Mateck 0 Posted May 3, 2008 @Alex[Dev]72 Trying to fix this problem now @Apache-Cobra I've just compared my M1A1 with NWD's M1A1 on shooting range. I've get almost identical results when shooting M829A2 APFSDS-T rounds at those M1A1s. When shooting at tank base it takes 1-3 shoots to completely destroy Abrams. Sometimes after 3rd shoot tank blow up after couple of seconds. When hitting turret it takes 3-5 shoots to completely destroy Abrams. Share this post Link to post Share on other sites
Apache-Cobra 0 Posted May 3, 2008 That sounds pretty accurate, if there were any complaints i would say it's slightly too powerful but it seems fine. Look forward to the next release! Can't wait to use SLX with it Share this post Link to post Share on other sites
i0n0s 0 Posted May 3, 2008 Hi, one thing about the replacement: It don't just replace the model, it also adds the loader turrent to the tank. Can that be changed? Share this post Link to post Share on other sites
Apache-Cobra 0 Posted May 3, 2008 Hi,one thing about the replacement: It don't just replace the model, it also adds the loader turrent to the tank. Can that be changed? That's sorta the point of the addon? Share this post Link to post Share on other sites
sakura 0 Posted May 4, 2008 Can you think of making an German Leopard 2A6 and M1a2 as Something to beat an T90 !! I ask becaurse this Addon is great!! Splendit work!! Share this post Link to post Share on other sites
Mateck 0 Posted May 4, 2008 I want to fix compatibility with ECS, but I don't know how to do it What is missing when playing ECS: - radio chatter (even after adding class name to ecs_local.hpp) - ecs effects - fire damage player - secondary explosions Anyone know how to fix this? Share this post Link to post Share on other sites
king homer 1 Posted May 4, 2008 Just tested the M1A1 and I must say: Excellent job on the textures and the model additions. I really like the way the woodland looks, my M1A1 has serious problems at this point. Overall its a nice and handy addon to improve the the current BIS models. So far I've also find some minor realism glitches: The commander M2 comes with 1.000 rounds of ammunition, but as M9ACE posted already in the old thread it should have 100 rounds less. Same goes for the coaxial and loader machineguns. I counted 4x2800 for the coax and 20x100 for the loaders. Thats together 13.200 rounds of 7.62 but all in all the M1 should have a maximum of 11.400 rounds. And finally the sounds for the engine are too weak, it sounds like you're driving a 4-cylinder car? Share this post Link to post Share on other sites
HGuderian 0 Posted May 4, 2008 adding class name of your Abrams into ecs_local.hpp I've the radio chatter stuff. Share this post Link to post Share on other sites
Mateck 0 Posted May 4, 2008 @King Homer Ok, I will fix ammo count and see what I can do with engine sound. @HGuderian Odd, maybe I need to change something in my ECS options. EDIT @King Homer According to what NonWonderDog described in his NWD_TankFCS v0.2 topic ther is 4 - 2800 round belts for the M240C coaxial in default loadout. If I reduce ammo for loaders M240 it will have only 200 rounds. NonWonderDog also described in config.cpp: coax ammo (2800 rounds loaded, 10400 stowed - including ammo for loader's M240) I cannot find any more specific ammo count description so I want to make sure how it should look like Share this post Link to post Share on other sites
Mateck 0 Posted May 4, 2008 And finally the sounds for the engine are too weak, it sounds like you're driving a 4-cylinder car? I think I know whats the problem. For some reason after disabling/enabling some modfolders new engine sound from ch_sounds.pbo is not working. You may have heard old M1A1 engine sound even if You used ch_sounds.pbo. I will fix that by configuring new sounds in main config file Share this post Link to post Share on other sites
king homer 1 Posted May 4, 2008 Yes I used the ch_sounds.pbo so it may be the problem you described. About the ammunition storage, so far most sources say 11.400 rounds. Where NWD got that info I don't know, the problem is he didn't mention the sources where that data is from. Share this post Link to post Share on other sites
Apache-Cobra 0 Posted May 4, 2008 Yeah, its 11,400 rounds. Whether that includes the loaders M240 i am not sure but i know that number is correct. Share this post Link to post Share on other sites
