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Rudedog

Combat! bradley pack 1.0 released

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Does anyone else have visual problems with the Bradleys?  When I get out and look at the Bradley (even up close) all the tracks and road wheels are 2 dimensional.  Even the spare tire that is mounted to the turret is 2 dimensional, and you can see right through the bottom of it.  It looks quite rediculous.  Personally I would rather use the BIS Bradely.  Does anyone else have this problem?  Also I get an error message when firing TOWs, but I think that is because this pack isn't compatible with the ECP mod.

nope, i use ecp and it runs fine. and the wheels look pretty 3d to me.

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I have all that info... and it would take a very long time to corrolate it all. Seriously - I don't know if it's worth it. If it means that much to someone, they ought to do the research and scripting themselves for their missions.

99% of the players won't know or won't care if 1-4 Cav had M-3A2s or M-3A2ODS in 1995. I can't imagine it would be worth the scripting headache for Rudedog, but I guess that's up to him.

Ohh can you send me that info?

would love to see that.

any maybe i will script it

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My LOD setting is at about halfway. I refuse to set it any higher because of heavy lag that is encountered when flying aircraft. I wish he would just make a better low LOD model.

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A "better" low LOD would have a higher poly count and will be more demanding. If you insist on having your LOD setting as low as it's now, than you'll just have to live with it. It's a detailed vehicle that will run perfectly when you set the LOD settings to normal.

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FYI,

I have released version 1.1 of the Bradleys Pack. See first post for D/L link.

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Aleady downloading, sounds good so far.

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Guest
FYI,

I have released version 1.1 of the Bradleys Pack.  See first post for D/L link.

Thanks mate! unclesam.gif

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No patcher? 26 megs all over again? aregh <redownloads>

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No patcher? 26 megs all over again? aregh <redownloads>

Sorry, I'm not familar with creating patches, otherwise I would have.

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sry rudedog but the texture bug i reported is has not yet been corrected on the m3a1's and m2a1's  sad_o.gif

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Thx for adding the weaker TOW for the early Bradleys.

One thing I noted is that on some variants, the bushmaster chaingun uses 2 rounds for a single shot and sometimes it uses single rounds per click. Is that intentional?

Have you considered to lower the armour a little bit on the non reinforced applique armour IFVs? Would be really great if you would make this, like I suggested previously. Furthermore the suggested adjustment of the ammo loadout (230 HE and 70 AT per reload each) would be really great.

Keep up the good work!

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Sorry to do this to you guys, but I experienced the prime example why you should not release something at 5:00am.  I u/l'd the wrong version of the file yesterday. crazy_o.gif  So I u/l'd the right version and named it 1.1a.  If you d/l'd 1.1 you just need the hotfix file.  

Links are in the first post.

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AAArg that means I have to download the hole pack again  crazy_o.gif

No, you just need the hotfix file if you d/l'd 1.1

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AAArg that means I have to download the hole pack again  crazy_o.gif

No, you just need the hotfix file if you d/l'd 1.1

ahh didyn't senn the hotfix tounge_o.gif

thx for it!!

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Quote[/b] ](I love my ADSL)

I do not love my 56k tounge_o.gif .

Edit - But I do love Rudedog's hotfix biggrin_o.gif .

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How come the cbt_brad.pbo from 1.1 and 1.1a have different filesizes and checksums, although that file is not part of the hotfix? Which one should i use, the one from 1.1 or the one from 1.1a?

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I compared them and both are exactly the same, just compressed differently I guess.

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I thought so, it's just that i had put the new pack into ofp watch and some of my players loaded the hotfix and still got a "missing addon" as ofp watch compares checksums.

Nice to have that confirmed though ;)

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Really nice work, Rudedog! Just excellent! And this vehicles are rellay bad enemys without any sence of humor (especially the M6 Linebacker)  tounge_o.gif

But would it be possible to add a feature in the next release/update that allows missionmakers to set manualy the intensity of the fire-effects? That would be very cool! Perhaps something like the options in ECP (low/medium/high/insane(?) wink_o.gif )?

It's just cause i relly love this awsome fire-effects with this hugh smoke-column. It looks great, but lags like hell in MP. The framerate lowers to a complete freeze on slower computers. Especially if there are more than 2 or 3 destroyed Bradleys.  sad_o.gif

Such a feature/option would be nice, cause i really don't want to deactivate the effects.

THX and again: GREAT work!

Mfg MEDICUS  smile_o.gif

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