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modemmaik

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Everything posted by modemmaik

  1. modemmaik

    31st Normandy mod -WW2

    First, great work Second: Because I favor WWII tank battles in Red Orchestra, do you plan to modify the shell penetration on low angle impacts? I noticed this defection effect on some tracers in Ama, but I am unable to locate a section / defintion that is responsible for this effect. Some sources told me that the panther was feared because nearly every shell was deflected because of his armor plates arrangement.
  2. modemmaik

    Konflikt unutra Jugoslavija

    Hi DmenX3, The C++ background will help you much concerning model's configs and scripts. But to get the hang how to implement something new, reverse engineering is the only way to learn from each other, because you will not find the actual tricks in the tutorials. And do not worry, when you run into trouble, you will always find a helping hand here Having nearly the same background as you have, I am still learning from the old cracks since I have started modding 5 months ago. have fun and good luck, mike
  3. modemmaik

    Su-33 - OPFOR Fighter Bomber

    The way it looks... I can understand you Great Work on the textures, they look awesome
  4. Hi all, I try to contact Aron Ash (PM and EMail) for permissions of his realism pack sounds. Up to now, no reply (EMail was sent more than 2 weeks ago). Aron Ash Realism pack thread I plan to include his sounds into an ArmA Addon. Does anybody know how to get in contact? BR, mike
  5. modemmaik

    Su-33 - OPFOR Fighter Bomber

    I see, you have random numbers activated and the grappling hook And AA plus AT-rockets on the same bird Did you manage the "different rocket proxies" problem?
  6. modemmaik

    T-90 MBT

    Ups, hi Binary A smoke launcher can be added by a modified replacement config. Because I am already late with the parallel projects, I would like to leave that to the IC-mod people (they added smokers to most of their addons). May be they want to integrate the T-90 into their armor divison
  7. modemmaik

    T-90 MBT

    Hehe correct. Did you check the merging process Sy posted? I noticed Sy's post and it will be of good use to the desert bradley project, too. Indeed I noticed it when TBird releaed the latest APC and merged the textures. But actually, I have not tested it yet OK, the replacement configs are ready and should be usable to replace the T-72 in older missions with the T-90. I just tested it with Badgers last version, no errors any more Do not use the replacement packs on MP games, when the packs are not installed on the server. Crude things may happen (others see a T-72 which seems indestructable and such things) DL-Link by zShare
  8. modemmaik

    T-90 MBT

    Hi Q, BI uses 3 textures for the T-72 and the M1A1 (Chassis, turret, additional stuff like the T-72 tank barrels, wheels and so on). We need to make them hiddenSections first, so that we can access them via setObjectTexture. Actually this can be implemented later using a prelacement config, so Badger: No need to to modify the config now Same with the numbers / flag. I used the OFP's BTRT as blueprint, which allows to modfy the 3-digit number via script access plus a user-selectable sign, which is represented as a flag in the ERA "style" tanks (enables reuse of the flags alerady present in the system: NATO, russia and so on, plus user-defined flags as insignias). By principle, it should be possible to use a single texture for all of the mentioned textures above. Only tricky thing is that the materials RVMAT's are also present in the system as noqh and smdi. Merging the textures should also include a merge of those normal textures.
  9. Hi all, I tried to set up a replacement config using new ammuntion: T-90 reconfig Whenever I try load set up a MP-Game using the T90Adv_repl_T72 config. I receive this error: I use the following config: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class SmurfC_ERA_102_REPL { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"CAWeapons", "CATracked", "SmurfC_ERA_102"}; }; }; class CfgAmmo { class ShellCore; // External class reference class ShellBase : ShellCore {}; class MM_3BM42 : ShellBase { hit = 650; indirectHit = 0; indirectHitRange = 0; typicalSpeed = 1700; airFriction = -5e-005; deflecting = 15; explosive = 0.01; model = "\ca\Weapons\shell"; }; ... class CfgMagazines { class Default; // External class reference class CA_Magazine : Default {}; class VehicleMagazine : CA_Magazine {}; class MM_22Rnd_3BM42 : VehicleMagazine { displayName = "3BM42 APFSDS"; ammo = MM_3BM42; count = 22; initSpeed = 1700; maxLeadSpeed = 50; // max estimated speed km/h nameSound = "sabot"; }; ... class cfgWeapons { /*extern*/ class D81; class MM_D81_T72 : D81 { displayName = 2A46M; magazines[] = {"MM_22Rnd_3BM42", "MM_17Rnd_3BK29", "MM_17Rnd_3OF26", "23Rnd_125mmSABOT_T72", "22Rnd_125mmHE_T72"}; reloadTime = 7; magazineReloadTime = 0; maxLeadSpeed = 60; // max estimated speed km/h autoReload = false; minRange = 1; minRangeProbab = 0.1; midRange = 1200; midRangeProbab = 0.7; maxRange = 4000; maxRangeProbab = 0.1; dispersion = 0.0005; }; ... class CfgVehicles { class Tank; class T72: Tank { model = "\smurfc_era\smurfcT72ERAwd"; ... class Turrets : Turrets { class MainTurret : MainTurret { weapons[] = {MM_D81_T72, MM_AT5Launcher, PKT}; magazines[] = {"MM_22Rnd_3BM42", "MM_17Rnd_3BK29", ... In-game I have the ammunition defined in the replacment config. Using the mission-editor preview, I receive no error... When I use a T-72 reconfig without the new weapons, everything works without an error message... Any help welcome mike
  10. Guess what these two are for Maybe to define new yet unknown classes to ArmA so that it knows "what file to load without a deep search". Hi Q, I wished it could be that easy... Same error stays, when I add the magazines and weapons... But I restarted it with a simple redefinition of the hitrates for Sabot and HE and meanwhile... this ended up in a redefintion of the D81 and ATLauncher. And it works. So I set up a test-config that includes re-defintion of the D81 / AT5Launcher and prefixed versions (MM_D81_T72, MM_AT5Launcher). T-90 replacement config @pastebin replacing the comment on line#191 to line #192 and the error pops up again although both weapons should be the same <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// weapons[] = {MM_D81_T72, MM_AT5Launcher, PKT}; weapons[] = {D81, AT5Launcher, PKT}; too bad, the BRDM ATGM also gets the 9M119 when the AT5Launcher is redefined, I guess.
  11. modemmaik

