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Falklands Mod 1.0 Released

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Just a heads up -- and I'll put this on the bugtracker too -- FLK mod seems to CTD when I use Kegety's DXDLL.

That is really odd as I use it all the time

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Guys with reguard to the harrier and svtol/vtol it is in and it is working, the old version of it which had it controlled from the user menu was removed due to complaints.... this new version has it built in, however now when taking off it will automatically perform a STOL (short take off or landing) u cant just vtol when on the ground, but once you are up in the air and flying simply hold S so you slow down and when you are going slow enough use Q & Z to increase or decrease its height and A & S to Yaw laft/right.

so in short only svtol on take off, and fully functional vtol when landing.

hope that helps

Is that not X & C to Yaw?

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Theres me just gone and uninstalled OFP becuase i bought ArmA.

Oh well just have to reinstall. but anyways, good work guys, its been a long time coming this mod and i think all the work you have put into it will show.

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Don't know if it's been reported yet, but it's just a tiny bug as well. One of the resolution lods of the FLK/UKF Co-op .50 AA has a missing textures issue (white surfaces) on the ...things that touch the ground (quadpod? huh.gif ).

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Guest RKSL-Rock
Don't know if it's been reported yet, but it's just a tiny bug as well. One of the resolution lods of the FLK/UKF Co-op  .50 AA has a missing textures issue (white surfaces) on the ...things that touch the ground (quadpod? huh.gif ).

Would you mind posting that on here please:

http://bugs.flashpoint1982.co.uk

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I am glad to say I just recieved thanks (msn) from a serving military person in the Gulf am glad that this little mod has given that person something extra to play on his computer during downtime.

I also give thanks to to all the people who are dwnloading and reasponding to this topic and other topics. A number of the team had expected a complete flop and had little hope. I am glad we have been proved wrong, it amazing the feeling some of us have had.

Like me getting stressed to the hilt on Monday night then grinning like a cheshire cat all Tuesday and Wednesday while feeding the responses on this topic.

Big thanks, it definately now feels its been worth all the hard work.

I do hope this mod does bring to all that play it a different view of ofp and maybe an insight into a confict that started 25 years ago.

I must also say a big thanks to all military personnel around the world, who to be honest without doing thier job we would have little to play in ofp or ArmA, I just wish it was as easy for them as it is in ofp, death and injuries is not fun and should be kept 'virtual'.

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Pistol fixes

Good news.... we have indentified the issue with the pistol's and M79 not showing up...

Its our Carl Gustav....

Easy solution..

USE THE MOD FOLDERS!,

We found we could duplicate the fault ONLY if we used the default ofp folders to dump everything in..

Hard solution

We tear apart our own CGustav to find out why if its in the ofp addons folder it messes with our pistols..., this will take time...

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The naval artillery seems to be highly inaccurate. Shells land somtimes 100m away from the intended target. Had a whole SAS squad wiped out by such an unlucky hit. Don't know if that's because the mk6 and mk8 can only fire LA or if that's a bug.

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Its likely buried in all the scripting and won't be an easy thing to change, although ack in days before decent gps tracking etc 100m not too bad, but does seem a bit more than Uk Foo and Art combi's were known for.

Please report on the flk bug system, we can look at it sometime

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The Error I got was this one upon return to desktop:

Quote[/b] ]

Cannot Create 3D Device:

Adapter 0 (Mobility Radeon 9600) Full Screen

Resolution 1024 x 768, format X8R8G8B8/D24S8, refresh 60hz

Error D3DERR_OUTOFVIDEOMEMORY

Any solutions?

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I think the answer in this topic somewhere.

Also for those wondering where the Seakings and Unimogs are, they are being worked on, just were not ready for release.

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Guest RKSL-Rock
The Error I got was this one upon return to desktop:
Quote[/b] ]

Cannot Create 3D Device:

    Adapter 0 (Mobility Radeon 9600) Full Screen

    Resolution 1024 x 768, format X8R8G8B8/D24S8, refresh 60hz

    Error D3DERR_OUTOFVIDEOMEMORY

Any solutions?

Using the -nomap switch at start up should fix it. If not try reducing the number of 3rd party addons in your addon folders addons.

http://bugs.flashpoint1982.co.uk/view.php?id=20

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Never mind re: DXDLL, cleaning out my addons folder made it work.

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- Would be great to have AI shooting LAWs and such weapons on infantry. There isn't so much AFVs anyway.

- The engagement range of the L1A1 is to small. Only speaking gameplay wise. I don't know what the real thing is like. But AI equiped with L1A1 (or FN FAL) only engages targets closer than 200m. While Argentines with FN 50-41 snipe British soldiers safely from high distances. Although it's the same rifle only with automatic fire mode.

So three suggestions for the weapons: 1. Include HD weapons, 2. Increase engagement range of L1A1 and 3. allow AI to shoot with AT weapons on infantry.

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Quote[/b] ]- Would be great to have AI shooting LAWs and such weapons on infantry. There isn't so much AFVs anyway.

The "splash" radius of a LAW, and all special purpose AT weapons for that matter is tiny, which makes it totally ineffective against infantry, unlike BIS' LAW wink_o.gif

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Quote[/b] ]- Would be great to have AI shooting LAWs and such weapons on infantry. There isn't so much AFVs anyway.

The "splash" radius of a LAW, and all special purpose AT weapons for that matter is tiny, which makes it totally ineffective against infantry, unlike BIS' LAW wink_o.gif

Well it's not actually all that tiny and the 66 and Charlie

G were used against bunkers and ships and positions and

houses in the Falklands (the Charlie G was also used "surface

to air" on at least one occasion...paras  icon_rolleyes.gif ). Allowing

the AI toms to let fly with them at enemy troops would

represent that "creative" range of application somewhat. You

could keep the "splash radius" suitably small even while

allowing that.

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So three suggestions for the weapons: 1. Include HD weapons, 2. Increase engagement range of L1A1 and 3. allow AI to shoot with AT weapons on infantry.

Yeah I agree with this. Especially the point about HD.

This isn't important at all, but it'd be nice to see a Type 42 without 'Coventry' or 'Sheffield' on the back. Not a big deal whatsoever though. Maybe there is one but i'm just blind.

Also, best OFP release ever, hands down.

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Can do, will affect deck markings too, but wont be on high prority quite yet.

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OK... I thought I thought this mod was good when I first played the single player missions included five times each.... But I have just come back from an 8 hour LAN co-op dedicated to this release... And I'm quite speechless actually... Just lovely stuff.

Yet again... Incredible work FLK-team, and instruct Architect to keep those missions coming smile_o.gif

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Lovely stuff you've got here. Although it's a bit buggy here and there, I like the setting. Hopefully with ArmA you'll be able to do the actual falklands(land mass). Very nice job mate!

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yeah, the more u look at the package, the more you like it  smile_o.gif besides not having a campaign and more missions and some minor bugs not too bad  wink_o.gif

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Fantastic work gentlemen! notworthy.gif

A great, complete package all round. Great feel to the islands, this kind of conflict is well suited to OFP, I reckon.

A couple of things I've noticed (may have been mentioned already)...

The M79's shoots like a rifle, ie the rounds are flat and fast, rounds/mags dont show up in the inventory (no big deal).

I get "invalid crew flkwf" error and a CTD when trying to load the "FLK_ShipSetups.Intro"

It's obvious a great deal of work has gone into this. Thank you kindly.

Edit: Error occured after installing 1.01 fixes.

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