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Reddiem

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Everything posted by Reddiem

  1. Reddiem

    Redd'n'Tank Vehicles

    Version 1.1.44 is available Download via Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1128145626 Version 1.1.44 - Added simple thermal texture to Fuchs 1A4 - Removed the function to force players to open doors and hatches manually before entering a vehicle for all vehicles. Seats are no longer locked. User actions to open doors or hatches are still available, so you can decide by yourself if you want to open a door first or enter a vehicle vanilla style. - Fixed Marder can now be refueled via ACE3 - Tweaked B.O. lights for all vehicles - Tweaked some animations
  2. Reddiem

    Redd'n'Tank Vehicles

    Version 1.1.38 is now available on Steam. The update adds two new version for the Fuchs, the Infantry-Milan and the medic version. Version 1.1.38 - Addes Fuchs 1A4 Infantry Group-Milan - Addes Fuchs 1A4 Medic Vehicle - Added a function to let players only enter vehicles if the doors/hatches are open (player has to open doors/hatches manually. Changing seats inside while doors are closed is no longer possible) - Added Fuchs mountable rotating beacon (Commander can assemble and disassemble while turned out, Driver and Co-Driver can turn on and off) - Added Marder "EngineMOI" PhysX parameter - Fixed, set launching positions for Marder smokegrenades on the correct position - Removed stabilization for Marder maingun - Changed, MG3 closeShot sound - Changed german displayname "Beschussschild" -> "Beschussklappe" - Changed position for Marder gunner to enter the vehicle to the rear ramp (rear ramp has to be open for entering) - Tweaked Fuchs Gearbox so it will not stuck at 30 km/h at normal acceleration (W) - Tweaked Marder Gearbox a bit - Tweaked Marder engine parameters a bit
  3. Reddiem

    Redd'n'Tank Vehicles

    Thank you, that's correct. There is a simple reason why the passangers are sitting, it is because you can put four unconscious people in the Fuchs when they are sitting and just one if he is laying
  4. Reddiem

    Redd'n'Tank Vehicles

    See all the features including the new features of the forthcomming version
  5. Reddiem

    Redd'n'Tank Vehicles

    Tested a bit with animations and userActions and i figured out, just impossible in the way I want it. So unfortunately, for everybody how wants to use our verhicles with AI, it will stay the way it is.
  6. Reddiem

    Redd'n'Tank Vehicles

    Exactly what I wanna do. Maybe I can overhaul more userActions ,so they will appear in the AIs command menu. Next version of the Fuchs will have the same function. You can only access the vehicle if the doors are open. I think we can handle this with giving the action to the AI, too.
  7. Reddiem

    Redd'n'Tank Vehicles

    1. I don't know anything about Proving Grounds or Battlezone, maybe ask these developers if they have to add the vehicles to there lists. 2. This is the way it works and is not intended to be changed. Making the action available for AI would be an option
  8. Reddiem

    Redd'n'Tank Vehicles

    Here are some pictures of the next fothcoming versions. The Infantry-Milan version and the Medic version The interiour of the Medic version.
  9. Reddiem

    Redd'n'Tank Vehicles

    We are proud to present the Fuchs 1A4 infantry and engineer vehicle in its final version. Downlaod via steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1128145626 Redd'n'Tank Vehicles 1.1.25 03.12.2017 Changelog: Version 1.1.25 - Added Fuchs 1A4 Infantry Group - Added Fuchs 1A4 Engineer Group - Added new PhysX parameters to Marder - Added some MG3 mid and distance sounds from BW-Mod (Thanks to Ironie) - Added 500 rounds MG3 magazines - Fixed Marder tracks can now be repaired via ACE3 - Changed, Marder maingun is now stabilized in all axes - Changed, Marder countermeasures moved to commander - Changed the spelling of all folders to lower case - Changed MG3 tracercount - Changed Redd_smokeLauncher.sqf so it will work for vehicles without turrets - Changed SoundShaders for MG3 - Tweaked Marder engine parameters
  10. Reddiem

    Redd'n'Tank Vehicles

    Tank is using substancepainter
  11. Reddiem

    Redd'n'Tank Vehicles

    Don't know it was a stream in the background ;)
  12. Reddiem

    Redd'n'Tank Vehicles

    Here is the final look of the desert and winter camo:
  13. Reddiem

    Redd'n'Tank Vehicles

    Version 1.0.14 - Added new Redd'n'Tank logo - Added Marder Drivewheel animation - Fixed issue where choosing 2nd company shows the letter 1 - Tweaked Marder Geo LOD, GeoPhysX LOD...again, tell me if it still flips http://steamcommunity.com/sharedfiles/filedetails/?id=1128145626
  14. Reddiem

    Redd'n'Tank Vehicles

    New video showing the option to choose unit, battalion, company an some more
  15. Reddiem

    Redd'n'Tank Vehicles

    We use this colors: http://bwmod.de/index.php/tutorials/farbtabelle But we darken the final texture alot, we overlay a black layer with maybe 30-40%
  16. Reddiem

    Redd'n'Tank Vehicles

    There will be a ride for you
  17. Reddiem

    Redd'n'Tank Vehicles

    Hey, here is the first colored ingame picture:
  18. Reddiem

    Redd'n'Tank Vehicles

    Hey there, we have a new video online:
  19. Reddiem

    Redd'n'Tank Vehicles

    From left to right: - Infantry - Infantry-Milan - Engineer
  20. Reddiem

    Redd'n'Tank Vehicles

    See some new pictures of the Fuchs: Click me to see more:
  21. Reddiem

    Redd'n'Tank Vehicles

    Be patient, the work on the Fuchs will be soon so far that we can release some pictures or videos :)
  22. Reddiem

    Redd'n'Tank Vehicles

    Yes, of course XD. I accidentelly released it in WIP state on steam by not deleting the .pbo befor uploading the mod. Blame me. I removed it later, but everybody how has it now have fun driving with the Fuchs :)
  23. Reddiem

    Redd'n'Tank Vehicles

    Nearly forgotten, version 1.0.10 is now available on Steam and any other common Arma 3 website
  24. Reddiem

    Redd'n'Tank Vehicles

    Hey guys, changed the topics name to "Redd'n'Tank Vehicles". One simple reason, a former member from my community, Tactical Training Team joined me and in the future we will work together. Our first project is shown below:
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