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Zabuza

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Everything posted by Zabuza

  1. Zabuza

    Mighty GAU-8/A Avenger

    Version 1.7: - added support for Fullerpj's A-10C Thunderbolt II Alexus is currently uploading the new version (give him some minutes :D)
  2. Zabuza

    Mighty GAU-8/A Avenger

    Jepp, give us some time please :)
  3. Zabuza

    Mighty GAU-8/A Avenger

    The real AP ammunition does penetrate most vehicles of its time and creates massive damage to the guys and stuff inside. Unfortunately this feature is not represent in ArmA and you mostly will see a tank exploding when its damaged, which of course is not that realistic. So your right, a tank that gets attacked by Gau-8 will mostly not explode, it won't look different at all but the true effect is pretty good. However, if you want, you can play with our config values and try other configurations. If you find a better one please contact us! :) For this you need to extract the .pbo und unbinarize the config.cpp, which can be done using "ArmA 3 Tools - Convert" from your "Tools Section" in Steam. Then adjust values: dispersion, hit, indirectHit, indirectHitRange and explosive. After that just repack everything as .pbo and you're good to go. I'm not sure if Blastcore is adding something here, I thought we built it independently of it :D However the sound bug is not fixable by us, is it? I think thats an ArmA engine thing ^^ Thanks for your testing results and feedback :)
  4. Zabuza

    Mighty GAU-8/A Avenger

    If you can tell us an example effect you liked, e.g. weapon xy with blastcore, we could copy it. But creating new effects... well to be honest I don't feel like it^^ This mod focuses on the Gau-8. At the moment we are not planning to rework other weapons, especially not just for visual effects because the main feature from our mod is the reworked damage. Maybe in the future but without CCIP/CCRP systems such ammunition is not very useful (wait for ACE3 to rebuilt this feature :)). Sounds like you're using Kimis HMD Mod. This error is not caused by us. You should tell it Kimi at: http://forums.bistudio.com/showthread.php?181029-Helmet-Mounted-Displays-MOD :)
  5. Zabuza

    Mighty GAU-8/A Avenger

    Cool, Alexus and I liked your mod very much :)
  6. Zabuza

    Mighty GAU-8/A Avenger

    We have added support for the STI A-10A (current version is 1.5)
  7. Zabuza

    Mighty GAU-8/A Avenger

    I will take a look :) There are A-10C versions that have our configuration and there are some that have yours. 1) No, the core of the mod is included in this pbo. We only edit the weapon of the A-164 and add this weapon to the other supported vehicles. If another mod also changes the A-164 weapon than that will also effect all vehicles that we support and for that you have added the pbos, i.e. your Peral A-10 will also get the changes the mod made on the A-164 weapon. If you notice some bad effects you can tell us and we will take a look at how to remove them 2) Don't know how to configure that. We used the Cloudlets / ParticleEffects system of the ArmA-Engine, like Blastcore does.
  8. Zabuza

    Mighty GAU-8/A Avenger

    We now added support for the A-10C Thunderbolt II mod from Peral. Also we created a readme.txt that includes features, instructions, faq and more. Current version is now 1.4, thanks for your help, wishes and remarks!
  9. Zabuza

    Mighty GAU-8/A Avenger

    The sound file for the impact gets played for about each bullet that impacts the ground. So the last bullet, that impacts, will also trigger one play of the sound file. Because of that the length of the sound file is pretty short so it won't strike too much. I'm not sure if I can control the play of the sound files in another way.
  10. Zabuza

    Mighty GAU-8/A Avenger

    The bullets fly faster than the speed of sound. Sound of impact and sound of firing the gun is heard differently depending on hearers position. Mh.. working for me :/ Yeah we can add support for this mod. Will do if I have time left :)
  11. Zabuza

    Mighty GAU-8/A Avenger

    Sry I'm not familiar with this bug. If you want it fixed I need more information what the bug is, how it gets produced and how it can be fixed.
  12. Zabuza

    Refined Vehicles

    For your Wipeout changes you may be interested in our Mod: http://forums.bistudio.com/showthread.php?188634-Mighty-GAU-8-A-Avenger
  13. Zabuza

    Mighty GAU-8/A Avenger

    Check, will deliver in the next release. Yes, we added the support of RHS A-10A in v1.3. Download v1.3 and you'll find that .pbo in the "additional addon support" folder, if you have RHS you can copy that .pbo over to our core .pbo in the "addons" folder (ArmA only loads .pbos from the addons folder). If you don't have RHS just leave it there :)
  14. Zabuza

    Mighty GAU-8/A Avenger

    Would be easy to implement but adding a new fire mode makes the list larger... not very handy with current ArmA engine where we access the weapons by switching through all fire modes :(
  15. Zabuza

    Mighty GAU-8/A Avenger

    Well we need to add the weapon and the magazine, not a big thing though we take care of supporting most common mods/scripts with that vehicles so there might be some problems like our first version crashed the A-164 CAS-Script from Bohemia^^
  16. Zabuza

    Mighty GAU-8/A Avenger

    Sooo you guys got some A-10s that our mod should also be compatible with? Already on my list is: A-10A from RHS (which seems to be very popular)
  17. Zabuza

    Mighty GAU-8/A Avenger

    You also can try to load our mod after your weapon pbo. Some time ago this worked for us at Gruppe W but there may appear some strange cross errors.
  18. Zabuza

    Mighty GAU-8/A Avenger

    Which HUD-mod do you mean? Our mod should not conflict with any HUD mod, it only adds new values to an existing weapon, new magazines, new ammo and new fire modes but if the HUD mod isn't hardcoded it should work finde :) Which CCIP-script do you mean? I know the CCIP script that calculates the impact points and shows them as green marker on the map. It works fine with that mod because it is not hardcoded, this mod gets the physical values directly of the weapon (init speed, air friction etc.) and calculates the impact point correctly :)
  19. Zabuza

    Mighty GAU-8/A Avenger

    Here are some for your question relevant values (value = our mod / vanilla): calibre = 30mm / 20mm initSpeed = 1030 / 1120 dispersion = 0.006 / 0.002 hit = 300 / 80 indirectHit = 100 / 12 indirectHitRange = 3.5 / 2 airFriction = -0.00036 / -0.00036 explosive = 0.35 / 0.4 You can see the airfriction now is the same (before last fix ours was ~2.5x lower, meaning more negativ). If you have some more realistic values feel free to contact us :) And of course the RPM is now correct (in both firemodes), vanilla is pretty weird here^^ Currently the only thing the mod does is replacing the vanilla Gau-8 weapon with ours. All vehicles/mods that also use the exact same weapon will have our Gau-8. BUT unfortunately theres a problem, the vehicle must add the correct magazine additionally to the weapon and our magazine is a new one. Resulting in having the correct weapon with no ammo for all mods that use the vanilla Gau-8 weapon (like A-10A from RHS). We can easily fix that by also adding the magazine to the vehicle like we did with the A-164 but that would result in additional .pbo's for every mod you would like to be compatible with. So we desided to deliver the mod first only compatible with the A-164 but if there are some people that would like to have more compatibility we can easily realize, just spell a mod :)
  20. Zabuza

    Mighty GAU-8/A Avenger

    Yes, we accidentally increased the air-friction. Alexus is currently uploading a new version with: - Corrected air-friction - Support for Zeus-CAS-FireSupport-Script
  21. Zabuza

    Mighty GAU-8/A Avenger

    We feel sorry for this easy avoidable mistake. Alexus is currently uploading the fixed version :) Edit: aaand up^^
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