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Posts posted by Reddiem
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Next one will be....
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Update
Version 1.3.79
- Added some Tank DLC config stuff
- Added distance LODs to Fuchs interior
- Added the "Fix GetIn Bug" user action, so you can now manually unlock the positions which sometimes wouldn't unlock and you cannot enter e.g. Fuchs co-driver anymore
- Added second Animation for Wiesel MK20 commander, now he can switch between a low and a high turned out animation (Low is default)
- Changed RSC UI optics for all vehicles and weapons
- Changed Fuchs "Commander Hatch" is now called "Middle Hatch"
- Changed Marder and Wiesel MK20 turret rotating speed
- Changed new radio model in Fuchs interior
- Tweaked Marder, Wiesel TOW and Wiesel MK20 PhysX
- Tweaked all soundshader
- Tweaked some selection names and removed unnecessary config entries
- Removed Milan on Marder and Fuchs, due to a change in the engine (I think so) it is not possible to aim with the missile if they are not part of the main turret (Will be fixed by BI)
- Removed static Milan due to an issue with the model.cfg for the backpacks-
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Hey there,
I figured out, that when an misslelauncher is not the main turret weapon, a wire guided missle will no longer follow the sights in dev branch. It follows the main turret. E.g. at Redd'n'Tank Marder 1A5 or the Fuchs 1A4 where the commander has the Milan mounted it is no longer posible to shot the Milan because of this problem. It works fine in stable branche but not in dev branch. Would be nice if there will come a fix for that because i could not find any solution for this problem by my selfe.
greetings
Redd
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Version 1.3.66
- Fixed broken Main pbo BI Key
- Fixed broken static Milan backpacks
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We've encountered an issue with the key for Main pbo. Will fix it later....;)
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Update is out now
Version 1.3.64
- Fixed broken FFV positions
- Fixed Marder broken sandbags-
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There is an issue with the the ffv positions in all vehicles at the moment. Will upload a fix this evening to steam.
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Update 1.3.62
Redd'n'Tank Vehicles 1.3.62
26.02.2018
Changelog:
Version 1.3.62
- Added Wiesel 1A4 MK20
- Added ACRE2 SEM90 Rack with two SEM70 to all vehicles
- Added support for virtual garage to all vehicles
- Added new optics for all weapons
- Changed all optics and separated day and night vision from thermal vision
- Changed MG3 250 rounds magazine to 120 rounds
- Changed Wiesel TOW now has 6 shots
- Changed Wiesel interior engine sound
- Changed reload animation for all Milan weapons
- Fixed Wiesel TOW can now be slingloaded again
- Cleaned all configs from unnecessary entries-
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On 12.2.2018 at 11:54 AM, reyhard said:Had same issue on RHS M113 - didn't found any solution so please leave a note here if you figure out something
I always define my cargoturrets as NewTurret and don't inherite from CargoTurret. This fixed all problems regarding strange fov and zoom.
