KEREL 0 Posted January 13, 2004 I saw over at ofpbase that ADF mod released their ADF Troops v1.29 and ASLAV-25. Looks good to me ADF Mod show us on their site that they has released ADF Troops v1.29 and ASLAV-25 v0.98 modelled by Sigma-6. You can download it from their site or below from us. Below is what they say: Image1 Image2 First of all our newest version of our troops are completed. They've been fast tracked for the release of our new ASLAV-25 from Sigma-6, and aren't completely perfect yet. Some known issues are: Bad vest plates on some soldiers, incomplete blood textures and a few soldiers such as the Crewmen, Medic and Machine gunners are missing some animations. Also, we've got our new ASLAV-25 complete as a present from Sigma-6. Special thanks goes out to him. Download from ofpbase or from ADF mod   Share this post Link to post Share on other sites
coporal_punishment 0 Posted January 13, 2004 Yep Sigma is there a vehicle he can't do Share this post Link to post Share on other sites
SPQR 0 Posted January 13, 2004 Nice pack has come, another country's armed force is avaible At the current time, I saw : - crewmen have a locked face (usual bearded one) and glasses. CamoFace and RemoveHelmet options don't work -idem for medic, Minimi (has green medic cross patch, no moving ammo belt), - There's no HE GL-firing sound for the F88AGL - when these's wound textures, arms are USArmy green fatigue (seen on soldier, paratrooper,...) -The Mecanized group has two troops that can't get in the ASLAV (not enough place inside. And the group via Editor (F2) has an error, the ASLAV is not present (but the group link is visible). - You'd better give up the "gunneriscommander=true;", throught that's true in reality but unplayable with OFP engine (we've made enough tests with OFrP's VBL & VAB !!!). I love the MAG58 Â Share this post Link to post Share on other sites
MEDICUS 0 Posted January 13, 2004 HI, very nice work! Â The ASLAV-25 looks great! (But do i really have to download all the ADF-Addon-Packs like the MG-Pack, the Brownings and the F88's? ) Share this post Link to post Share on other sites
CanadianTerror 0 Posted January 13, 2004 @SPQR Did you bother to read the news? Quote[/b] ]First of all our newest version of our troops are completed. They've been fast tracked for the release of our new ASLAV-25 from Sigma-6, and aren't completely perfect yet. Some known issues are: Bad vest plates on some soldiers, incomplete blood textures and a few soldiers such as the Crewmen, Medic and Machine gunners are missing some animations Share this post Link to post Share on other sites
SPQR 0 Posted January 13, 2004 Did you bother to read the news? Noooo Sorry for having fired faster than my own shadow But the group and commanding operation aboard the ASLAV is still a current question Just try to give the command to the gunner in a group ? No order menue, no command view, map-use only for giving only your driver a new position to reach.... ... with speaking about the driver's body appearing in my gunner view while ennemies are at gunpoint... I know, and you know, it's a beta, as ONS's wheeled AFV, I bet a lot that you won't find a solution without mega-heavy scripting or OFP2 availability (if we are lucky) In real motorized scouting mission, I'd never have to show to my driver on my map the next position to reach (Bloody OFP), just the viewable reaching point But you do as it pleases you Share this post Link to post Share on other sites
andersson 285 Posted January 13, 2004 Quote[/b] ]@SPQRDid you bother to read the news? I think its nice of him to write down exactly whats wrong. He did it in a neutral non-critical way so the rest of us now where there are issues. Share this post Link to post Share on other sites
CanadianTerror 0 Posted January 13, 2004 The LAV model isnt buggy. The LAV shouldnt even work in OFP but has been modified to work "somewhat". That is the best it can be basically as there is a class issue in the OFP engine. As far as the early bug reports...I'm pointing out that people dont read news or readme's most of the time. Yes, this pack is buggy as hell...you arent wrong. Share this post Link to post Share on other sites
Powerslide 0 Posted January 13, 2004 Yes unfortunately there is some issues that can't be solved but they are as good as it gets as far as wheeled APC's. Downloading now.... Share this post Link to post Share on other sites
SPQR 0 Posted January 13, 2004 I wanted to mean with the worst english I couldn't ever imagine  that OFP's engine doesn't help much in the game with wheeled vehicles when the maker's choice is to give them wheel-using behaviour (Lavs, Bison, BOH APC, VBL January the 16th,...) and not track-using behaviour (SwissMod Piranha,...). It's a matter of making choice. As some may not know, wheel-using behavioured fighting vehicles are configured from the jeep-Machinegun. Inside OFP Engine, this jeep has its commander as driver and the gunner only follows driver's ordres. As commander, when you are commanding in-game more than your crew as troops, on the lower side of the screen, you have a band with your men's figures and silouhettes. You can, then, with F2, F3, F4,... give them immediat commands : engage, target, go to, ... Stealth, don't fire, go go go, watch 2-6-12th o'clock... and so on. You may, also, use the key . Suppr on the numeric keypad to have access to a large exterior view