kuIoodporny 45 Posted April 14, 2009 (edited) Version 0.9MLODs INCLUDED! FEEL FREE TO USE THEM UNDER BI LICENSEwith exception of Vilas' NSV Update 0.9 fixes: - damage textures- turret fx improved Description: This mod merges community made tank unit features such as blown turret FX and firing control system into single continous and MP compatible mod. It replaces original T-72 and M1A1. Contents: - NWD_TankFCS.pboRefer to contents of NWD Tank FCS v0.2 readme file. MP fix and compatibility with S-Hole's DEH by zGuba. Requires ZGB_TankModels and XEH. Supports DEH included in the archive. Not needed on server. - ZGB_TankBallistics.pbo Based on NWD_TankBallistics. Contains ammo definitions and correct ballistics for shells. Required by ZGB_TankLoadout. Should be running on server. - ZGB_TankFX.pbo Main feature: blown turret FX. Solution by Sebastian Mueller. Requires ZGB_TankModels. Can be running on server. - ZGB_TankLoadout.pbo Based on NWD_TankLoadout. Correct loadout settings for tanks. Requires ZGB_TankBallistics. Can be running on server. - ZGB_TankModels.pbo Contains models that merge features of NonWonderDog's tank optics and SmurfC T-72. Required by NWD_TankFCS and ZGB_TankFX. Due to custom model animations should be running on server. Known issues: major- T-72 periscope is not working. Status: MIA/ToDo - T-72 ready light is not working in some cases - connected to init I suppose. Status: MIA/ToDo minor - Warfare dialogs are disabling distance displays - glitches in models - multiplayer issues connected to model animations (ArmA networking system relies on model's order of animation classes heavily) - needs reordering - custom crew animations might throw error message for other clients in MP fixed - missing damage textures. Status: Fixed - M1A1 turret flies up instead of simply disconnecting. Status: Fixed - T-72 horizontal speed meter is not working. Status: not a bug, it's working... Requirements: - Armed Assault v1.14 or later- Extended EventHandlers by Solus and Killswitch Supports displayEventHandlers by s-Hole Credits Tank FCS: NonWonderDog Please refer to NWD_TankFCS_0.2_Readme.txt file for details. Open Source T-72A with NSV: modEmMaik Sigma-6 and Red Hammer Studios Aaron Ash Burns and King Homer Mateck Sebastian Mueller Maruk, Urki and Loneship crCTI clan binary, T_bone, CameronMcDonald, hamis, Gedis, A.T.R.F. special: Marijus Rellikki piranha-dl Vilas WGL mod team ACE team Solus & Killswitch Bohemia Interactive Studios Download from The Workshop (9.9 MB) Download from ArmAholic.com Download from ArmedAssault.info Edited May 14, 2009 by zGuba Share this post Link to post Share on other sites
PhilippRauch 0 Posted April 14, 2009 Funky mate! Downloading now and testing this soon! Share this post Link to post Share on other sites
SaBrE_UK 0 Posted April 14, 2009 I'd love to see a YouTube video of this in action! Share this post Link to post Share on other sites
PhilippRauch 0 Posted April 14, 2009 (edited) hey sabre just dl and try! ;) ... but when i start it with ace it has no reticules? Maybe i did something wrong... but with vanilla arma its already just funfunfun! ... turrets popping off and reticule adjusting to range etc... just lovely ... i use the tanksFX for my next javelin video.. ok? :D hope to test that soon in MP! PS: as for FX, in steelbeast the turrets pop off with considerable more force... havent seen one real CK though... Edited April 14, 2009 by PhilippRauch Share this post Link to post Share on other sites
Caselius 94 Posted April 14, 2009 Release frontpaged at the Armaholic homepage. zTanks Merge Share this post Link to post Share on other sites
manzilla 1 Posted April 14, 2009 hey sabre just dl and try! ;) ... but when i start it with ace it has no reticules? Maybe i did something wrong... but with vanilla arma its already just funfunfun! ... turrets popping off and reticule adjusting to range etc... just lovely ... i use the tanksFX for my next javelin video.. ok? :D hope to test that soon in MP! PS: as for FX, in steelbeast the turrets pop off with considerable more force... havent seen one real CK though... It probably only works with BIS tanks and possibly a few others. Not sure what he's done with the "model" aspect of the original FCS in this current version. But v0.4 didn't work with ACE either. Share this post Link to post Share on other sites
mr.g-c 6 Posted April 14, 2009 Now we must just pray that this makes it into ACE in future somehow.... Share this post Link to post Share on other sites
PuFu 4600 Posted April 14, 2009 good job zguba and everyone else involved Share this post Link to post Share on other sites
Max255 59 Posted April 14, 2009 ACE dev (don't remember who :E) wrote some time ago that FCS will be integrated in ACE as soon it will be MP compatible... Now it is. So we must just wait... ;D Share this post Link to post Share on other sites
