verde13 0 Posted August 8, 2012 Hello, everyone! This is my first post ever here at the BI forums :)First of all, I want to say "thank you" to whoever is upgrading and improving this already fantastic addon. As good as this model is, I've always thought there could be some room for improvement, texture-wise; I don't know the first thing about 3D modelling in ArmA 2, but I have attempted some re-texturing/skinning works in other games (mainly flight sims), so although I had never done a tank before, I decided to have a go and try reworking/upgrading the textures of this beast myself. ---------- Post added at 01:12 ---------- Previous post was at 01:06 ---------- These are still very much WIP, so bear with me, if you please: http://img17.imageshack.us/img17/7670/chall2wip001.jpg (1117 kB) http://img546.imageshack.us/img546/9820/chall2wip002.jpg (1009 kB) http://img196.imageshack.us/img196/9558/chall2wip003.jpg (1138 kB) http://img521.imageshack.us/img521/6605/chall2wip004.jpg (888 kB) http://img822.imageshack.us/img822/193/chall2wip005.jpg (1727 kB) (Normal maps are custom, but specular is still the default one that comes with the original package) There are one or two problems here and there, of course, beginning with the way the metal side-skirts fitted to the standard variant are mapped (they share bits of texturing with the hull, so by super-detailing the hull, the metal skirts look wrong); that being said, the new skins work great on the upgraded models - I haven't reworked the DL2 appliqué armour add-on packages for the hull and turret or the RF anti-IED jammers yet, but the variant with armour skirts and lower glacis plate ERA appliqués looks good so far. I was aiming for an 'Operation Telic' feel with the desertised version, which would look even better if you could add CIPs and the all-important anti-dust flexible lower skirt (which is present in the corresponding .paa file but not physically modelled). I am doing this for my personal enjoyment (because I love this tank and mod) but if I get permission from the original creators, I could release these works or hand them over to them for further upgrades. I hope you like what you see here! That's really nice work. Hopefully it will get released. Share this post Link to post Share on other sites
ChrisBV 1 Posted August 8, 2012 A texture map would really help... guessing which part is which is pretty damn time-consuming ;) Share this post Link to post Share on other sites
Tankieboy2 10 Posted August 8, 2012 im still upgrading the chally 2 from time to time.. when i feel like it.. specially the specialmapping, and fixing smaller bugs.. when a new release will be there honestly dont know but.. it will come Good to hear mate. Share this post Link to post Share on other sites
thearies 12 Posted August 8, 2012 one thing that i found, is that the ace script interact with the ballistic computer of other tanks. so if i´m using the ukf challenger2 all of the other tanks are no longer "cannon zeroed" and allways to short not for AI but for players... love this addon ;) Share this post Link to post Share on other sites
