raedor 8 Posted April 7, 2006 Depends on the version, some have SHTORA-1 EOCMDAS, others just use Arena. But you should still be able to hit it. Share this post Link to post Share on other sites
snoops_213 75 Posted April 7, 2006 @raedor Nah doesnt matter what version i try T-80B through to T-80UM1, none of the tanks are hit properly by MCar missiles Even the player guided missiles as i said before seem to fly through them almost and detonate 100m+ the other side of the tanks. Yet when i stick your T-55s ingame there is no problem, ever other addon that i have targeted so far has not had this problem. Share this post Link to post Share on other sites
Shadow NX 1 Posted April 8, 2006 Probaly the same lod prob that caused the spinning bug? Kenji sent me a so far final fixed version to test last night, im gonna try shoot at it with some MCar Missiles later. Share this post Link to post Share on other sites
snoops_213 75 Posted April 8, 2006 Yeah thats what i was thinking cause im sure i get a similar effect with the SEF Lav's, must recheck them, let us know how it goes please Share this post Link to post Share on other sites
BigRed 2 Posted April 8, 2006 Not sure if anybody mentioned this because I didn't read every page but You can't destoy the tanks with Sachel Charges. Share this post Link to post Share on other sites
rediko 0 Posted April 8, 2006 @Shadow NX What is with the T-84 OPLOT??? Share this post Link to post Share on other sites
mechastalin 0 Posted April 8, 2006 @Shadow NXWhat is with the T-84 OPLOT??? I'm pretty sure it's a version the Ukranians use with some improvements. http://www.morozov.com.ua/eng/body/t84.php?menu=m1.php Share this post Link to post Share on other sites
Shadow NX 1 Posted April 8, 2006 Tried the T80. Satchels... destroyed Guided missiles... destroyed Spinning... nope Btw that Gaskin addon has bit high damage values for the rockets, slaughters a T80UM with 2 hits and even King Homers SEP with 2-3 ... i mean these rockets are oooooooooooooold @T-84... cant tell you anything new Share this post Link to post Share on other sites
Sniperwolf572 758 Posted April 8, 2006 Spinning... nope Ummm, I just made this video. Clearly shows that even when at waypoint, it doesn't switch to next one. Share this post Link to post Share on other sites
JdB 151 Posted April 8, 2006 Spinning... nope Ummm, I just made this video. Clearly shows that even when at waypoint, it doesn't switch to next one. He was talking about the T80 1.1 beta Quote[/b] ]Kenji sent me a so far final fixed version to test last night, im gonna try shoot at it with some MCar Missiles later. Read the last few pages of a topic before making redundant posts Share this post Link to post Share on other sites
snoops_213 75 Posted April 8, 2006 Great news Shadow NX, I take it mines also work properly now? Hopefully not to much longer before we see the newest version Share this post Link to post Share on other sites
Sniperwolf572 758 Posted April 8, 2006 Meh, I was thinking he's talking about the currently available T80's. Share this post Link to post Share on other sites
Veovis 0 Posted April 28, 2006 The patch has been functional for two months now.... will it ever be released to the hungry public? Share this post Link to post Share on other sites
Big Dawg KS 6 Posted April 28, 2006 The patch has been functional for two months now.... will it ever be released to the hungry public? Busy busy... so much to do, so few people to do it (and nobody's ruling out lazyness ). Share this post Link to post Share on other sites
CameronMcDonald 146 Posted April 28, 2006 Like Kyle somewhat emphasises, patience is a virtue. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted April 28, 2006 Like Kyle somewhat emphasises, patience is a virtue. Â Don't push your luck. Share this post Link to post Share on other sites
Commando84 0 Posted April 28, 2006 yo Shadow NX have you tried mines too? Because that was a crucial part for a old mission of mine to be able to plant or use anything explosive available to take 'em out but i hope the mine problem is gone now and the waypoints and spining too Share this post Link to post Share on other sites
Shadow NX 1 Posted April 28, 2006 Did that and it made boom Btw would people like it if the Tanks dont have the crumbled paper effect? I like it but it sometimes is bit hard to guess if the tank is destroyed cause sometimes youst lil parts darken that way. For the ones asking about dates it comes when its done and you surely find it here then... Share this post Link to post Share on other sites
martinovic 0 Posted April 28, 2006 I know this is a bit offtopic but since it was mentioned, that tanks in arma won't have machineguns on them, read this interview on FiringSquad: http://firingsquad.com/features/armed_assault_interview/ It's fresh now and it confirms multiple gunner positions, so i wouldn't be so unsure about that mg. Now something ontopic: those t80s look great. :P Share this post Link to post Share on other sites
Big Dawg KS 6 Posted April 28, 2006 I know this is a bit offtopic but since it was mentioned, that tanks in arma won't have machineguns on them, read this interview on FiringSquad: http://firingsquad.com/features/armed_assault_interview/It's fresh now and it confirms multiple gunner positions, so i wouldn't be so unsure about that mg. Now something ontopic: those t80s look great. :P Multiple gunner positions doesn't necessarily mean a turret within a (bigger) turret is supported, though it's still a great improvement. Share this post Link to post Share on other sites
vektorboson 8 Posted April 28, 2006 Multiple gunner positions doesn't necessarily mean a turret within a (bigger) turret is supported, though it's still a great improvement. Basically OFP has turret on turret since 1.0; you forgot the commander turret which can rotate around its own axis additionally to the main turret. At least the code for turrets on turrets is already there, and now we get multiple gun positions. I hope it's not too hard for BIS to make the next logical step  Share this post Link to post Share on other sites
Big Dawg KS 6 Posted April 28, 2006 Multiple gunner positions doesn't necessarily mean a turret within a (bigger) turret is supported, though it's still a great improvement. Basically OFP has turret on turret since 1.0; you forgot the commander turret which can rotate around its own axis additionally to the main turret. At least the code for turrets on turrets is already there, and now we get multiple gun positions. I hope it's not too hard for BIS to make the next logical step  Indeed, however, it could do just the opposite and cause conflict with an MG. We'll just have to wait and see how BIS approaches it. Share this post Link to post Share on other sites