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PsyWarrior

Project mcar public beta release

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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.

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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 thumbs-up.gif

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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.

sa8bfiringatacoupleoff169mo.jpg

(SA-8B firing at a pair of F16)

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thank you for the update, I think that the M-car project is quite a fascinating project thumbs-up.gif

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This is a hard work and i respect that but will you replace the humwee with some new ones!?

Thx again! thumbs-up.gif

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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

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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

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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.

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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?

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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.

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<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 icon_rolleyes.gif

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cool. very interesting smile_o.gif

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.

smile_o.gif

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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...

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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

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Thanks smile_o.gif

Quote[/b] ]- Both east and west vehicles have "bouncy" suspension .... vehicle constantly moving while stationary.

Gladly the vehicles suck anyway, so.. icon_rolleyes.gif

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 tounge2.gif

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.. icon_rolleyes.gif

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

crazy_o.gif

Maybe there's some wrong sound defined for something..

Config error I'd say...

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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... sad_o.gif

Targeted and fired at west parachute and east parachute...

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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.. smile_o.gif

So sorry, no new screenshots.. sad_o.gif

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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... sad_o.gif ) 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?

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banghead.gif

Totally forgot to test that vehicle with the new patch... sad_o.gif

I'll take a look and update it accordingly.. smile_o.gif

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Soo, I never had the time to really get into the jeep problem.. sad_o.gif

But gladly Sa8Gecko did smile_o.gif

<span style='font-size:13pt;line-height:100%'><span style='color:navy'>M151A1C 1.3 Released</span></span>

htr_m151a1c_13.jpg

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 icon_rolleyes.gif .. 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..

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