that can be used to show points to be reach to your men. In the "real Reality", the commander always take the place in the turret, not driver's place. In OFP, to play the same position in the vehicle, you need, in the config.cpp file to write something like driveriscommander=false; As a foot commanding officer, with the vehicle at your command, it does'nt cause any real big problem... sometimes. As a vehicule commander, if you have to command troops, you can't anymore use F2, F3,... you command nothing, only the driver, with a few orders : - to reach a point directly, you have to use the map, no other possibility - to move, you can have access now to moving commands (stop, slow, fast, left, right,...) as if you were a tank commander, commanding an iron for clothes. but to turn you have to alternate tens of times between move and turn ordres just to turn while moving. The only advantage of that is the back order that could sometimes be useful in scouting when you pass the hill and that you discover a tank or a ready-to-fire infantry unit. That's all. Maybe nobody will understand what am I speaking about. So just do an easy test : Open the editor, choose any island and create a small group with the vehicle as commanding unit and you as gunner. Take 3-4 men at your command and now try to give them orders, to place them when you want them to be.... Another test : Play a group only made by vehicles and take the lead. Give the order to return to formation. On the list you'll be the leader... commanding none, while your driver at your command will have access to the lower group band and ordres menus Create a waypoint where to go, and you'll discover that it's your driver that gives orders. This text isn't a charge but an explaination to players who don't know yet the limits they may encountered  , while addon-makers are doing their best to create new and interesting AFVs to be played with Share this post Link to post Share on other sites
tankieboy 0 Posted January 14, 2004 Yep Sigma is there a vehicle he can't do British? Share this post Link to post Share on other sites
tankieboy 0 Posted January 14, 2004 Sorry just wishing. Back to the topic. Troops looking cool and its great to play other than American or Eastern Block in OFP. Enriches the game. Share this post Link to post Share on other sites
m16a2m203 0 Posted January 14, 2004 (But do i really have to download all the ADF-Addon-Packs like the MG-Pack, the Brownings and the F88's? ) What's the least amount of addons I would have to download to get it to work? Share this post Link to post Share on other sites
ozanzac 0 Posted January 14, 2004 You beauty! Thanks guys. Share this post Link to post Share on other sites
SASR Sabre 0 Posted January 14, 2004 yes you need all those addons fellas the packs arnt that big anyway and please take into consideration that Ukret only realised these units with the ASLAV so you had something else new to try with it, so he decided to realese them earlier he knows there is bugs with both of them but he was getting alot of well "pressure" to realese something. sorry to sound like a someones mum. btw i think they are great and cant wait for the updates! Share this post Link to post Share on other sites
ozanzac 0 Posted January 14, 2004 Theres nothing wrong with the ASLAV, (apart from the ammunition selection system) but the troops are in need of a lot of TLC. The least that the mod could have done to compliment the ASLAV and the work of Sigma was make sure the crew was 100% complete. Share this post Link to post Share on other sites
SPQR 0 Posted January 14, 2004 Theres nothing wrong with the ASLAV, (apart from the ammunition selection system) but the troops are in need of a lot of TLC. The least that the mod could have done to compliment the ASLAV and the work of Sigma was make sure the crew was 100% complete. Have you EVER tested ALL the current ever-released versions of wheeled AFV, beginnig with the G8's Centauro B1 ? I do Another test, If you dare do it : Create a group of motorized ADF infantry. 1st on the map : the group leader, with a presence probability of 00% 2nd, the wheeled AFV, YOU as its commander = you'll be number two in the chain of command.. OK ? 3rd, 4 soldiers Its purpose is to simulate the fact that during combat the leader is killed so that you recieve the command... And then come to tell me that you, n°2 has full command of all troops, that you can give them all orders available to any group leader, that there's no problem, ozanzac Share this post Link to post Share on other sites
ozanzac 0 Posted January 14, 2004 Theres nothing wrong with the ASLAV, (apart from the ammunition selection system) but the troops are in need of a lot of TLC. The least that the mod could have done to compliment the ASLAV and the work of Sigma was make sure the crew was 100% complete. Have you EVER tested ALL the current ever-released versions of wheeled AFV, beginnig with the G8's Centauro B1 ? I do Another test, If you dare do it : Create a group of motorized ADF infantry. 1st on the map : the group leader, with a presence probability of 00% 2nd, the wheeled AFV, YOU as its commander = you'll be number two in the chain of command.. OK ? 3rd, 4 soldiers Its purpose is to simulate the fact that during combat the leader is killed so that you recieve the command... And then come to tell me that you, n°2 has full command of all troops, that you can give them all orders available to any group leader, that there's no problem, ozanzac  I think there you misunderstood me there. To clarify what I was pointing out, I'll have to post pics. Share this post Link to post Share on other sites