Tigernan 0 Posted May 4, 2008 Howdy, I know I am new but hope this helps. According to the Marine Corps Warfighting Publication (MCWP) 3-12 dated 12 June 2000; the M1A1 has the following information listed: Ammunition Quantity: 120mm (for main gun) 40 rounds [but we all knew this] 7.62mm (for coaxial machinegun, M240) 10,000 rounds 7.62mm (for loader’s machinegun, M240) 1,400 rounds Caliber .50 (for commander’s machinegun) 900 rounds UKL8 series (smoke grenades for grenade launcher) 24 grenades 5.56m (for rifle, M-16) 210 rounds 17 of the main gun ammo are in the ready rack and not ammo storage but that isn't from the MCWP, just remembered that off the top of my head for some reason. No clue were I learned it so definitely not official or I guess even useful for this mod, sorry. Enjoy, Tigernan Not as lean, or as mean but always a Marine. P.S. What does the HA mean in the designator? I've heard of M1A1HC (for Heavy Common) but not HA. Share this post Link to post Share on other sites
Apache-Cobra 0 Posted May 4, 2008 P.S. Â What does the HA mean in the designator? Â I've heard of M1A1HC (for Heavy Common) but not HA. Heavy Armor. Share this post Link to post Share on other sites
wipman 1 Posted May 4, 2008 Hi, the M1A1 weapons sounds and engine sounds sound very well to me but i miss a reload sound for all the MG's, also i miss to be able to use the M240C from the Loader's possition without have to be outside the tank's turret. Sometimes for some reason i loose the MG's sounds so they fire but from inside the tank i can't hear any sound; i think that may be good to use the driver's hatch view for the loader's internal hatch instead that black hatch. And the .pdf file looks very well done and alive, is one of the few .pdf's that don't look boring and confuse; "very pro". I don't know why but i guess that's a thing with the way that the ArmA manages the .paa files and the Alpha channels on 'em, but when the sun hits the tank from a side... then you see the markings on that side perfectly, but in the opposite side... they look much more thick and much less transparent; almost look bad (to me) but look weird for sure. This is how i see it: Graphic Quality Lowered: But well... im very happy with the M1's, look very well and the normal mappings too, the details on the turret's cargo cells and all that; i just await for the public .bikey and the USMC markings. Let's C ya Share this post Link to post Share on other sites
Tigernan 0 Posted May 4, 2008 Ah, makes sense now. I guess the HC I am used to from my days might be the same thing as an HA. Or it could also be that my memory is faulty and I remember HC clear as day when I am supposed to be remembering HA. But back to the mod, just wanted to say that every tanker, a few pilots and some infantry guys in my realism unit for ArmA absolutely love the new tank. Especially now that I got our tanks to show the realistic chevron for our unit and our tank names. They are all infighting about what each tank should be named so I can get it put up on the barrel. I even put a Marine designator and a tank number on the rear hull where the US Army is. Something like 'USMC 515253' and even changing the number by one digit for each of our tanks. So far only gripe has been that the loader doesn't actually have to select load... but that is a minor issue to our guys. And I am thinking it's only cause they have nothing else to complain about. Respectfully, Tigernan Not as lean, or as mean but always a Marine. P.S. And in our 'field tests' it took 2-3 hits on a front angle and 1-2 in a rear angle to destroy the tank with Sabot. And +1 or 2 with HEAT. At 500 meters. Oh, and our tankers love that it takes anywhere from 5 to 30 seconds for the tank to blow once disabled. Share this post Link to post Share on other sites
mr.g-c 6 Posted May 4, 2008 Ok, i have two suggestions: 1. In real life (i just saw a M1 Tank documentary in TV) this thing make a lot of loud noise. Especially when the turret turns around - this is completely missing here. 2. The Loader needs to have a inner texture or a different view (drivers as mentioned before) + a action menu entry with "reload Sabot" and "reload Hat" so he can choose just like in real life what round he loads (what the gunner/commander ordered). I don't know if a AI Loader can handle that (scriptable?) otherwise just do auto-reaload when a AI is in. Best Regards, Christian Share this post Link to post Share on other sites
