sa8gecko 0 Posted August 11, 2005 I got bored, so I decided to release the still unfinished SA-8B: SA-8B.rar The unit should work ok in game, at least in single player. A multiplayer tested version will follow later. You'll need MCAR 3.0 or 3.1 for this to work. Things to do: - MP compatibility - fixing some textures - providing the gunner a proper cockpit Usage: the unit can be found under East>Project MCAR, either 'SA-8B' or 'SA-8B (no smoke)'. Just put it in the editor along with some enemy plane to test. Use the 'SA-8B' if you have a fast machine, otherwise use the other variant. They're the same visually, but the 'SA-8B (no smoke)' generates less particle effects and of consequence it will lag your system less. I tried to make it as real as I could. That means that the missile velocities are realistic (max speed mach 2.4, or 800 m/s), as the range (12.5 km) and endurance (more than 20 seconds). The missile isn't an overkiller, though, as maximum hit power is 150. The unit won't engage enemy targets nearer than 700 meters (in RL 1.5 km): you can do it, but you'll probably miss as at closer ranges the missile hasn't enough speed and consequently enough turning rate to engage effectively a maneuvering target. This translates into the fact that the Gecko needs its own close AA protection (put some Shilkas around it, or also some Gaskins). This happens in RL too, so don't complain about it. In spite of this the Gecko will engage targets flying as far as 7-8 km away from it, so be aware... Other characteristics: - the missile will loose lock if the target flies below 10 meters (guess I have to raise a little this altitude...) - track radars rotate up and down - surveillance radar rotates if there's a gunner inside - the right pod opens at missile launch (and stays open) The model is 7000+ faces, but I think the lods are balanced well and shouldn't lag in game. Textures are what they are... The model is free, if someone wants to take it and modify it or/and give it better textures, he can freely do it. Share this post Link to post Share on other sites
StealthTiger 0 Posted August 11, 2005 High speed data transfer mirrors from Stealth-Net: SA-8B Public Beta (Needs: MCAR 3.0 or 3.1 - See below). Enjoy! Quote[/b] ]High speed data transfer mirrors from Stealth-Net:MCAR - Beta 3 M151A1C Jeep - 1.1 MCAR 3.1 Patch Enjoy! Share this post Link to post Share on other sites
General Barron 0 Posted August 11, 2005 I finally got around to trying these guys out, and I'm highly impressed! A truly groundbreaking addon for OFP, if there ever was one! One of these days, I've gotta use these guys in a mission... Great work Share this post Link to post Share on other sites
sa8gecko 0 Posted August 14, 2005 MCAR beta 3.11: beta3.11.rar (7 days only, waiting HateR_Kint for a mirror) This fixes some small bugs. Just copy the files contained in the archive over the old ones (see readme.1st inside the .rar file). So, yes, you still need MCAR beta 3.0 or 3.1. Vehicle description is provided in 'Vehicles_Description.txt', inside the .rar file. Please, report any bug you may find. (SA-8B firing at a pair of F16) Share this post Link to post Share on other sites
honchoblack 2 Posted August 14, 2005 thank you for the update, I think that the M-car project is quite a fascinating project Share this post Link to post Share on other sites
h - 169 Posted August 14, 2005 MCAR Beta 3.11 Mirror Share this post Link to post Share on other sites
StealthTiger 0 Posted August 14, 2005 MCAR Beta 3.11 (Needs: MCAR 3.0 or 3.1 - See below). High speed data transfer mirrors from Stealth-Net:SA-8B Public Beta (Needs: MCAR 3.0 or 3.1 - See below). Enjoy! Quote[/b] ]High speed data transfer mirrors from Stealth-Net:MCAR - Beta 3 M151A1C Jeep - 1.1 MCAR 3.1 Patch Enjoy! Share this post Link to post Share on other sites
Flecktarn 0 Posted August 14, 2005 This is a hard work and i respect that but will you replace the humwee with some new ones!? Thx again! Share this post Link to post Share on other sites