    T-90 MBT

    Bagder, nice work, it looks so cool now Well, the basic ERA "style" was simply the BI-sample model plus the ERA section for easier handling of the added elements (+1 section). When we included mateck's custom skin, we added 3 more sections for texture replacement via setObjectTexture (+3 sections). 4 more sections got added when we introduced the numbers plus flags. Badger's T-90 is based on one of the latest ERA-"style", so it can feature additional numbers and custom textures, although those features are not supported at the moment. Also the model needs only 9 textures (3 for the tank itself, one for the numbers, on for the flag, clantag, light, one empty plus dshkm).
  12. modemmaik

    T-90 MBT

    OK, time for some weapon layout change and replAcment: dl-link by zShare Hint: There seems to be in issue, when using the T90Adv_repl_T72. I receive an error msg, but after that it works well. I will update, when the source of the issue is located. Use at your own risk Marijus Weapon layout is based on a T-80, but it seems strong enough for me (M1A1 side and back APFDS impact kills him). When you request a T-90's layout, changes can be simply adopted, but I would wait for a M1A2 or SEP to be released (ACE mod has one in store, I heard). Have Fun, mike :edit: @343rdBadger: Those areas are located in the second texture (t72_2_co.tga), where the ERA plates side textures are located, too. Check the position using O2, select the face, start the UV-editor, select the t72_2_co texture and push shift+space. This highlights the section
  13. modemmaik

    Desert Bradley

    @Boborish: I used one testcase, where I was in the spotter's job (on ~500 meter distance) against an infantry squad, one BMP and one Mi-17 in the air, while 3 Brads close in on my position to support me. The Mi-17 was attacked immediately using the bushmaster, the BMP using TOW and the infantry using M240 and bushmaster... I will check it again @Lee_H._Oswald: I think that the geometry LOD casts shadows when no shadow LOD is defined, so I have shadows ingame, although the fine structures (like the cannon / ERA) do not cast shadows.
  14. modemmaik

    T-90 MBT

    Doesnt the current T-90 use the KORD Machinegun instead of the NSV-T? Acording to the wiki KORD-MG page it looks rather the same as the NSVT. So we might use the same model for both. If anybody has more detailed information, can those be stated in the "Addons Discussion" section? I might have the same issue regarding the T-72 120.
  15. modemmaik

    ArmA Addon request thread

    Gux stated to port a grippen in this thread. More than a year in the past, I dunno what happend to the project
  16. modemmaik

