed all optics and separated day and night vision from thermal vision
- Changed MG3 250 rounds magazine to 120 rounds
- Changed Wiesel TOW now has 6 shots
- Changed Wiesel interior engine sound
- Changed reload animation for all Milan weapons
- Fixed Wiesel TOW can now be slingloaded again
- Cleaned all configs from unnecessary entries
Version 1.2.51
- Fixed Wiesel can now be dropped via parachute from ViV-transport
Version 1.2.50
- Added Wiesel 1A2 TOW
- Changed Milan tube backpack now carries the ammo for static milan
- Fixed MG3 soundshader
- Fixed MK20 soundshader
- Fixed Milan soundshader
- Fixed error in Fuchs stringtable.xml
- Fixed spelling mistake in Static Milan memorypoints "pos_gunner" and "pos_gunner_dir"
Version 1.1.44
- Added simple thermal texture to Fuchs 1A4
- Removed the function to force players to open doors and hatches manually before entering a vehicle for all vehicles. Seats are no longer locked. 
  User actions to open doors or hatches are still available, so you can decide by yourself if you want to open a door first or enter a vehicle vanilla style.
- Fixed Marder can now be refueled via ACE3
- Tweaked B.O. lights for all vehicles
- Tweaked some animations
Version 1.1.38
- Addes Fuchs 1A4 Infantry Group-Milan
- Addes Fuchs 1A4 Medic Vehicle
- Added a function to let players only enter vehicles if the doors/hatches are open (player has to open doors/hatches manually. Changing seats inside while doors are closed is no longer possible)
- Added Fuchs mountable rotating beacon (Commander can assemble and disassemble while turned out, Driver and Co-Driver can turn on and off)
- Added Marder "EngineMOI" PhysX parameter 
- Fixed, set launching positions for Marder smokegrenades on the correct position
- Removed stabilization for Marder maingun
- Changed, MG3 closeShot sound
- Changed german displayname "Beschussschild" -> "Beschussklappe"
- Changed position for Marder gunner to enter the vehicle to the rear ramp (rear ramp has to be open for entering)
- Tweaked Fuchs Gearbox so it will not stuck at 30 km/h at normal acceleration (W)
- Tweaked Marder Gearbox a bit
- Tweaked Marder engine parameters a bit
Version 1.1.25
- Added Fuchs 1A4 Infantry Group
- Added Fuchs 1A4 Engineer Group
- Added new PhysX parameters to Marder
- Added some MG3 mid and distance sounds from BW-Mod (Thanks to Ironie)
- Added 500 rounds MG3 magazines
- Fixed Marder tracks can now be repaired via ACE3
- Changed, Marder maingun is now stabilized in all axes
- Changed, Marder countermeasures moved to commander 
- Changed the spelling of all folders to lower case
- Changed MG3 tracercount
- Changed Redd_smokeLauncher.sqf so it will work for vehicles without turrets
- Changed SoundShaders for MG3
- Tweaked Marder engine parameters
Version 1.0.14
- Added new Redd'n'Tank logo
- Added Marder Drivewheel animation
- Fixed issue where choosing 2nd company shows the letter 1 
- Tweaked Marder Geo LOD, GeoPhysX LOD...again, tell me if it still flips
Version 1.0.10
- Added simple thermal texture to Marder 1A5
- Changed order for all optics to, "Normal" -> "NVG" -> "TI"
- Changed materials for glass
- Tweaked Geo LOD, GeoPhysX LOD and FireGeo LOD a bit
- Tweaked PhysX.hpp now it should drive much more smoother and flips less
Version 1.0.5
- Fixed issue where crew can get killed by small arms from outside of the vehicles, now it is possible to shoot or throw grenades through the rearramp
- Fixed missing modelpart
- Fixed missing track animation
Version 1.0.2
- Added strings for Marder 1A5 Eden attributes in stringtable.xml
- Fixed some commander animation issues

 

License:
Licensed Under Attribution-NonCommercial-NoDerivs CC BY-NC-ND
https://creativecommons.org/licenses/by-nc-nd/4.0/

 

Thanks:
- Thanks to T4nk for joining me
- Thanks to Tactical Training Team and TF47 for testing and support
- Thanks to Schubert for all background informations 
- Thanks to Pazuzu for original Fuchs config
- Thanks to commy2 for smoke launcher script
- Thanks to Ironie for MG3 sounds
- Thanks to Nobilis for help with support for virtual garage
- Thanks to Golani for promo shots
- Last but not least, thanks to my wife and my daughter for giving me the time to do all this stuff :* 

  • Like 29

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good work of the marder has become very good a camouflage net would be very beautiful

 

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1 minute ago, GamerOnkel said:

good work of the marder has become very good a camouflage net would be very beautiful

 

 

Yes of course, maybe in further updates. I've also tried foligae camoflage, looked like shit for the first time :) 
But i will go on, or die trying ;)

  • Like 2

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Ridiculously good! Congrats on such a comprehensively splendid and feature rich vehicle.

