king homer 1 Posted April 6, 2005 Good moring lads, we proudly present the final version of our tank: M1A2 SEP v.2.0 After another 3 month of hard work we're back with our brand new old tank We have fixed a lot of scripts, removed old ones and added some new. Also some new effects and 2 new tanks are included. The tank should be full multiplayer compatible now and should be bugfree too . But I need to say: We didn't include the Commander MG Script as promised. I'm sorry about this but we couldn't get it working due the strict engine limitations, even after 2 intensive month of work. I'd like to thank Kenji from RHS mod for his great help and support with this. Also I'd like to thank T_D who tried his best. For everyone who didn't understand : This tank will NOT feature a working tank commander MG. So please don't ask any question about it. NO questioning about including this script in any updates or other addons. For further information I'll post the Readme: Quote[/b] ]M1A2 SEP PackAddon Name: INQ_M1A2 Version: 2.0 By == Inquisitor (klingonen9999@freenet.de) [b.B.S.] T_D (T_Dittmar@web.de) King Homer (kinghomer@homers-armory.com) Special thanks to ================= raedor aGu.Nelson Silesian FerretFangs Pennywise Parvus Mr.Burns Kenji Scruffy ShadowNX Bobcatt CREDITS ======= - Sigma6 for basic model and textures - CBT for some model parts and modified Bradley crew - DKM for smoke and crew Scripts - Marfy for some textures - LLW Mod for M240 textures - ORCS Mod for ICP effect scripts - Hyakushiki for Winter textures for the Bradley crew VERSION HISTORY =============== 1.0 (12-28-04) - First release 2.0 (04-07-05) - Final release CHANGES ======= *added* 1. Unique markings on M1A2 SEP Desert 2. M1A2 SEP in OD camo 3. M1A2 SEP in snow camo 4. Crew in snow camo *fixed* 1. Reworked models of M1A2 2. APAM script now lagfree 3. APAM multiplayer compability 4. STAFF script, engage targets at extendend ranges: from 500m up to 2250m 5. AI can target & hit with STAFF 6. APFSDS, MPAT, APAM ballistics corrected, possible to engage targets at longer ranges 7. MG now more powerfull, AI can engage better with MG 8. MG ballistics fixed 9. Tracers for MG and main cannon now work on low FPS 10. Commander optics changed 11. Different sounds were fixed 12. Armor values changed for better compability with RHS tanks 13. Many more small bugfixes INSTALLATION ============ There is 1 PBO file in the rar file, which need to be extracted into your Operation Flashpoint/Addons folder. (NOTE: you can use either the OFP/Addons or Res/Addons folder) COMPABILITY =========== This addon is tested with following mods: FlashFX 1.9 FDF Mod 1.3 Y2K3 7.0 ADDED UNITS ============ West - Armored: M1A2 SEP Desert West - Armored: M1A2 SEP Green West - Armored: M1A2 SEP Winter West - Armored: M1A2 SEP Woodland REQUIRED ADDONS =============== CBT_Crew (Download: ftp://www.gamezone.cz:8021/ofpd/unofaddons2/CBT_APC_CREW_V1.0.rar) JAM2 (Download: ftp://www.gamezone.cz:8021/ofpd/unofaddons2/OFPR_Addon_BAS_JAM2.zip) FEATURES ======== - cannon recoil simulation script - suspension inertial effects simulation script - vehicle burning script - conceald driver optics - tracer script for cannon and mg - 4 different maingun armaments - different effect scripts for the ammunitions - Abrams now crewed with loader - fully working smokelauncher and exhaust ...and much more ------------------------------------------------------------------------------------------ -- Please visit the Official Forum for discussions of this addon. (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi) *************Disclaimer:******************* This is NOT an official Addon. Use it at your own risk. Enjoy the addon! Pic by Parvus Pics by Inquisitor <span style='font-size:17pt;line-height:100%'>Download:</span> OFP.info Mirror #1 (10,7 MB, *.rar) OFP.info Mirror #2 (10,7 MB, *.rar) Thx for mirrors @ ofp.info Regards King Homer Share this post Link to post Share on other sites
Milkman 1 Posted April 6, 2005 Ugh finally got my account working again. Let me be the first to congradulate you guys on your amazing work! Share this post Link to post Share on other sites
crassus 0 Posted April 6, 2005 Thanks again, Homer!! Share this post Link to post Share on other sites
olemiss 0 Posted April 6, 2005 what about the tank commander MG you promised... just kidding. great work as always! Share this post Link to post Share on other sites
Gordy 0 Posted April 6, 2005 SHIT YEAH, Good to see some nice heavy weight in OFP. BTW. Now people copy the readme file and make it your template. Especially the credit part. Sorry for the offtopic. Share this post Link to post Share on other sites
fubar_diver 0 Posted April 6, 2005 after a crappy night at work i come home and see this, a beautiful end to a shitty night, thanks Homer....time to go run me over some bad guys Share this post Link to post Share on other sites
Gordy 0 Posted April 6, 2005 after a crappy night at work i come home and see this, a beautiful end to a shitty night, thanks Homer....time to go run me over some bad guys Don't talk about crappy day. While I was happy sketching my first ever texture map I heard my TV blow up & burn behind my back. Share this post Link to post Share on other sites
dm 9 Posted April 6, 2005 Fantastic work guys, love it. Only ONE problem tho. The gunners optics are on the right hand side of the turret, but the memory point still has it over the barrel. Other than that minor point, this baby is sweet and hell it works fine as it is. (Just keep a note for IF you update again ) Nice work lads Share this post Link to post Share on other sites