Tigernan 0 Posted May 4, 2008 Thought I might share a couple of our changes I did for our unit. Symbol indicating a vehicle in the 2nd Platoon of either Delta, Hotel or Lima Company: Marine markings with hull number: Link to bigger Marine marking picture. Can't get the thumb link to work so doing this instead. Custom tank name and symbol (well; not symbol, I just turned the existing one white): Semper Fi, Tigernan Not as lean, or as mean but always a Marine. P.S. Added those into the actual ch_m1abrams.pbo since the setObjectTexture still does not work for me, regardless if done after mission start up. Share this post Link to post Share on other sites
xnodunitx 0 Posted May 4, 2008 i miss to beable to use the M240C from the Loader's possition without have to be outside the tank's turret. The loader cannot use the M240 unless turned out so its accurate. Share this post Link to post Share on other sites
wipman 1 Posted May 4, 2008 Hi, if you look at the commander's M2HB mount and the M2HB itself then you'll notice that's (in this case) also inaccurate to be able to shot from inside the commander's seat without the need to pull out the ears from the hatch. The CROWS enables this as far as i know. Let's C ya Share this post Link to post Share on other sites
xnodunitx 0 Posted May 4, 2008 You may want to speak with King Homer about that, according to him (and he's the Abrams expert) the commander CAN fire the 50cal from inside of the abrams, the TUSK kit just includes extra optical devices, basicly allows him/her to view the field better and in more conditions. Share this post Link to post Share on other sites
T_bone 0 Posted May 4, 2008 "The Commander has a special M-2 Browning heavy machine gun on special mount which can be fired remotely from inside the tank" Osprey Vanguard nr 41. Published in 1985. And thats nothing new, german world war 2 era tank destroyer "Hetzer" also had MG controled from the inside. Share this post Link to post Share on other sites
dm 9 Posted May 4, 2008 The delicious irony is, the commanders M2 could be fired remotely from inside the tank on the A1 version. Someone in their ultimate wisdom decided it was not necessary for the A2 version. (So the commanders M2 could then only be fired from turned out) Now the TUSK update is required to restore functionality that was already present on the first models of tank... Brilliant marketing ploy by GD and whoever does the TUSK update, not so brilliant from the Army Procurement Officers' point of view. Share this post Link to post Share on other sites
Tigernan 0 Posted May 4, 2008 Just a side note. The reason the M1A2 did not have remote firing capabilities for the tank commanders gun was not completely because someone decided it wasn't necessary. It was because the space the fire control mechanism used on the M1A1 had to be re-tasked for part of the computerized command and control systems in the A2. It was a mater of what they thought was more important to the tank. Computerized, coordinated battlefield information transmitted at real time or the TC being able to go boom. So I have been told by a friend of mine who was a tanker. So not a completely reliable source. Tigernan Not as lean, or as mean but always a Marine. Share this post Link to post Share on other sites
Alex72 1 Posted May 4, 2008 About the ammo count - we have more ammo since we got more ammo boxes stowed in the back! EDIT: I was wondering if this sound inside the M1 is hearable outside? Some hint of the "whining" mixed with the engine sound might be nice? Ofcourse that sound will pitch up and down while driving, but if its subtle, it might be cool. So when in idle with engine on there could be a hint of this sound. If anyone who has stood close to a M1 knows could tell us. Sound can be recorded from the vid i guess and looped. Mixed around 20% with the engine sound. Another video of abrams driving. Dont know if its the same "whine". And ofcourse cameras sound is most of the times not correct but here you can here it pitch when throttling. Regards Alex Share this post Link to post Share on other sites