granQ 293 Posted October 2, 2005 I managed to get the TP-47 to float, take-off, land, etc in the water. It's based on Cpt. Moore's script, and it works great. You could use that, or contact me, or I could send it through gYMO. Just right now the plane sits a little high above water. Just need adjusting. that would be great.. eestikas88, more missions coming and campaign will come, hopefully in a month or two. Share this post Link to post Share on other sites
eestikas88 0 Posted October 2, 2005 no that isnt the problem,exiting stuff is Share this post Link to post Share on other sites
Imshi-Yallah 0 Posted October 2, 2005 Hey guys, Wow. I spent the whole of last night just going through all the options not even playing with them yet...(well apart from the SP missions) Excellent work...I especially love the TP111, I've got joint Swedish Irish patrols in mind today. Soon all the parts needed for a UNMIL campaign will be in place Share this post Link to post Share on other sites
Guest major gandhi Posted October 2, 2005 I've a question about the Robot70 deployable weapon. I manage to deploy the tripod, let the AI mount the sights and the tube but I don't know how to order the loaders to add the rockets they are carrying to the robot70, any ideas? Share this post Link to post Share on other sites
eestikas88 0 Posted October 2, 2005 same thing with other deployable weapons,tested it with somekinda deployable at weapon,first i took the tube and then ammo taking option came to menu. other bugs are worse are those pasi looking things meant to sink in water? with that leopard looking tank,the gunner sight dont work,it first showed me red screen then black and whatever. those names are so complicated cant remember them Share this post Link to post Share on other sites
ThudBlunderQ8 0 Posted October 2, 2005 It's amazing how the days counting down to ArmA produce a surge in quality community-made projects, rather than a tailing-off. This mod is right up there with the very best of them - I've just lost a free afternoon wandering around the island and putting together little set-pieces to try everything out. Haven't tried the Strv122 so haven't seen the sight problem mentioned above though. So what if Bill doesn't top-attack? It's a fantastic piece of work - like the TOW on the Hkp9. Personal favourite occupation at the mo' is stooging around in the Saab Sk60 practising my 60-degree pitch-up, roll-in and strafe... Only thing I can't find is the one toy I'd really hoped to get my hands on - the S-Tank (Strv103?). Where should I be looking - or is it a case of wait 'til the game engine can cope with hydraulically-actuated-suspension gun-laying ? Share this post Link to post Share on other sites
Hornet85 0 Posted October 2, 2005 ther is no S-tank in SFP 4.0. but some team some wher maybe will make one some day Share this post Link to post Share on other sites
eestikas88 0 Posted October 2, 2005 well ok the last one in the armour list of SFP pack ingame. the gunner sight does not work! Share this post Link to post Share on other sites
ThudBlunderQ8 0 Posted October 2, 2005 Ah - well, thanks for the info. I'm not complaining, mind - very grateful for what we've been provided! Share this post Link to post Share on other sites
Guest Ti0n3r Posted October 2, 2005 This pack has to be one of the best addon packs I've ever seen. Thanks! Share this post Link to post Share on other sites
hellfish6 7 Posted October 2, 2005 Excellent job, guys. Very high quality, with just a handful of bugs already mentioned. I especially love the assault boats - lots of fun for landing raiding parties. I haven't tried yet, but is the mod compatible with the FDF mod? I'd really like to use these guys alongside the Finns. Share this post Link to post Share on other sites
Hornet85 0 Posted October 2, 2005 this is a addon pack not a mod so you can use ECP FDF Y2K3 or any thing with it Hornet85 <--- NOT a SFP team member Share this post Link to post Share on other sites