sa8gecko 0 Posted August 14, 2005 We know the humvees are not up to today's standard, as they're quite old. But the scope of MCAR is to provide the tools to help other addon makers to do their work. In this regard, I guess your demand will be satisfied when FischKopp will release his new humvees, Flecktarn. So we don't foresee to update the models at the moment, as this will be only a duplication of what other addon makers are doing. The vehicles are basically here to demonstrate the guidance codes. That's why you get a whole bunch of Gaskins, that are externally the same, but that behave differently. EDIT> Thanks again to StealthTiger for providing a mirror Share this post Link to post Share on other sites
bonko the sane 2 Posted August 16, 2005 dunno if this has been mentioned, but i run out of virtual memory and CTD everytime i use the SA8 (smoke version) in conjunction with ECP, apart from that, perfect stuff, love this project. btw: SA8 has no shadow edit: and yes, im running -nomap Share this post Link to post Share on other sites
sa8gecko 0 Posted August 16, 2005 To be sincere, I've never tried the SA-8B with ECP running. If it's only the 'smoke' version that crashes OFP when a missile is fired, and not the '(no smoke)' one, maybe the 'fireplace' things are defined differently in ECP? (question for ECP people). Anyway, I'll investigate. About the shadow: I noticed it comes and goes... I'll use a lower res lod as shadow and see what happens. As soon as I get this things fixed I'll post a new link. Share this post Link to post Share on other sites
franze 196 Posted August 17, 2005 Wow, this SA-8 is very cool. The way the missiles fly up on a semi-vertical path is fascinating. How'd you manage to pull that off? Share this post Link to post Share on other sites
sa8gecko 0 Posted August 17, 2005 Quote[/b] ]The way the missiles fly up on a semi-vertical path is fascinating. How'd you manage to pull that off? The missile is scripted. That is, the guidance code is scripted. So, it's all a question of some math here and there. And of carefully placed gamelogics. About the shadow: I lost it after I modelled the driver cockpit. I exchanged the new model with the older one and the shadow was back in place. Dunno what causes it, because the lods that generate the shadow have the same number of faces on both models. I'd guess I have to dig it further into it. Share this post Link to post Share on other sites
h - 169 Posted October 14, 2005 <span style='color:maroon'><span style='font-size:13pt;line-height:100%'>MCAR Beta 3.2 Released</span></span> The SA-8b Gecko included NEW IN MCAR BETA 3.2: - Gecko's missile will try to find another target if the current one gets destroyed by something else (by another missile, etc) - Gaskin guidance codes rewritten (less scripts). More on some of the 'techniques' used at: http://www.ofpec.com/yabbse....d=25289 - AI will now engage farther with the AA vehicles - Some other small fixes, additions, re-writes, etc... NOTE: The old demo missions won't work with these recent patches/updates due to some class name changes Grab MCAR Beta 3.2 here Updates the whole shabang so no previous versions needed. I hope I posted the correct files this time Share this post Link to post Share on other sites
.kju 3245 Posted October 15, 2005 cool. very interesting small suggestion on backwards compatibility: class MCAR_Old : MCAR_New {}; (or little bit more complicated, but should work too) maybe it doesnt work in your case though. Share this post Link to post Share on other sites
h - 169 Posted October 15, 2005 The class names were changed from psy_mcar_blahblah to mcar_blahblah... The gecko has stayed the same (afaik).. It's no biggy though, just edit the mission.sqms if you like to... Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 16, 2005 Nice work guys. Couple of things; - Is it my imagination or is the SA-8 got no @ target explosion sound ? - Both east and west vehicles have "bouncy" suspension .... vehicle constantly moving while stationary. - Also, when I targeted a parachute (SA8 I think) I got a error; No entry config.bin/cfgvoice/words.neutral Share this post Link to post Share on other sites
