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Ike_fin

T-90 & T-72BM by Ike

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t90smal.jpg

<span style='font-size:11pt;line-height:100%'>version: 2</span>

Changelog:

v2:

- Added random numbering (thanks to modEmMaik)

- Added basic interior for driver (thanks to modEmMaik)

- Added 1 more texture (Russian style)

- Fixed damage texture bugs

- Changed gunner optics again

- Updated XEH included

v1:

- Added experimental T-90 with camo netting

- Added SLA green variants

- Added optional replacement (T-72->T-90S and T-72(racs)->T-72BM, model and name only)

- Fixed smoke launcher bug

- Changes in models and textures

- Changed gunner optics

- Adjusted gunner and driver FOV

<span style='font-size:11pt;line-height:100%'>Description:</span>

Includes T-90M(Shtora), T-90S(basic and camo net) and T-72BM with slat armor.

All are based on BIS T-72 model.

My first work with Oxygen 2 so apologies if its not The Ultimate Realistic T-90.

Suggestions and bug reports are welcome.

<span style='font-size:11pt;line-height:100%'>Features</span>:

- Shtora system for T-90M

   * Gives decent protection against guided missiles

   * Turns on when engine on(you see IR transmitters light red)

- New sounds

- Woodland, desert, winter textures(camo bonus)

- AT-11 missiles, more powerful maincannon

- NSVT for commander

- Smoke launcher

- Reworked physics to make it feel more like steel beast with 1000hp

- Modified hit points

<span style='font-size:11pt;line-height:100%'>Notes:</span>

I have permissions for others work i used.

Addon is free to modify and use put please PM me first.

Not tested in MP though its should work.

Requires Extended Eventhandlers(included)

<span style='font-size:11pt;line-height:100%'>Credits:</span>

BIS and modEmMaik -  Base model

vilas - NSVT model

hamis - Sounds

Franze & zGuba - Flares (Shtora based on flare scripts)

heinbloed - GDTModTOW

Solus - Extended Eventhandlers

10th Community

<span style='font-size:11pt;line-height:100%'>Download:

Armaholic.com

Armed Assault.info

ePrison.de

Filefront</span>

classnames:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

ike_t72bm

ike_t72bm_des

ike_t72bm_sla

ike_t90

ike_t90_des

ike_t90_sla

ike_t90_rus

ike_t90_win

ike_t90shtora

ike_t90shtora_rus

ike_t90shtora_des

ike_t90_cam

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Sweet.

I'll check it out this afternoon.

Thanks for using XEH as well. If any conflicts arise I'll let you know but this should do it.

God I wish I was good at screen shots, a few more are needed.

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I just tried them, and i really like them, especially the T72.

Now, I noticed something strange. When you are the gunner, you can also choose the AGS-30, but it has no ammo, why is it in there?

Its a shame it doesnt work with the NWD TankFCS mod http://www.armaholic.com/page.php?id=2217

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Does anybody else find it funny that for ,what?...2-3 years we've waited for a T-90 (ok begged) and nada.Now we have T-90's commin out our asses rofl.gif ...gotta love it. biggrin_o.gif

I really like the way the IR emitters work...how was that done? If I remember correctly SigmaSix had his that way also..is it difficult to do??,I'd like to do the same to mine.

I really like being able to spice up the battlefied the way you can now with all these tanks.

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Armaholic mirror and news:

- T-90 & T-72BM (<11MB packed with 7zip, you can also use winrar to extract it)

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@popcorn

Thanks, theres small bug on smoke launcher script, will fix that.

@343rdBadger

It was done with Engine eventHandler, hidden selection and setobjecttexture(same way as custom markings work in Modemaik model).

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Have you considered adding random numbers?

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Have you considered adding random numbers?

Not sure, i personally don't care about em and I would have to add another evenhandler(already uses 3 different).

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Have you considered adding random numbers?

Not sure, i personally don't care about em and I would have to add another evenhandler(already uses 3 different).

Good Job thumbs-up.gif

Well, when you have based this tank on the latest version of the ERA-style, numbers and side flag may be added via the init-command of the unit in the mission.sqm. Also those texture manipulations can be added to the init eventhandler using an additional config like I have added to the badger T-90 version. No need to modify this addon.

