Guest Posted August 5, 2008 Excellent work Frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=3283 Share this post Link to post Share on other sites
Stavanger 0 Posted August 5, 2008 Mirror updated from ePrison.de. Regards, Stavanger Share this post Link to post Share on other sites
Pirin 0 Posted August 5, 2008 I noticed a few things. The targeting reticle seems off. Rounds for both guns are hitting about 1/2" down and to the right. When using manual fire as the driver, it's about 1/2" up and to the right from the aiming dot. Also reloading times are odd. I can switch between HE and AP rounds in less than a second. And when depleting AP rounds it switched to HE rounds with no delay. I was doing continuous firing the whole time. The commander's chair shows an M242 as a weapon with 0 rounds and gives an aiming reticle, but no weapon control. You can hit another Bradley with AP rounds exclusively in the TOW launcher and after 14 hits the whole thing explodes. Doing the same vs treads takes 24 hits. Two M136's take out the Bradley. A BMP's AT-5 puts the Bradley to Orange everywhere, but operational. 4x AP rounds to the BMP knocked out it's tread and forced crew out. Share this post Link to post Share on other sites
pauliesss 2 Posted August 5, 2008 Thanks for mirrors. First post updated. Pirin: hope someone will fix that, thanks for report. Share this post Link to post Share on other sites
modemmaik 53 Posted August 5, 2008 ...You can hit another Bradley with AP rounds exclusively in the TOW launcher and after 14 hits the whole thing explodes. Doing the same vs treads takes 24 hits. Two M136's take out the Bradley. A BMP's AT-5 puts the Bradley to Orange everywhere, but operational. 4x AP rounds to the BMP knocked out it's tread and forced crew out. Thanks for the report. Due to the working hitboxes, I only had access to the default configs for the different sections. WGL-style defintions seemed to overpower the Bradley. I did not intend to create an APC-T72 clone, although I know that the BMP-resistance is higher. The TOW-section belongs to the turret, usually a section to take the whole tank out of order. But I must check the damage section of the turret config first, may be someting slipped though the test I tested the M136 and the normal Bradley exploded after one direct hit, the A2 was disabled, the ERA operative. Next M136 hit killed it. :edit: I ran a test yesterday, using RPG's on the Bradley. Same behavior as with the M136. Used the M136 against BMP's: One direct hit disables the BMP just like the M2A2, so I think that the M2A2 equals the BMP in case of AT hits. The M2 is a bit weaker and the ERA stronger. Share this post Link to post Share on other sites
modemmaik 53 Posted August 6, 2008 lack of shadows? Ideed The model lacks the shadow LOD. I found the shadow defintions quiet time consuming (it is more or less a complete model to be created) and I am rather occupied at the moment. May be someone else can offer to complete that to Pauliesss :edit: I have analzed the facts from Pirin. It seems that we have to modify the Brad's config. -The AP is too effective compared to the HE ammunition. -Seems that we should rise the armorStructural value of the Brad to make it compareable to the BMP Concerning the optics: On far distance (~1000) the optics are correct. The closer, the more right are the hitzones located. Seems OK to me. Share this post Link to post Share on other sites
The_Captain 0 Posted August 6, 2008 For switching between AP and HE: The M2's cannon has a switch to load from either the AP or HE feeds. Basically, you can switch in a second by flipping a button. Share this post Link to post Share on other sites
Boborish 1 Posted August 8, 2008 Nice work guys. I missed a nice IFV in ArmA (and I dont like Stryker because of lack of the Bushmaster ) but this addon still needs some work to be done on it. The textures are good but somehow they dont fit the game very well. They seem to be too dark and also some textured shadows could help. Also the AI doesnt use Bushmaster at all. When you place a BMP in front of it, it uses TOWs only. When you place infantry in front of it, it uses only M240 and when you remove that M240, it uses TOWs. And if you place a helicopter and remove M240, it doesnt do anything. Share this post Link to post Share on other sites
lee_h._oswald 0 Posted August 8, 2008 Nice work. But the missing shadows are making the vehicle useless for me. Seeing every object casting a shadow makes the brad's looking extremly unrealistic ingame. But it's no problem, I can wait for the next update. MfG Lee Share this post Link to post Share on other sites
modemmaik 53 Posted August 8, 2008 @Boborish: I used one testcase, where I was in the spotter's job (on ~500 meter distance) against an infantry squad, one BMP and one Mi-17 in the air, while 3 Brads close in on my position to support me. The Mi-17 was attacked immediately using the bushmaster, the BMP using TOW and the infantry using M240 and bushmaster... I will check it again @Lee_H._Oswald: I think that the geometry LOD casts shadows when no shadow LOD is defined, so I have shadows ingame, although the fine structures (like the cannon / ERA) do not cast shadows. Share this post Link to post Share on other sites
Binary 0 Posted August 8, 2008 Any plans to include a woodlands camoflage version? At this stage, the Bradley is simply awesome, but it feels weird to drive it around northern Sahrani.. Share this post Link to post Share on other sites
Boborish 1 Posted August 8, 2008 @Boborish: I used one testcase, where I was in the spotter's job (on ~500 meter distance) against an infantry squad, one BMP and one Mi-17 in the air, while 3 Brads close in on my position to support me.The Mi-17 was attacked immediately using the bushmaster, the BMP using TOW and the infantry using M240 and bushmaster... I will check it again  Ah, might have been caused by those others addons & mods I ran it with. Forgot about that fact. Share this post Link to post Share on other sites
kuIoodporny 45 Posted August 8, 2008 The Bushmaster has been fixed*, new version will be up sooner or later... Â *almost fixed - looks like AI still does not like it so much, although it can xD Share this post Link to post Share on other sites
pauliesss 2 Posted August 8, 2008 Any plans to include a woodlands camoflage version? No, read Readme file: Quote[/b] ]you can find Bradley woodland in vilas VIBI pack, Bradley green will be in Project85 mod as 1985 version. Share this post Link to post Share on other sites
HavoK2k8 0 Posted December 8, 2008 Just wanted to say straight up that the Bradley is looking gorgeous, just wanted to find out if any progress has been made by anyone in regard to the commanders M240? Â The unit that I belong to is using this bradley as our forward Platoon commanders vehicle but at present he is practically useless to us in the commanders seat as he has no way to help defend the bradley. Again lovely model and addon, hope to hear from someone soon. Specialist A. Austin, 173rd AIBCT Realism. Edit to reflect Paullies reply, No problem, real life comes first and foremost, hope all goes well, I'll let our guys know that they can see if they can fix it themselves if they know how. Thanks again. Share this post Link to post Share on other sites
pauliesss 2 Posted December 8, 2008 No updates from me at the moment, I am extremely busy with my real life, but if anyone want, you can edit config and release the addon, just be sure to keep README as it is, just add whats new to readme and your own credits. Thanks. Share this post Link to post Share on other sites
GD Mast 0 Posted December 22, 2008 Just wondering if the next update will animate the TOW launcher with open/close. Â We all know that the launcher should be in the close position when not in use. Â Or maybe when TOW launcher is selected, it opens. Â Love the main gun sound...it's right on. Â Share this post Link to post Share on other sites