    T-90 MBT

    I hope that I can complete some replacement configs during the afternoon (replacment configs, so the original T-90 addon is needed to be installed): -replacement config1: T-90 existing layout replaces BI's T-72 -replacement config2: T-90 icluding WGL T-90 armor and Marijus ammunition layout plus hamis sounds (this may disable 6'th sense tracers and sounds from soundmods for the T-90) -replacement config3: T-90 icluding WGL armor and Marijus ammunition layout plus hamis sounds replaces BI's T-72 (this may disable 6'th sense tracers and sounds from soundmods for the T-90) Those implementations will be quick and dirty and for the T-90 only, so do not expect too much @badger343: Do you plan to release a binarized version? I noticed some messages in the ArmA.RPT. Not too much, but they wont pop up using a binarized version.
  17. modemmaik

    T-90 MBT

    Ammunition layout should not be a problem. You may add a replacement configuration for the ammuntion layout But realy good Badger, you even added the correct shadows, damageHide etc.
  18. modemmaik

    T-90 MBT

    Agreed, convincing enough (just joking... it looks realy good) I started a T-72 120 project and check weather I can convert a OFP NSVT. But I need an agreement from the originator. Congrats to the T-90
  19. modemmaik

    T-90 MBT

    Hey 343rdBadger Well done The Turret looks beautiful. Is the NSVT your own production? Anyways: nice one BR, mike
  20. modemmaik

    WGL Sound Replacement

    First Feedback from my side: Very well done Can't wait to try it (only blocking issue is my job) BR, mike
  21. modemmaik

    Desert Bradley

    Ideed The model lacks the shadow LOD. I found the shadow defintions quiet time consuming (it is more or less a complete model to be created) and I am rather occupied at the moment. May be someone else can offer to complete that to Pauliesss :edit: I have analzed the facts from Pirin. It seems that we have to modify the Brad's config. -The AP is too effective compared to the HE ammunition. -Seems that we should rise the armorStructural value of the Brad to make it compareable to the BMP Concerning the optics: On far distance (~1000) the optics are correct. The closer, the more right are the hitzones located. Seems OK to me.
  22. modemmaik

    Desert Bradley

    Thanks for the report. Due to the working hitboxes, I only had access to the default configs for the different sections. WGL-style defintions seemed to overpower the Bradley. I did not intend to create an APC-T72 clone, although I know that the BMP-resistance is higher. The TOW-section belongs to the turret, usually a section to take the whole tank out of order. But I must check the damage section of the turret config first, may be someting slipped though the test I tested the M136 and the normal Bradley exploded after one direct hit, the A2 was disabled, the ERA operative. Next M136 hit killed it. :edit: I ran a test yesterday, using RPG's on the Bradley. Same behavior as with the M136. Used the M136 against BMP's: One direct hit disables the BMP just like the M2A2, so I think that the M2A2 equals the BMP in case of AT hits. The M2 is a bit weaker and the ERA stronger.
  23. modemmaik

    Desert Bradley

    You might find the alternative sollution by using a BIS standard weaponlayout usefull: Desert Bradley Weapon reconfig requiredAddons: desert bradley, includes : BIO_VILPAS_BRADLEY ("M2 Bradley BIO"), BIO_VILPAS_BRADLEY_06 ("M2A2 Bradley BIO"), BIO_VILPAS_BRADLEY_ERA ("M2A2 Bradley (ERA) BIO"), This simply reconfigures the weapons to BI-standard, which is supported by 6'h tracers. You loose the superb sounds from the original addon, but you should gain the tracers BR, mike p.s.: This is not a replacement for the desert bradley, the original addon is required. It simply reconfigures the weapon layout...
  24. modemmaik

    Mateck's M1A1 (HA)

    Might be hard to find... The US-tanks of the same time period are usually regarded as heavier armored and equipped with better ammunition. I tried to counter Mateck's first released M1A1 (HA) with my T-72 ERA, but a M1A2 style tank would stay the king of the battlefield So the east tactics include flank manouvers, supporting arti etc, while a west tank is able to attack head on without additional support... in game I usually equip the AT-infantry with RPG7V instead of the normal RPGs. They give a better punch than the west AT4's. So the infantry might equal the lack of the tank's amour / ammunition.
  25. Do you have a B52 The only addon capable of carpet bombing (determined by the number of bomb payload) is the Avro Vulcan. But... well to make it carpet bombing might be more a question of scripts and mission making
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