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This seemed to come out of absolutely nowhere. Really enjoying using it already! Very good work on this vehicle, I'm looking forward to seeing what else you have in store for it. Keep it up.

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I ve been also waiting for this for so long. Simply fantastic....excellent job.

 

Well what else is to say...

"Ich Bin Ein Panzergrenadier".

 

Regards.

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Suggestion for the winter camo variant:

maybe you can addept to the shades of the winter dingo by stevoo4552 http://www.armaholic.com/page.php?id=28054

and the winter Fennek by grendel http://www.armaholic.com/page.php?id=24962

all other camos fit well in the list of Bundeswehr vehicles:

https://www.dropbox.com/s/e5975gh3ikzdoig/20170905093730_1.jpg?dl=0

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First ingame lock of the Wiesel 1A4 MK, comming next.

 

K4hY61j.jpg%E2%80%8B

  • Like 11

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Hi! A few problems I've noticed with the Marder 1A5 so far:

-It seems even if a commander is in the vehicle, other players or AI can still access the turned out "gunner" seat. With some AI this is unavoidable, and a turned out commander will be inside an AI.

-Commander has no control over the infantry ramp

-Commander has no control over countermeasures

-AI infantry will not board the vehicle if the ramp is closed (they simply ignore the order instead of opening the ramp, the crew does nothing about this either)

-The Marder is unable to be spawned from certain vehicle lists (it works in Eden and Zeus, but I can't find it in things like virtual vehicle spawners or Proving Grounds.)

-The steering is too sensitive for an AI driver

 

Also a few other notes:

-The commander has nothing on the interface to indicate where his optic is looking

-AI infantry will open the ramp to exit the vehicle, but not to enter. When they do this, the ramp remains open even after they have all disembarked. The commander then has to switch to the driver's seat to close it. If the infantry board the vehicle again, they will not close the ramp.

-The explosion radius on the HEI shells seems quite large, although it may be that way in reality, I'm not really sure. It just feels too easy to kill enemy infantry. :smiley-punched:

-You can't drag and drop infantry into the three turn-out seats in the rear when using the Eden editor

-The Milan seems to reload very quickly, though again it might be that way in reality, I'm not really sure

-AI gunner refuses to target helicopters? (Probably Bohemia's fault but it's worth looking into)

 

This vehicle is incredible and I really can't wait to see what it will be like once you have perfected it to your liking. I really hope all of the things I listed will be fixed. Thank you for this beautiful Marder! You have no idea how long I was waiting for this, or how excited I was when I heard about this. Much love <3

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1 hour ago, lionhawk123 said:

Hi! A few problems I've noticed with the Marder 1A5 so far:

-It seems even if a commander is in the vehicle, other players or AI can still access the turned out "gunner" seat. With some AI this is unavoidable, and a turned out commander will be inside an AI.

-Commander has no control over the infantry ramp

-Commander has no control over countermeasures

-AI infantry will not board the vehicle if the ramp is closed (they simply ignore the order instead of opening the ramp, the crew does nothing about this either)

-The Marder is unable to be spawned from certain vehicle lists (it works in Eden and Zeus, but I can't find it in things like virtual vehicle spawners or Proving Grounds.)

-The steering is too sensitive for an AI driver

 

Also a few other notes:

-The commander has nothing on the interface to indicate where his optic is looking

-AI infantry will open the ramp to exit the vehicle, but not to enter. When they do this, the ramp remains open even after they have all disembarked. The commander then has to switch to the driver's seat to close it. If the infantry board the vehicle again, they will not close the ramp.

-The explosion radius on the HEI shells seems quite large, although it may be that way in reality, I'm not really sure. It just feels too easy to kill enemy infantry. :smiley-punched:

-You can't drag and drop infantry into the three turn-out seats in the rear when using the Eden editor

-The Milan seems to reload very quickly, though again it might be that way in reality, I'm not really sure

-AI gunner refuses to target helicopters? (Probably Bohemia's fault but it's worth looking into)

 

This vehicle is incredible and I really can't wait to see what it will be like once you have perfected it to your liking. I really hope all of the things I listed will be fixed. Thank you for this beautiful Marder! You have no idea how long I was waiting for this, or how excited I was when I heard about this. Much love <3

 

Hey there, thanks for the compliment

But first of all, the Marder was never intended to work with AI. So it was never really testet with AI.