Take a lock in my example. Maybe there are still some unnecessary entries, I'm cleaning up my configs at the moment from them, but haven't done it in this config yet
class CargoTurret_Links: NewTurret //[0,1] //Luke_links { gunnerInAction = "Redd_Marder_Passenger"; gunnerName = "$STR_Dachluke_links"; memoryPointsGetInGunner= "pos_hatch_3"; memoryPointsGetInGunnerDir= "pos_hatch_3_dir"; animationSourceHatch = "Hatch_left_Source"; enabledByAnimationSource = "Hatch_left_rot"; proxyIndex = 4; proxyType= "CPGunner"; weapons[] = {}; magazines[] = {}; primaryGunner = 0; primaryObserver = 0; gunnerOpticsShowCursor = 0; body = ""; gun = ""; animationSourceBody = ""; animationSourceGun = ""; soundServo[] = {"", "db-50", 1.000000}; startEngine = 0; hideWeaponsGunner = 0; GunnerGetInAction="GetInLow"; GunnerGetOutAction="GetOutLow"; gunnerAction = "vehicle_turnout_1"; isPersonTurret = 1; dontCreateAi = 1; commanding = -1; gunnerOpticsModel = ""; gunnerOutOpticsColor[] = {0, 0, 0, 1}; gunnerForceOptics = 0; gunnerOutForceOptics = 0; gunnerOutOpticsShowCursor = 0; memoryPointGunnerOptics = ""; gunnerOpticsEffect[] = {}; outGunnerMayFire = 1; inGunnerMayFire = 0; ejectDeadGunner = 0; lodTurnedIn = 1200; //Cargo lodTurnedOut = 1100; //Pilot allowLauncherOut = 0; allowLauncherIn = 0; soundAttenuationTurret = "TankAttenuation"; disableSoundAttenuation = 0; viewGunnerInExternal = 1; gunnerCompartments= "Compartment2"; maxElev = 45; minElev = -20; maxTurn = 120; minTurn = -78; class TurnIn { limitsArrayTop[] = { {45, -120}, {45, 120} }; limitsArrayBottom[] = { {-45, -120}, {-45, 120} }; }; class TurnOut { limitsArrayTop[] = { {45, -78}, {45, 120} }; limitsArrayBottom[] = { {-5, -78}, {-20, 0}, {-20, 47}, {7, 57}, {7, 100}, {0, 110}, {-5, 115}, {-5, 120} }; }; };
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Hey guys at the moment I'm a bit stuck. As the titel says, is it pssible to have more than on opticsmodel in class OpticsOut? In class OpticsIn its no problem.
The config locks like this: /I Ieft out the whole .p3d path for this example)
class OpticsOut { class DayOut { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.037; maxFov = 0.037; minFov = 0.037; opticsDisplayName = "Day"; visionMode[] = {"Normal", "NVG"}; thermalMode[] = {4,5}; gunnerOpticsModel = "\something_1.p3d"; gunnerOutOpticsModel = "\something_1.p3d"; gunnerOpticsEffect[] = {}; gunnerOutOpticsEffect[] = {}; }; class WBGOut { initFov = 0.037; maxFov = 0.037; minFov = 0.037; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; opticsDisplayName = "WBG"; visionMode[] = {"Ti"}; thermalMode[] = {4,5}; gunnerOpticsModel = "\something_2.p3d"; gunnerOutOpticsModel = "\something_2.p3d"; gunnerOpticsEffect[] = {}; gunnerOutOpticsEffect[] = {}; }; };
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13 hours ago, Ghostworrior said:Got an bugg on the Fuchs, when the Driver is alone the smoke dispensers work fine but if another person gets in the vehicle the smoke dispensers will not function.
That's a known Arma bug with modded vehicles I think. If the bug appears, you have to leave the vehilce and the commander (or the one who has the smoke, in case of the fuchs the driver, has to get in first, than it should works fine.
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Comming soon:
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6 hours ago, TyrTheBull said:Would you ever consider making the Mowag Piranha III since you're so good at making different variants and implementing mechanics, it would be perfect for your style and I think people would agree a proper Mowag is missed. Just a question/request/suggestion :)
At the moment not, to be honest.
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Redd'n'Tank Vehicles 1.2.51
22.01.2018
Changelog:
Version 1.2.51
- Fixed Wiesel can now be dropped via parachute from ViV-transport
steamcommunity.com/sharedfiles/filedetails/?id=1128145626-
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18 hours ago, shurka said:Why does MILAN Missile have speed 270 m/s instead 210 m/s?
Good question ;)
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Version 1.2.50 is out now and brings you the Wiesel 1A2 TOW (aka the go-kart):
http://steamcommunity.com/sharedfiles/filedetails/?id=1128145626
Version 1.2.50
- Added Wiesel 1A2 TOW
- Changed Milan static backpack now carries the ammo for static milan
- Fixed MG3 soundshader
- Fixed MK20 soundshader
- Fixed Milan soundshader
- Fixed error in Fuchs stringtable.xml
- Fixed spelling mistake in Static Milan memorypoints "pos_gunner" and "pos_gunner_dir"-
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17 hours ago, runy888 said:Hey guys,
After giving the Milan weapons, both static and mounted on your vehicles, a thorough test, I'd like to share some thoughts and suggestions.