markb50k 1 Posted August 8, 2012 one thing that i found, is that the ace script interact with the ballistic computer of other tanks. so if i´m using the ukf challenger2 all of the other tanks are no longer "cannon zeroed" and allways to short not for AI but for players...love this addon ;) well in their config they do this... class LandVehicle: Land { class NewTurret; class ViewOptics; class ViewPilot; class HeadLimits; }; class Tank: LandVehicle { class HitPoints; class Turrets; class ViewOptics; class MainTurret; class CommanderOptics; }; they shouldnt be doing things like this.. for instance, ViewOptics for the Tank class should extend off of the ViewOptics for LandVehicle. By writing it like this they are basically losing the inheritance. Plus they arent even extending many of the entries listed above so its superfluous and potentially dangerous if its not done correctly. In my opinion, and i still need to test it, The way it should be done is this.. class AllVehicles { class NewTurret; class ViewOptics; }; class Land : AllVehicles; class LandVehicle: Land; class Tank: LandVehicle; { class HitPoints; }; ... since they only extend the entries above. like i mentioned above, by including extraneous references that are not needed, they may be breaking the inheritance. I'm busy making a strictly non-ace config for use in my mission only, and will test out. BUT, to verify the ACE issue with the FCS, some budding young config guy could try this on their own version and see if it helps with the ACE FCS not getting overwritten (assuming the Chally config is the culprit, which it may very well be because of those inheritance issues. Welcome any feedback on this! Share this post Link to post Share on other sites
markb50k 1 Posted August 10, 2012 After some research and testing, I have produced a non-ace config... - the only real change is it removes hard ACE requirement in WillyPete Ammo using the BIS explosion effect vs ACE explosion effect - left all the rest of the ACE settings in, so its still ACE compatible - tweaked the main turret to turn engine on - fixed the lack of zoom on the commanders sight - still has the RVMAT error that users reported in this thread. That wasnt something i could fix with a config, but it doesnt effect gameplay. Here it is. I plan on provide this additional optional config pbo with my Apocalypse mission, next update, for players who want to play with the Challenger 2 without ACE with no error popups. players can just use this config instead of the ace_config pbo that comes with the download. If you would like to release this officially with your mod, please do so, and I will remove my pbo from the Apocalypse pack. #define _ARMA_ //Class config.bin{ class CfgMovesBasic { class DefaultDie; class ManActions { UKF_ch2_Commander = "UKF_ch2_Commander"; UKF_ch2_loader = "UKF_ch2_loader"; }; }; class CfgMovesMaleSdr: CfgMovesBasic { class States { class Crew; class UKF_ch2_Commander: Crew { file = "\ukf_chally2\anims\ch2_commanderout.rtm"; interpolateTo[] = {"UKF_ch2_Commander_Dead",1}; }; class UKF_ch2_Commander_Dead: DefaultDie { actions = "DeadActions"; speed = 0.5; looped = 0; terminal = 1; file = "\ukf_chally2\anims\ch2_commanderout_d.rtm"; connectTo[] = {"DeadState",0.1}; }; class UKF_ch2_loader: Crew { file = "\ukf_chally2\anims\ch2_loaderout.rtm"; interpolateTo[] = {"UKF_ch2_loader_Dead",1}; }; class UKF_ch2_loader_Dead: DefaultDie { actions = "DeadActions"; speed = 0.5; looped = 0; terminal = 1; file = "\ukf_chally2\anims\ch2_loaderout_d.rtm"; connectTo[] = {"DeadState",0.1}; }; }; }; class CfgPatches { class ukf_challenger_cfg { units[] = {"cr2_bare"}; weapons[] = {"ukf_ch2_ld","UKF_veh_GPMG","ukf_ch2_l30","ukf_ch2_coax"}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class cfgammo { class sh_120_SABOT; class sh_120_HE; class ukf_apfsds: sh_120_SABOT { hit = 850; indirecthit = 0; typicalSpeed = 1534; airFriction = "-3.75e-005"; explosive = 0; timeToLive = 25; cost = 1200; }; class ukf_hesh: sh_120_HE { hit = 540; indirecthit = 42; indirecthitrange = 12; typicalspeed = 670; airFriction = -0.00018; cost = 600; timeToLive = 25; explosive = 0.7; model = "\ca\weapons\shell"; cratereffects = "HEShellCrater"; }; class ukf_wp: sh_120_HE { hit = 60; indirectHit = 35; indirectHitRange = 15; typicalspeed = 670; airFriction = -0.00018; cost = 600; timeToLive = 25; explosive = 0.8; model = "\ca\weapons\shell"; ExplosionEffects = "WPExplosion"; soundhit[] = {"\ca\weapons\data\sound\explosion\grenade_new1",3.16228,1}; }; }; class cfgmagazines { class CA_Magazine; class VehicleMagazine; class ukf_20rd_apfsds: VehicleMagazine { scope = 2; displayname = "FIN -L27A1 (CHARM 3)"; ammo = "ukf_apfsds"; count = 20; initspeed = 1534; maxleadspeed = 100; ace_tankfcs_drop[] = {0,0.015,0.074,0.178,0.336,0.525,0.753,1.017,1.34,1.724,2.128,2.566,3.086,3.615,4.132,4.849,5.495,6.189,7.038,7.792,8.66,9.568,10.592,11.608,12.654,13.84,14.982,16.253,17.409,18.682,20.057,21.743,23.073,24.614,26.22,27.901,29.482,31.151,33.052,34.892,36.812}; ace_tankfcs_time[] = {0,0.08,0.15,0.22,0.3,0.37,0.42,0.49,0.55,0.63,0.69,0.76,0.82,0.9,0.95,1.03,1.11,1.16,1.25,1.31,1.38,1.45,1.52,1.59,1.67,1.74,1.81,1.89,1.96,2.02,2.09,2.19,2.25,2.32,2.4,2.48,2.54,2.61,2.7,2.77,2.84}; }; class ukf_20rd_HESH: VehicleMagazine { scope = 2; displayname = "HESH -L31"; ammo = "ukf_hesh"; count = 20; initspeed = 670; maxleadspeed = 100; ace_tankfcs_drop[] = {0,0.097,0.427,1.003,1.796,2.842,4.144,5.788,7.649,9.865,12.268,15.127,18.189,21.598,25.318,29.472,33.973,39.075,44.308,50.1,56.236,62.775,70.042,77.382,85.387,93.986,103.419,113.058,123.109,134.231,145.667,157.82,170.657,184.128,197.865,212.875,228.763,245.398,262.914,280.933,299.706}; ace_tankfcs_time[] = {0,0.16,0.31,0.48,0.63,0.79,0.95,1.14,1.29,1.47,1.65,1.84,2.02,2.21,2.39,2.58,2.78,2.99,3.2,3.42,3.62,3.83,4.06,4.28,4.51,4.74,4.98,5.24,5.47,5.72,5.98,6.25,6.5,6.77,7.04,7.32,7.61,7.9,8.2,8.49,8.79}; }; class ukf_6rd_WP: VehicleMagazine { scope = 2; displayname = "SMOKE -L34 (WP)"; ammo = "ukf_wp"; count = 6; initspeed = 670; maxleadspeed = 100; ace_tankfcs_drop[] = {0,0.097,0.427,1.003,1.796,2.842,4.144,5.788,7.649,9.865,12.268,15.127,18.189,21.598,25.318,29.472,33.973,39.075,44.308,50.1,56.236,62.775,70.042,77.382,85.387,93.986,103.419,113.058,123.109,134.231,145.667,157.82,170.657,184.128,197.865,212.875,228.763,245.398,262.914,280.933,299.706}; ace_tankfcs_time[] = {0,0.16,0.31,0.48,0.63,0.79,0.95,1.14,1.29,1.47,1.65,1.84,2.02,2.21,2.39,2.58,2.78,2.99,3.2,3.42,3.62,3.83,4.06,4.28,4.51,4.74,4.98,5.24,5.47,5.72,5.98,6.25,6.5,6.77,7.04,7.32,7.61,7.9,8.2,8.49,8.79}; }; class UKF_200Rnd_762x51_GPMGveh: CA_Magazine { scope = 2; displayName = "200RND GPMG Belt"; picture = "\CA\weapons\data\equip\m_m240_ca.paa"; count = 200; type = "2* 256"; ammo = "B_762x51_Ball"; initSpeed = 862; tracersEvery = 3; }; class ukf_2000rd_coax: VehicleMagazine { scope = 2; displayName = "2000rd Co-Ax belt"; picture = "\CA\weapons\data\equip\m_m240_ca.paa"; count = 2000; ammo = "B_762x51_Ball"; initSpeed = 862; ace_tankfcs_drop[] = {0,0.065,0.302,0.743,1.448,2.434,3.733,5.507,7.82,10.67,14.322,18.928,24.524,31.64,40.201,50.645,63.406,79.167,98.117,121.193,148.943}; ace_tankfcs_time[] = {0,0.17,0.31,0.46,0.63,0.81,1,1.23,1.47,1.73,2.02,2.35,2.7,3.08,3.51,3.97,4.48,5.06,5.66,6.34,7.08}; tracersEvery = 3; }; }; class cfgweapons { class default; class MGun; class M256; class UKF_veh_GPMG: MGun { scope = 2; displayName = "GPMG"; reloadTime = 0.075; magazineReloadTime = 7; autoFire = 1; sound[] = {"\ca\Weapons\Data\Sound\PK_1a_SS",10,1}; soundContinuous = 0; dispersion = 0.003; minRange = 2; minRangeProbab = 0.5; midRange = 500; midRangeProbab = 0.7; maxRange = 1100; maxRangeProbab = 0.2; aiDispersionCoefY = 7; aiDispersionCoefX = 7; magazines[] = {"UKF_200Rnd_762x51_GPMGveh"}; maxLeadSpeed = 600; canLock = 0; cursor = "\ca\Weapons\Data\w_weapon_mg"; cursorAim = "\ca\Weapons\Data\w_weapon_mg"; showAimCursorInternal = 1; flash = "gunfire"; flashSize = 0.1; recoil = "Empty"; ffMagnitude = 0.5; ffFrequency = 11; ffCount = 6; }; class ukf_ch2_l30: M256 { displayname = "L30A1 Gun"; magazines[] = {"ukf_20rd_apfsds","ukf_20rd_HESH","ukf_6rd_WP"}; midRange = 2500; midRangeProbab = 0.8; maxRange = 4500; maxRangeProbab = 0.4; reloadTime = 5; magazineReloadTime = 0; autoreload = 1; maxLeadSpeed = 100; dispersion = "1e-005"; }; class ukf_ch2_coax: UKF_veh_GPMG { displayName = "L94A1 Chaingun"; dispersion = 0.002; midRange = 600; maxRange = 1300; magazines[] = {"ukf_2000rd_coax"}; maxLeadSpeed = 100; canLock = 0; cursor = "\ca\Weapons\Data\w_weapon_mg"; cursorAim = "\ca\Weapons\Data\w_weapon_mg"; showAimCursorInternal = 1; flash = "gunfire"; flashSize = 0.1; recoil = "Empty"; ffMagnitude = 0.5; ffFrequency = 11; ffCount = 6; }; }; class CfgVehicles { class Land; class LandVehicle: Land { class NewTurret; }; class Tank : LandVehicle { class HitPoints; class ViewOptics; class Turrets { class MainTurret: NewTurret { class ViewOptics; class Turrets { class CommanderOptics: NewTurret { class ViewOptics; }; }; }; }; }; class cr2_base: Tank { hiddenSelections[] = {"Layer1","Layer2"}; scope = 2; displayName = "Challenger 2 (WD)"; vehicleClass = "UKF_Tracked"; side = 1; faction = "UK_ARMED_FORCES"; mapSize = 11; crew = "BAF_creWman_W"; nameSound = "Tank"; accuracy = 0.7; model = "\UKF_Chally2\cr2_bare"; picture = "\ukf_chally2\data\ico\bare_w_CA.paa"; Icon = "\Ca\tracked\Data\map_ico\icomap_m1a1_CA.paa"; smokelauncherangle = 120; smokelaunchergrenadecount = 6; smokelauncheronturret = 1; smokelaunchervelocity = 15; brakeDistance = 10; laserScanner = 1; irScanRangeMin = 1000; irScanRangeMax = 5000; getInRadius = 3.5; sensitivity = 2.5; driverAction = "Abrams_DriverOut"; driverInAction = "Abrams_Driver"; driverForceOptics = 1; driverOpticsModel = "\ca\Tracked\optika_tank_driver"; lockWhenDriverOut = 1; viewDriverInExternal = 0; commanderCanSee = 31; gunnerCanSee = "1+30"; forceHideGunner = 0; damageResistance = 0.012; cost = 9000000; maxSpeed = 55; weapons[] = {}; magazines[] = {}; armor = 500; armorStructural = 3; ace_tankfcs_enabled = 1; ace_tankfcs_maxlrfrange = 9995; ace_tankfcs_minlrfrange = 200; ace_tankfcs_lrfaccuracy = 10; ace_tankfcs_lrfcooldowntime = 3; ace_tankfcs_maxlead = 2; ace_tankfcs_battlesight = 1200; ace_tankfcs_digitscolor[] = {0.7,0.9,0.1,1}; ace_tankfcs_digitsstyle = 1; ace_tankfcs_rdystyle = 1; ace_tankfcs_maxranges[] = {"ukf_20rd_apfsds",4000,"ukf_20rd_hesh",4000,"ukf_6rd_WP",4000,"ukf_2000rd_coax",2000}; class HitPoints : HitPoints { class HitHull { armor = 0.85; material = -1; name = "telo"; visual = "telo"; passThrough = 0.8; }; class HitLTrack { armor = 0.7; material = -1; name = "pas_L"; visual = "pas_L"; passThrough = 0; }; class HitRTrack { armor = 0.7; material = -1; name = "pas_P"; visual = "pas_P"; passThrough = 0; }; class HitEngine { armor = 0.7; material = -1; name = "motor"; visual = "motor"; passThrough = 0.3; }; }; class Exhausts { class Exhaust1 { position = "vyfuk start"; direction = "vyfuk konec"; effect = "ExhaustsEffectBig"; }; class Exhaust2 { position = "vyfuk start2"; direction = "vyfuk konec2"; effect = "ExhaustsEffectBig"; }; }; soundEngine[] = {"\ukf_chally2\data\sound\ChallyEng2.wav",2.23,1}; soundEnviron[] = {"\ca\Tracked\Data\Sound\M1A1_treads2",0.1,1}; soundGetOut[] = {"\ca\Tracked\Data\Sound\tank_door",0.01,1}; soundGetIn[] = {"\ca\Tracked\Data\Sound\tank_door",0.01,1}; soundCrash[] = {"\ca\Tracked\Data\Sound\crash2",31.6228,1}; soundGear[] = {"\ca\Tracked\Data\Sound\Gear_Trans1",0.01,1}; soundDammage[] = {"\ca\Tracked\Data\Sound\alarm_loop1",1,1}; insideSoundCoef = 0.2; typicalCargo[] = {"BAF_creWman_W","BAF_creWman_W","BAF_creWman_W"}; getInAction = "GetInHigh"; getOutAction = "GetOutHigh"; supplyRadius = 1.5; class ViewOptics: ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.9; minFov = 0.9; maxFov = 0.9; }; class Turrets : Turrets { class MainTurret: MainTurret { gunnerAction = "Abrams_Gunner"; gunnerInAction = "Abrams_Gunner"; gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner"; forceHideGunner = 1; startEngine = 1; threat[] = {1,1,0.3}; lockWhenDriverOut = 0; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; weapons[] = {"ukf_ch2_l30","ukf_ch2_coax"}; magazines[] = {"ukf_20rd_apfsds","ukf_20rd_HESH","ukf_6rd_WP","ukf_2000rd_coax"}; memoryPointsGetInGunner = "pos driver"; memoryPointsGetInGunnerDir = "pos driver dir"; memoryPointGunnerOutOptics = "gunnerview"; memoryPointGunnerOptics = "gunnerview"; viewGunnerInExternal = 0; maxHorizontalRotSpeed = 0.75; maxVerticalRotSpeed = 0.45; minElev = -11; maxElev = 20; initElev = 0; class OpticsIn { class Wide { opticsDisplayName = "4x"; initAngleX = 0; minAngleX = -35; maxAngleX = 35; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = "0.33333/ 4"; minFov = "0.33333/ 4"; maxFov = "0.33333/ 4"; gunnerOpticsModel = "\UKF_Chally2\opitka_chally2_wide_day"; visionMode[] = {"Normal"}; }; class Narrow: Wide { opticsDisplayName = "10x"; gunnerOpticsModel = "\UKF_Chally2\opitka_chally2_zoom_day"; initFov = "0.33333/ 11.5"; minFov = "0.33333/ 11.5"; maxFov = "0.33333/ 11.5"; }; class WideTI: Wide { gunnerOpticsModel = "\UKF_Chally2\opitka_chally2_wide_ti"; visionMode[] = {"Ti"}; thermalMode[] = {2,3}; }; class NarrowTI: Narrow { gunnerOpticsModel = "\UKF_Chally2\opitka_chally2_zoom_ti"; visionMode[] = {"Ti"}; thermalMode[] = {2,3}; }; class Backup: Wide { gunnerOpticsModel = "\UKF_Chally2\opitka_chally2_wide_backup"; }; }; class HitPoints { class HitTurret { armor = 0.9; material = -1; name = "vez"; visual = "vez"; passThrough = 1; }; class HitGun { armor = 0.5; material = -1; name = "zbran"; visual = "zbran"; passThrough = 0.4; }; }; class Turrets : Turrets { class CommanderOptics: CommanderOptics { gunnerName = "$STR_POSITION_COMMANDER"; gunnerAction = "UKF_ch2_Commander"; soundServo[] = {"",0.003162,1}; gunBeg = "ld_end"; gunEnd = "ld_beg"; weapons[] = {"SmokeLauncher"}; magazines[] = {"SmokeLauncherMag","SmokeLauncherMag"}; minElev = -4; maxElev = 20; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; commanding = 2; outGunnerMayFire = 1; inGunnerMayFire = 1; viewGunnerInExternal = 0; gunneropticseffect[] = {"TankCommanderOptics1"}; gunnerOpticsModel = "\UKF_Chally2\opitka_chally2_cmndr_wide_day"; gunnerOutOpticsModel = "\ca\Weapons\optika_empty"; gunnerOutOpticsColor[] = {0,0,0,1}; gunnerOutForceOptics = 0; gunnerOutOpticsShowCursor = 0; memoryPointGunnerOutOptics = "commander_weapon_view"; memoryPointGunnerOptics = "commanderview"; memoryPointsGetInGunner = "pos driver"; memoryPointsGetInGunnerDir = "pos driver dir"; memoryPointGun = "cmdr_gun_point"; selectionFireAnim = ""; startEngine = 0; class ViewOptics : ViewOptics { initFov = "0.33333/ 3.2"; maxFov = "0.33333/ 3.2"; minFov = "0.33333/ 10.5"; }; }; class LoaderTurret: NewTurret { weapons[] = {"UKF_veh_GPMG"}; magazines[] = {"UKF_200Rnd_762x51_GPMGveh","UKF_200Rnd_762x51_GPMGveh","UKF_200Rnd_762x51_GPMGveh","UKF_200Rnd_762x51_GPMGveh","UKF_200Rnd_762x51_GPMGveh","UKF_200Rnd_762x51_GPMGveh"}; gunnerAction = "UKF_ch2_loader"; gunnerInAction = "Abrams_Commander"; gunnerOpticsModel = "\ca\Tracked\optika_tank_driver"; gunnerOutOpticsModel = "\ca\Weapons\optika_empty"; gunnerOpticsColor[] = {1,1,1,1}; gunBeg = "loader_muzzle"; gunEnd = "loader_chamber"; viewGunnerInExternal = 0; proxyType = "CPGunner"; proxyIndex = 2; gunnerName = "Loader"; primaryGunner = 0; primaryObserver = 0; hasGunner = 1; body = "LoaderTurret"; gun = "LoaderGun"; animationSourceBody = "LoaderTurret"; animationSourceGun = "LoaderGun"; animationSourceHatch = "hatchLoader"; minElev = -15; maxElev = 50; initElev = -10; minTurn = -30; maxTurn = 180; initTurn = 145; commanding = 0; outGunnerMayFire = 1; inGunnerMayFire = 0; gunnerFireAlsoInInternalCamera = 0; gunnerOutForceOptics = 0; gunnerOutOpticsShowCursor = 0; gunnerForceOptics = 1; memoryPointGunnerOutOptics = "loader_weapon_view"; memoryPointGunnerOptics = "loaderview"; memoryPointsGetInGunner = "pos loader"; memoryPointsGetInGunnerDir = "pos loader dir"; memoryPointGun = "loaderPointGun"; selectionFireAnim = "zasleh_1"; startEngine = 0; castGunnerShadow = 0; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.57; minFov = 0.42; maxFov = 0.64; }; class ViewGunner { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.57; minFov = 0.42; maxFov = 0.64; }; }; }; }; }; class Damage { tex[] = {}; mat[] = {"ukf_chally2\Data\challyext.rvmat","ukf_chally2\Data\challyext_halfdestruction.rvmat","ukf_chally2\Data\challyext_destruction.rvmat","ukf_chally2\data\sproket.rvmat","ukf_chally2\data\sproket_halfdestruction.rvmat","ukf_chally2\data\sproket_destruction.rvmat","ukf_chally2\Data\wheels.rvmat","ukf_chally2\Data\wheels_halfdestruction.rvmat","ukf_chally2\Data\wheels_destruction.rvmat","ukf_chally2\data\tracks.rvmat","ukf_chally2\data\tracks_halfdestruction.rvmat","ukf_chally2\data\tracks_destruction.rvmat"}; }; class Library { libTextDesc = "The Challenger 2 is one of the most advanced MBTs in the world. Considered by some to be the best tank in the NATO armoury, only one has ever been destroyed - to another Challenger 2 in a blue on blue accident. With a highly accurate rifled 120mm main gun, and armour second to none, Challenger 2's have been reported to have taken around 70 individual RPG hits, and even a Milan anti tank missle, and come away with only minor damage."; }; }; class cr2_layer1: cr2_base { displayName = "Challenger 2 (WD)(L1)"; hiddenSelections[] = {"Bare","Layer2"}; picture = "\ukf_chally2\data\ico\l1_w_CA.paa"; armor = 600; armorStructural = 4; armorHull = 1.2; armorTurret = 1.1; armorGun = 2; armorEngine = 1; armorLights = 0.2; armorTracks = 0.2; }; class cr2_layer2: cr2_base { displayName = "Challenger 2 (WD)(L2)"; hiddenSelections[] = {"Bare"}; picture = "\ukf_chally2\data\ico\l2_w_CA.paa"; armor = 700; armorStructural = 5; armorHull = 1.3; armorTurret = 1.3; armorGun = 2; armorEngine = 1.2; armorLights = 0.2; armorTracks = 0.2; }; class cr2_based: cr2_base { displayName = "Challenger 2 (D)"; model = "\UKF_Chally2\cr2_bare_d"; picture = "\ukf_chally2\data\ico\bare_d_CA.paa"; crew = "BAF_crewman_DDPM"; }; class cr2_layer1d: cr2_layer1 { displayName = "Challenger 2 (D)(L1)"; model = "\UKF_Chally2\cr2_bare_d"; picture = "\ukf_chally2\data\ico\l1_d_CA.paa"; crew = "BAF_crewman_DDPM"; }; class cr2_layer2d: cr2_layer2 { displayName = "Challenger 2 (D)(L2)"; model = "\UKF_Chally2\cr2_bare_d"; picture = "\ukf_chally2\data\ico\l2_d_CA.paa"; crew = "BAF_crewman_DDPM"; }; }; //}; enum { =0 }; Share this post Link to post Share on other sites
jshmiza 10 Posted August 11, 2012 im a nube to config files but i tried putting this in a config file named ukf_chally2_cfg.pbo and using it instead of the ace cfg file but it didnt work. What should I do? Share this post Link to post Share on other sites