Gedis 0 Posted October 2, 2005 well heavy AT teams are awesome, especially to command it, because AI doesn't fold the tripod and doesn't mount RB-56 tube... but, there is one big problem, like loaders... they have 2 rockets in hand gun ammo slots, but it doesn't work... i think same problem is with RBS-70... loaders should be changed to the RBS-56 gunners... fold the tripod, mount tube, fire, dismount tube, mount another, and we can kill tanks very long... and for realism, please change RBS-56 ammo, when you make it fireable, it has two missiles, well how 2 missles can be fired from one tube?! oh i forgot, realism hunting: in the BILL team are 3-4 guys, 1-commander, he carries targeting equipement; 2 carries falding tripod; 3 carries RB-56 missile and 4(optional) carries one more missle... so, maybe you can make 3 parts to be mounted, not 2 and maybe you could make right Bill team... P.S. swedish forces uses Bill and Bill-2, also it would be great to have them both and as i remember they are different only by missles, one penetrates 800mm rha, new one-1000mm (am i right?). Share this post Link to post Share on other sites
eestikas88 0 Posted October 2, 2005 Fire one! LOAD! Fire two! ? Share this post Link to post Share on other sites
Metalmalte 0 Posted October 2, 2005 amazing work! very well done! my new favourite! Share this post Link to post Share on other sites
Guest major gandhi Posted October 2, 2005 I've made a longer mission with a squad of Airborne soldiers with a GRSP and RB60(? or something like that) and occasionally get CTDs. Do others experience simliar problems? Share this post Link to post Share on other sites
PainDealer 0 Posted October 2, 2005 great stuff! too bad there's a huge lack of missions Share this post Link to post Share on other sites
akd 0 Posted October 2, 2005 I've made a longer mission with a squad of Airborne soldiers with a GRSP and RB60(? or something like that) and occasionally get CTDs. Do others experience simliar problems? Yeah, I've been getting hard locks when I try to use the crew-served weapons starting with them undeployed. They seem to work fine when placed already setup. Share this post Link to post Share on other sites
Jackal326 1182 Posted October 2, 2005 I've received a couple of random hard-lock-ups when using SFP units. Can't recall any common units/vehicles being used in either mission that could have possibly caused the crashes so I'm at a loss as to what caused them, may even have not been related to SFP at all, could have just been a system error. Share this post Link to post Share on other sites
CanadianTerror 0 Posted October 2, 2005 I havent looked through the thread (I admit it) but I get a CTD when I'm using the marines. I'm not sure which one but I'm trying to locate it. Share this post Link to post Share on other sites
olemissrebel 0 Posted October 2, 2005 yeah, same here, & when you fire oine of the rockets, lasers law appears, yet when you throw it down, a completely different spent rocket case is on the ground... Share this post Link to post Share on other sites
engen 0 Posted October 2, 2005 Thanks for all for the kind words everybody! One thing that is very strange is the flood of CTD's and lock-ups that SFP seems to cause for many users. I promise you, not a single team member or beta tester has experienced lock-ups or CTD's using any of our addons. We have no idea why suddenly so much stuff is causing these critical errors. We are trying our best to resolve it, but it's difficult when you don't really know where to start. It's also quite interesting to see several bugs arise that wasn't in the pack the day before release. Three quick questions for everybody having these errors: 1) Are you using the -nomap command? 2) Are you using a modfolder or are you putting everything straight into the addons folder? 3) What are your computer specs? Processor, GFX-card, memory. From what we've seen, using the -nomap command seems to solve many of the CTD/lock-up issues. Share this post Link to post Share on other sites
Gedis 0 Posted October 2, 2005 my answer to the question: 1) yes  (-nomap -mod=SFP4;@ECP;llaumax -nosplash) maybe you have problems with DMA or other mods? i don't know... and i don't even know how to decode that DMA or what it's about... i know only SFP bugs... hope you will see my text about crew served weapons... Share this post Link to post Share on other sites
Jackal326 1182 Posted October 2, 2005 Yes, I am currently using the -nomap command and have all of the SFP addons in their own folder. My system specs are Pentium 4 at 2.8 GHZ, 1024mb RAM running a GeForce FX 5900XT 128mb. It may simply be I am running too many addons in conjunction with SFP, as even with mod folders and the -nomap shortcut command, there is still a limit to what OFP can take. Share this post Link to post Share on other sites