ozanzac 0 Posted January 14, 2004 OK, this is what I was meaning. (Sorry for the crap screenies, but I'm trying to prove a point, not win a contest.) Pic 1 is of ADF crew in the ASLAV. Note that glasses, mouth and helmet are visible. Pic 2 is of BIS crew in ASLAV, note nothing out of place. What I was saying before is that the mod should have at least fixed issues with the crew it was going to place in the vehicle Sigma-6 supplied, before releasing it public. For a while, I thought something was wrong with the ASLAV. After a little experimentation, it was the crew. . . Pic 3 is of the Action menu whilist I was gunner of the ASLAV whilist having the 7.62mm MG selected. Note that the two bottom actions are related to the 25mm cannon, should this be the case? I don't know. Quote[/b] ]Theres nothing wrong with the ASLAV, (apart from the ammunition selection system) The apart from the ammunition selection system is in brackets because I'm not 100% sure if this is engine limitation related or not, or whatever, because I'm not accustomed to whatever system is in place there. I'm used to hitting the space bar to change between cannon and machine gun and only using the action menu to change the ammunition of the cannon............. Instead, I have to use the action menu to change to the cannon from the machine gun, but can press 'space' to change from the cannon in either ammunition type to the machine gun. Press space again, and the cannon, in either ammunition type, can not be selected through the space bar. Only through the action menu. Sorry if that was long winded, but it's the kind of thing I'd rather show to someone in person, than explain to someone in writing. *Phew* Share this post Link to post Share on other sites
SPQR 0 Posted January 14, 2004 Okaaay, we misunderstood because one reason that we were not talking about the same aspect of the vehicle. I was not pointing the technical problems, as it just need time to correct them, and after all, we can use BIS US crewmen until the bug is fixed. It's just a matter for each of us to adapt oneself About the ammunition selection, it just need more dexterity from the gunner player, nothing impossible to stubborn players all I wanted was tu put the stress on soldiers-commanding difficulties and appearing limitations when the gunner was chose in the cpp as commander, and the player himself playing as this commander. AIs, while not always smart, do their job well, when selecting the right ammo against the right target (won't use the MG, for exemple against a light AFV, and would even use HE rounds against infantry... tested against chinese assault on ADF base on Jungle Everon, and even killed myself but this kind of round while playing a PLA leopard commando ) If the player is an infantry group commander, and the ASLAV at his command, the fight goes also well, as you can give him the orders to reach the position you want him to reach and observe the direction you want him to watch But Combat & command become impossible if you're doing a true scouting mission (after all, we don't have enough armour to sustain a single RPG hit), as commander&gunner, with one or two ASLAV at your command, you won't be able. Sure, the ASLAV seems to be planned for motorized infantry combat, not scouting combat (AIs won't have a chance to survive). So the "problems" I described weren't meant to warn players about some possible difficulties they can meet and impossibilities to developp some specific missions for a specific playing position in wheeled vehicles with commander as gunner... It's not, and had never been specific to this nice ASLAV P.S. : in defensive position, they were deadly as hell, they won't let you a second chance to fire a rocket on them It's a good test prooving they are opponents of value you have to care for Share this post Link to post Share on other sites
miles teg 1 Posted January 14, 2004 I just wanted to add that I hope in future versions that all the required weapons are in one pack and not all those seperate downloads. That's just silly. The Steyr Augs for example are in Australian cammo. Those really should be part of the infantry .pbo file itself since no other mod team is going to use those Steyr Aug rifles because of that cammo pattern on them (well at least most wouldn't). Anyhoo... overall I think it's a good pack. Just some minor changes to the crew need to be made (to avoid the bugs shown in the pics above). Also I agree that the method of changing weapons is VERY cumbersome. I MUCH prefer just using the space bar. I've gotten killed trying to select the right gun type using the menu. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Mountain 0 Posted January 25, 2004 Am I the only one who see's the driver through the gunsight when engaging other units? I've noticed this happen on the Coyote, LAVIII, LAV-25 and now this. Is there anything I can do to prevent this? Share this post Link to post Share on other sites
pzvg 0 Posted January 25, 2004 Umm required addons, kinda hard to use when finding them is a problem <note, ADF doesn't have them on their site, and they made them> Share this post Link to post Share on other sites