dynamo11 11 Posted August 11, 2012 im still upgrading the chally 2 from time to time.. when i feel like it.. specially the specialmapping, and fixing smaller bugs.. when a new release will be there honestly dont know but.. it will come Take your time man, the Challenger deserves to be a quality mod (criminal how it was never in the BAF DLC) Share this post Link to post Share on other sites
Kids 1 Posted November 6, 2012 (edited) Hey, love your mod! getting the game only really gives you the M1 Abrams so there is not much variety when it comes to heavy armour. the addon of this tank is wonderful as i have always loved british vehicles and equipment (maybe the mk6 helmet not so much :p). though one thing bothers me the most about this mod... the armor on the turret is horrid, it won't take more than one Sabot round to the front of the turret (not to mention sides). now i don't have access to any of the Chally2's actual armor values, but i'm pretty sure the Chally can take more than one Sabot to the face... some others brought up the fact that ACE armor values bumped the values up, thus making the Chally2 seem really under-armored. (not to say that you haven't done this) I put the Chally2 about 500m away from an M1A1 Abrams and i fired a single APFSDS-T shell at the Chally's hull, nothing, as i expected, however when i fired one at the turret (in another test) the Chally2 immediately blew up and cooked off... in the meanwhile it takes about 3-5 shells to make an Abrams with TUSK begin to set fire. now, this, to me, does not make sense as the Challenger 2 is built as one of the most protected Tanks in the world and i really hate to see one brew up after only a single Sabot round. so, not to push you or offend your mod making skills, but could you bump the armor values for the ACE version up closer to the M1A2 TUSK? and yes i support the idea of making two different versions of the mod, one for Vanilla and one for ACE. oh also more minor things i have noticed was the fact that for some reason the reticule is off center (not zeroed) when the Challenger 2 mod is on and there is some sort of "halfdestruction.rvmat" error thank you for reading my horrible writing skills and probably confusing ideas: Kids Edited November 7, 2012 by Kids Share this post Link to post Share on other sites
Heaney 11 Posted December 31, 2012 This is great! I've edited it quite significantly for personal use, adding ACE damage configs etc... The only thing it's sorely missing is half-damaged textures. Even if you could have the normal textures but darkened, that would be amazing. Because right now, there's no way to know if it's disabled or damaged or completely active. Share this post Link to post Share on other sites
jshmiza 10 Posted February 22, 2013 I have been away from arma2 for a while. I was wondering am I the only one who gets a white screen instead of the FCS when I am in the gunners seat of the chally2 using ACE? Thanks Share this post Link to post Share on other sites
sonsalt6 105 Posted March 29, 2014 New mod v1.1 available at withSIX. Download now by clicking: @ P:UKF & DK||SES||; Soon you will be able to manage the promo pages of your content on our web platform and publish new content yourself. To do so, please hit 'this is me' button on the page while logged in and you will get connected to your work. For now you can send new content or releases our way through withsix.wetransfer.com or add your notification at getsatisfaction.withsix.com. Share this post Link to post Share on other sites