 

-It seems even if a commander is in the vehicle, other players or AI can still access the turned out "gunner" seat. With some AI this is unavoidable, and a turned out commander will be inside an AI.
    - Never happend to me, will have a look at the problem
-Commander has no control over the infantry ramp
    - This is because he has no control over the ramp in RL
-Commander has no control over countermeasures
    - Gunner has the control (In RL both can fire them)
-AI infantry will not board the vehicle if the ramp is closed (they simply ignore the order instead of opening the ramp, the crew does nothing about this either)
    - This is because the cargo and the FFV-seats are locked when ramp is closed
-The Marder is unable to be spawned from certain vehicle lists (it works in Eden and Zeus, but I can't find it in things like virtual vehicle spawners or Proving Grounds.)
    - Was never intended to do so
-The steering is too sensitive for an AI driver
    - As i said, it was made for coop missions with human players

Also a few other notes:
-The commander has nothing on the interface to indicate where his optic is looking
    - Yes, but I am not really into making this RCS stuff, at the moment
-AI infantry will open the ramp to exit the vehicle, but not to enter. When they do this, the ramp remains open even after they have all disembarked. The commander then has to switch to the driver's seat to close it. If the infantry board the vehicle again, they will not close the ramp.
    - This is because when somebody from cargo or FFV positions get out of the vehicle the animation starts. There is no function to check if everybody is out and then close the ramp. My intention was, only driver an rear FFV Position can open and close (because of RL)
-The explosion radius on the HEI shells seems quite large, although it may be that way in reality, I'm not really sure. It just feels too easy to kill enemy infantry. :smiley-punched:
    - This is correct, tweaked the radius a bit. Will have a look maby it's too much.
-You can't drag and drop infantry into the three turn-out seats in the rear when using the Eden editor
    - This is because the cargo and the FFV-seats are locked when ramp is closed
-The Milan seems to reload very quickly, though again it might be that way in reality, I'm not really sure
    - I think it is possible to reload it that fast. https://youtu.be/duWGxvwVFuY?t=63 take a look how fast they can mount the milan.
-AI gunner refuses to target helicopters? (Probably Bohemia's fault but it's worth looking into)
    - Testet, and it worked for me. AI gunner shoots at chopper.

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Hey Redd,

Absolutely awesome IFV you got there. Intense love for details, amazing interior.

One thing I've noticed is you can either turn on the front blackout lights OR the rear ones, not both at once. Once you turn on one of them the action to switch on the other disappears. This can't be intended, can it?

I'm so looking forward to the Wiesel and hope you may eventually do the Tpz Fuchs you mentioned at previous times :)

Thanks for your contribution! Best regards,

runy888

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2 hours ago, runy888 said:

One thing I've noticed is you can either turn on the front blackout lights OR the rear ones, not both at ones. Once you turn on one of them the action to switch on the other disappears. This can't be intended, can it?

Thanks runy888

This is how it works, you only can turn one at the same time. That was my intetion. It is like german b.o. light step 1 and step 2. Of course there is a third step where front and back lights are on at the same time. i can also make the third step if you wish

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27 minutes ago, Reddiem said:

Thanks runy888

This is how it works, you only can turn one at the same time. That was my intetion. It is like german b.o. light step 1 and step 2. Of course there is a third step where front and back lights are on at the same time. i can also make the third step if you wish

Hah okay didn't know that, I just don't get the point in taking away that kind of freedom from the driver. If you drive in an armored convoy you should be able to warn vehicles infront of you and behind you as well to not collide. It's not like this is a super critical matter just something that came to my attention

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Great work! Are we allowed to use parts of your mod on other mods? I'm interested in the Milan and would be awesome if i could add it to my group's mod

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41 minutes ago, kerozen said:

Great work! Are we allowed to use parts of your mod on other mods? I'm interested in the Milan and would be awesome if i could add it to my group's mod

Of  course you can just use the MIlan if you want to. You only need the main pbo

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Update to Version 1.0.2

 

Changelog:

    Version 1.0.2

    - Added strings for Marder 1A5 Eden attributes in stringtable.xml

    - Fixed some commander animation issues

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Thanks for the response.

 

Is it possible that you could try to make it work a little better for the AI or in singleplayer? I really love this vehicle but it is incredibly difficult to use in its current state. I hope you understand. Thanks again for the great work!

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2 hours ago, Reddiem said:

Of  course you can just use the MIlan if you want to. You only need the main pbo

Do you made this Model? Or is this ported from Arma 2? It looks like the one from BW Mod A2.

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15 hours ago, Reddiem said:

Update to Version 1.0.2

 

Changelog:

    Version 1.0.2

    - Added strings for Marder 1A5 Eden attributes in stringtable.xml

    - Fixed some commander animation issues

What about Ace-Refueling and Ace Quickmount. Is it fixed?

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27 minutes ago, madpat3 said:

What about Ace-Refueling and Ace Quickmount. Is it fixed?

As the changelog says, not at the moment.

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Working at the moment on rebuilding the Geometry, GeometryPhysX and FireGeometry LOD to fix the bug, where the crew can get killed by small arms from outside of the vehicle.

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