Best Regards,

mike

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Great addon, especially T-90 missile is fun to play around with. I believe this will be perfect if you can get it to work with NWD Tank FCS.

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Hey mate, congrats on your first release.

One thing I'd like to see - SLA green variants to blend in with the original '72 and the APCs. smile_o.gif

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really nice pack of tanks!! finally a tank that stands a chance or has a slight edge against the standard m1`s. it also can hold it`s head up against mateck´s and t-bone´s m1ah.

great work!

ps: i think i found a small bug in the last lod: it seems that on the right sight one roadwheel is missing.

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This really looks cool.

I have two suggestions for you:

1.) Better window-optics for the driver

Windows for the drivers (Like you had in OFP) so that the driver has a better FOV in first person.. This i a feature i really miss in ArmA, often playing as a tank driver on a first-person-only server.

2.) New gunner optics

I really don't know what kind of optics, the gunner has in a T-90, nor do i really care how they are, but i do believe that just adding something new, instead of using the T-72 optics would add a great deal smile_o.gif

Keep up the good work !

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I've been trying them for two days, and this is just great. Shtora system works, and T-90 can take quite much beating and still stands for a fight. These beasts even beat Mateck's M1A1 3v4 smile_o.gif I'll try to make missions with these beats.

What I'm bothered with now is the lack of a FCS. Fighting enemy tanks at long range is very hard because you don't know how much deflection you need. Maybe you can make a simple range-finder and gun adjuster script?

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@binary: What about the alternative to have a driver hatch? It is already included in the BI-sample model and I have a T-72 WIP, where the needed config / proxy can simply be adapted to any other model?

According to the gunner optics... may some1 post a pic what he wants? Else the result may be not what you have in mind..

@NSXr: I already noticed such a turret in the KMDB pages but the blueprints are rather unusable, because of the fine structures. A first release would look rather ugly.. I think that is why no one released such a turret yet. whistle.gif

@Rakgitarmen: Everybody would be happy if there would e a "easy script". Something that comes pretty close would be Mr.Peanut's binoLOS, although the script doesnot detect the objects, just the position on the ground the gunner is actually looking at. May be you can improve it this way smile_o.gif

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@binary: What about the alternative to have a driver hatch? It is already included in the BI-sample model and I have a T-72 WIP, where the needed config / proxy can simply be adapted to any other model?

I'm not really sure what you mean here - but let me give you an example of what i mean..

This is from the Desert Bradley addon

fov1.jpg

And this is from your T-90's and T-72's

fov2.jpg

As you can see, as a driver - you have a MUCH better field of view with the first example smile_o.gif

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Hi, i like over all the T-72BM's with the slat armor, makes 'em a bit

more scary, but will be pimp if you could make a custom hatch in

the back of the turret to spitt the empty shells, here:

ike_t72bm.jpg

I remember a T90 addon for the OFP that had it animated and was

very very scary to see the empty shells being spitted by there and

then fall over the tank's back and end up in the ground for dissapear

30secs after be created.

Editing the basic texture painting that hatch marked with the cross

in black, and then modeling the (animated) hatch and aplyying on

it the default texture and normal map will do the trick i think; but

ain't got any b**** idea on how the config parameters should

be to make it move and much less how to do for make the empty

shells be spitted. I just seen it in the OFP PSC's/OFP LAVOS addons

and that T90 and felt in love of that damn scary feature.

Also i'll thank alot if all the tanks could be painted in the SLA's

green colour and in the common russian 3 colours camo. Let's C ya

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I don't know if there were other OFP addons, but I remember me scripting sucha shell-eject for RHS, but I can't remember if any of those scripts made it into a release version.

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I don't know if there were other OFP addons, but I remember me scripting sucha shell-eject for RHS, but I can't remember if any of those scripts made it into a release version.

At least PSC's BTR-A includes the scripts: OFP.info link

But i recon that i have seen shell ejection in SLX mod and another package also creates the shells...

So I decided to leave this to the other mod-makers smile_o.gif

Anyway... it can be included in a replacment config later and for every tank by using PSC's functions. wow_o.gif

BR,

mike

:edit: @binary: OK, now it is clear to me smile_o.gif

Should be do-able thumbs-up.gif

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