- On the Fuchs Milan and the Marder, when aiming down the sight of the launcher, the bearing display on the right works but the symbolic clock pointer doesn't. On the static weapon that indicator works as intended.
- After using up all the ammo in the static Milan, I disassembled it and reassembled it with a new "Tube" item. The ammo was still depleted. I don't know if there's a way to fix that
- Suggestion: Make the Milan tube a launcher instead of a backpack and give the static weapon 1 missile by default. Add the option to be reloaded by another "Tube" item. That way the ammo capacity more realistically reflects what you can actually carry in the field and I feel like you guys do care about realism. :D
- When getting out of the static Milan, you end up turned around by 180° and about 30 cm in the air. In reality, to leave a static weapon like this you would just crawl back and stand up, not turn around and it's kind of irritating if you quickly have to move or act after leaving the weapon.
- I like the fact that you can see your rifle dropped next to the static emplacement if you enter it!
Thanks for reading, It'd be nice if you could take a look at these few items when you find the time between all the rodents you're working on right now :D
Best regards,
runy888
1. This is because the indicator show the direction of the "mainturret". In case of the Marder it is clear what the main turret is, in case of the Fuchs the MG3 is the mainturret. The number shows the direction of the Milan. Not ideal to be honest, I will have a look, maybe I find another solution.
2. Good idea and already done ;) The "Tube" is still a backpack, but now it carries the ammo. At the moment I will let the amount of ammo the way it was, maybe take care about later.
3. Thanks, there was a spelling mistake in the memorypoints
4. Thanks ;)
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Woodland, winter and desert is ready now:
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10 minutes ago, THS_EagleOne_GER said:Are the positions in the Marder so much different than in the Fuchs!? I can’t take a look on it this days but I will at the weekend! Did u or someone else notify that the camolight in the Fuchs is not really working! Or have u fixed it! At least with the front camolight switched on it is completely the same than without! And from the outside also there is nothing to see! At least with a NV u should see the light but nothing to see!
The front camp light isnt really an reflector light, its just an emersive face
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2 hours ago, THS_EagleOne_GER said:So if you want the same stuff for all vehicles mean that your also changing the pip in the „winkelspiegel“ in the Fuchs to the normal view like in the Marder „winkelspiegel“!? ;)
This wouldn't work, because of the positions of the "winkelspiegel" in the fuchs. they have to be in direct line of sight for the driver, but have you tried looking through the optics model ? driver and co-driver have them both.
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58 minutes ago, THS_EagleOne_GER said:Why did u unlock the seats and why did u remove the function to force players to open doors first!? Did the community want it that way!? Is there a possibility to get a updated version without these two changes??
Horrido
THS |EagleOne
No, not the community was the reason. We decided to do this step because I had big problems with the Wiesel, these functions and Arma. I couldn't solve these problems because of incomprehensible behaviour of the hatches. Still don't know why a hatch opened sometimes when changing a seat. So we had to go back to vanilla style for all vehicles because we want it the same way for all of them. The useractions are still available so you can still open the doors of you want to or enter it without.
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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
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Redd'n'Tank Vehicles
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Update 1.4.85

Changelog:
Version 1.4.85
- Added Gepard 1A2
- Added all wreck models, they can be found under "empty->wrecks->Redd'n'Tank Wrecks"
- Added empty Milan tube, can be found under "empty->things->objects"
- Readded static Milan
- Readded Milan to Marder and Fuchs
- Changed static Milan model and Marder Milan model to Tanks model
- Fixed "Fix GetIn Bug" user action radius was 25 meters, now its 5 meters