sv5000 127 Posted April 6, 2005 One word fellahs GEAR!!!!!!!!!!!!!! Thanks lads for the hardwork Share this post Link to post Share on other sites
Marckasis2 0 Posted April 7, 2005 Again me jejeje,,,Anyone have a mirror in Http...Please... Share this post Link to post Share on other sites
gunterlund 0 Posted April 7, 2005 problem with the STAFF round. Gunner wont lock with it. Confirmed this at 900m. Even as gunner I cant get the Staff to work. I get the box when I lock on a target but the diamond wont come up with STAFF round. It does with all other rounds. Now on the other hand what is nerve racking is if you are in a BMP up against this tank. and you can see that 120mm tracer come right for your forehead just before you explode. Yikes. Share this post Link to post Share on other sites
USSRsniper 0 Posted April 7, 2005 Does this still kill t-80 from one shot? Share this post Link to post Share on other sites
gunterlund 0 Posted April 7, 2005 took me 4 to take out sigmas t80 Share this post Link to post Share on other sites
Bobcatt666 0 Posted April 7, 2005 Well having spent a few hours with these puppies, took a couple of platoons in a large scale mission. going against some od Sigmas armored unots out a 2000 meters was an intersting battle to say the last, notiticed the AI again bail out the minute the track is hit. Even if there are support units nearby for repairs. gunners are able to achive better ability of hitting thier targets now at range. But chicken AI you end up becoming dissmounted infantry farily quickly in a armored battle. I think the armored velues are a little too low still, on frontal shot from a M84 shouldn't smoke the tank. Share this post Link to post Share on other sites
buliwyf 4 Posted April 7, 2005 Hot, hotter, hottest... thnks for that outstanding work!!! Share this post Link to post Share on other sites
JGreyNemo 0 Posted April 7, 2005 This almost completely passed me by. Thanks!!! Share this post Link to post Share on other sites
ag_smith 0 Posted April 7, 2005 Thanks for the update. Good work, as usual. Share this post Link to post Share on other sites
fighter 0 Posted April 7, 2005 Nice work !!! fighter Share this post Link to post Share on other sites
king homer 1 Posted April 7, 2005 problem with the STAFF round. Gunner wont lock with it. Confirmed this at 900m. Even as gunner I cant get the Staff to work. I get the box when I lock on a target but the diamond wont come up with STAFF round. It does with all other rounds. Now on the other hand what is nerve racking is if you are in a BMP up against this tank. and you can see that 120mm tracer come right for your forehead just before you explode. Yikes. That's how STAFF works! Gunner is targeting above the target to get STAFF activated. It is not activated on a direct hit, only while flying over the target. Share this post Link to post Share on other sites
Ironsight 1 Posted April 7, 2005 Very nice work guys, especially love the scripts and the winter version Share this post Link to post Share on other sites
gunterlund 0 Posted April 7, 2005 ok but when he or I fire the STAFF nothing happens to the enemy tank. Should I see an explosion or something overhead? I notice no affect. ps just reconfirmed... had the gunner lock on target... get the target box... the gunner is definitely aiming over the target.. he fires.... no affect at 1590m. Had to take the target out with a sabot. Great tracer on the sabot though. Share this post Link to post Share on other sites
Guest [B.B.S.] T_D Posted April 7, 2005 Maybe the distance to the target isnt big enough. At least 500m are necessary for working STAFF but you should get a message if you are not far enough. Share this post Link to post Share on other sites
bonko the sane 2 Posted April 7, 2005 wow, brilliant stuff! Share this post Link to post Share on other sites
Przezdzieblo 0 Posted April 7, 2005 ok but when he or I fire the STAFF nothing happens to the enemy tank. Should I see an explosion or something overhead? I notice no affect.ps just reconfirmed... had the gunner lock on target... get the target box... the gunner is definitely aiming over the target.. he fires.... no affect at 1590m. Â Had to take the target out with a sabot. Great tracer on the sabot though. Change gunner Try to increase "skill" of AI. I got no problems with AI using STAFF, range ~700-2000 meters. More, in previous version of M1A2 SEP it was not easy for human gunner to find good level of gun before firing a STAFF, now it is not so hard task - STAFF looks smarter. I did not tried it much - so no other word about balance against other tanks - but when moved from TC seat into loader saw strange thing. First, in internal view, gunner moved from his seat and stand on it, very close to TC. In external view - loader hatch was open with gunner watching around. When I moved back from loader into TC position gunner change his position very fast and again was sitting on his seat. Nice work, I wish I have more time to play with it. Tracers works perfectly. APAM - not. Still not very accurate and PC-unfriendly. MPAT hit effect is worth of seeing, especially at night. STAFF... well, for me - still too much smoke there - but it is nice to see that there is direct path from place of explosion of projectile to target (I wish to see explosion effect that would be something between STAFF and CBT TOW2B). Share this post Link to post Share on other sites