Binary 0 Posted April 14, 2009 Now we must just pray that this makes it into ACE in future somehow.... Hear hear ! Share this post Link to post Share on other sites
ShadowY 0 Posted April 14, 2009 it`s nice but also dissapointing..the turret dissapears after while with a small explosion and the tanks have no damage textures only the turrets. I only played with the racs T-72`s btw. For MP you can let the whole tank dissapear but in single player/editor it would be nice to have the turret laying around on the battlefield with ammo explosions from the tank and turret. Share this post Link to post Share on other sites
oldbear 390 Posted April 14, 2009 ArmedAssault.info Mirror and News: We have also added this release to your personal author profile If a release or contact information is missing, feel free to drop a PM, it will then be added. Share this post Link to post Share on other sites
SaBrE_UK 0 Posted April 14, 2009 hey sabre just dl and try! ;) ... I wish I could! I haven't access to ARMA right now :( Sounds like you've done a great job, though ;) Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 15, 2009 (edited) it`s nice but also dissapointing..the turret dissapears after while with a small explosion and the tanks have no damage textures only the turrets.I only played with the racs T-72`s btw. For MP you can let the whole tank dissapear but in single player/editor it would be nice to have the turret laying around on the battlefield with ammo explosions from the tank and turret. Thanks for pointing out these issues, I owe one for You! I have no idea where these damage textures have gone, it's mysterious :beam: I have checked it triple and still no idea what's wrong. EDIT: got it, model.cfg bug I'm removing turret disappearing unless the tank is deletevehicled/respawned. Edited April 16, 2009 by zGuba resolved bug Share this post Link to post Share on other sites
mr.g-c 6 Posted April 15, 2009 Is it realistic that M1 Turret also blows away? I thought to have read that only early and Export T72 Series were victims of that... Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 15, 2009 (edited) Is it realistic that M1 Turret also blows away?I thought to have read that only early and Export T72 Series were victims of that... Sorted it out, in next release Abrams turrets would at most disconnect from the tank instead of flying up high. Edited April 15, 2009 by zGuba ah, so that's how multiquoting works... Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 17, 2009 Sorry for double post, but an update is made :) Download from The Workshop (9.9 MB) Share this post Link to post Share on other sites
oldbear 390 Posted April 18, 2009 ArmedAssault.info Mirror and News: We have also added this release to your personal author profile If a release or contact information is missing, feel free to drop a PM, it will then be added. Share this post Link to post Share on other sites
Caselius 94 Posted April 18, 2009 Release frontpaged at the Armaholic homepage. zTanks Merge 0.9 Share this post Link to post Share on other sites
Cougar 0 Posted April 18, 2009 Now we 'just' need a version that works with ace :) But nice work any way, i love it :p Share this post Link to post Share on other sites
ryankaplan 1 Posted April 18, 2009 the t72s rangefinder or the munition ballistics seems to be off for me. Only tested it for HEF, HEAT and Sabot (althoguh i coulnt see the impacts for sabot) and non of them seem to be hitting for me.. I am following the nwd manual and am able to work the Abrams FCS correctly. 6-Sabot, H-Heat, 0-HEF Make sure correct FCS mode is on (matches with loaded munition) Lase with red hexagon on target Bring the tip of the big chevron to the target and fire. The FCS does adjust the range, but not enough it seems. Using Queens Gambit, and latest beta patch, -mod=DBE1;beta;ztanks Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 18, 2009 (edited) T-72 sights are a bit off the target (possible misplacing of optics model), that's the reason. I'm aiming with the top of vertical ]-shaped distance aimer instead of ^, and it works quite successfully... anyway I can try improving it so it'll work as stated in manual ;) Edited April 18, 2009 by zGuba Share this post Link to post Share on other sites
mr.g-c 6 Posted April 18, 2009 So am i right i goes now like this: NWD Tank FCS -> zTanks Merge -> Community Armor Project (see dev-heaven.net) -> Inclusion/compatiblity with ACE? Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 18, 2009 Exactly. zTanks is simply the icebreaker. Share this post Link to post Share on other sites
vilas 477 Posted April 19, 2009 MLODs INCLUDED! FEEL FREE TO USE THEM UNDER BI LICENSE except NSV - it is given here , but not to all mods anyway - interesting features with this addon, i wonder is Arma 2 will have such things by default ? or once again ZGuba will fix developers job :) Share this post Link to post Share on other sites