h - 169 Posted October 16, 2005 Thanks Quote[/b] ]- Both east and west vehicles have "bouncy" suspension .... vehicle constantly moving while stationary. Gladly the vehicles suck anyway, so.. No-one in the history of OFP community O2 modelling has provided a solution for the bouncy vehicles, at least I have never seen one that would work.. It seems to have to do with luck that you don't get bouncy vehicles If you do a search on bouncy vehicles you will find methods varying from tires having no geometry to worshipping ancient gods on a new moon night and none of them work.. Trust me, we have tried every single method there has been described and none of them alone or combined together have worked... Plus I think we tried anything we could think of ourselves.. Quote[/b] ]- Also, when I targeted a parachute (SA8 I think) I got a error; No entry config.bin/cfgvoice/words.neutral Maybe there's some wrong sound defined for something.. Config error I'd say... Share this post Link to post Share on other sites
h - 169 Posted October 17, 2005 Quote[/b] ]Also, when I targeted a parachute (SA8 I think) I got a error; No entry config.bin/cfgvoice/words.neutral Could you describe the situation this happened with? Can you re-produce that error? I couldn't produce this error with any of the Sa-9 or with the SA-8... Targeted and fired at west parachute and east parachute... Share this post Link to post Share on other sites
PSYCHOSIM 0 Posted October 17, 2005 Any up to date screen shots? Share this post Link to post Share on other sites
h - 169 Posted October 17, 2005 The vehicles are the same old ones, don't know whether the SA-8 textures have been updated (I have not been involved in making the model/textures)... The missile stuff looks pretty much the same as in some screenshots released earlier... The recent patch was more of a mathematical routine and overall script format etc. update which would not result in anything different that could be pictured by taking screenshots... The scripts perform a bit better and some aspects of the missile behavior on the Gecko has been added/changed... Our project has never been about the vehicles, it has been about the code, mainly because none of us is not that talented in modelling/texturing.. So sorry, no new screenshots.. Share this post Link to post Share on other sites
ThudBlunderQ8 0 Posted October 17, 2005 HateR_Kint, As always, I'm at a loss for words over the quality of the work. Great fun trying these out. However (there's always one of those, isn't there... ) I have a new problem with my still-favourite MCAR toy. Since installing the new patch, the M151 with the 106mm HEAT now auto-destructs whenever I or the AI try firing the main weapon. Is there something I'm doing wrong? Share this post Link to post Share on other sites
h - 169 Posted October 17, 2005 Totally forgot to test that vehicle with the new patch... I'll take a look and update it accordingly.. Share this post Link to post Share on other sites
h - 169 Posted December 3, 2005 Soo, I never had the time to really get into the jeep problem.. But gladly Sa8Gecko did <span style='font-size:13pt;line-height:100%'><span style='color:navy'>M151A1C 1.3 Released</span></span> Mirror 1 Mirror 2 (There was a version 1.2 that existed shortly at our forums only..) Fixes and additions since 1.1 and 1.2: - MCAR 3.2.x compliant - Many visual improvements, such as reloading animation, fixes on the Recoilless Gun model, random numbering on the jeep, etc. etc... Too numerous to mention them all.. - The Jeep is faster than before off-road - AI now engages targets at 1000 meters - Vehicle casts a shadow now - The US star and not the BIS logo is displayed on the bonnet - etc.. EDIT: Oh, and just to confuse everybody: you need the latest MCAR 3.2.x for this.. MCAR 3.2 MCAR 3.21 patch (apparently we released this only at our forums .. Doesn't fix anything though (nothing was broken), just some small improvements on the scripts...) And, the final confusion: SA-8B patched up to 3.21 Not required by the M151A1C and has nothing really new, just some improvements in the 'smoking' SA-8B guidance code.. Share this post Link to post Share on other sites
Placebo 29 Posted January 4, 2006 Closing at team's request, new thread Share this post Link to post Share on other sites