Thunderbird
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Everything posted by Thunderbird
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SLX Replacement Pack, Mod, and Addons
Thunderbird replied to Solus's topic in ADDONS & MODS: COMPLETE
Thank you for your interest, you might find the answer in the bottom of the following page. ;] I second that, we all have been surprised by the release of this 'unknown' MOD which quickly became a TOP-reference in terms of effects and AI behavior, alongside other mods like ECP... etc. regards, TB -
The fire's volume is so high that you can't put it out, the user-action that appears in the menu is due to OFP's engine, and actually it isn't removable, unless if the script's basis is completely modified, which doesn't really worth a try. I was almost sure that the game-logics created by the script were behind the CTDs, but actually it isn't the case, I'm afraid this feature would be disabled until we would replace the script by a more stable variant. You always find the convincing arguments to get the changes done. ;] -Added to the list of enhancements and changes of the incoming patch. Please could you provide more details about what you have in mind, anything that could make the MOD "better" in some ways, would be greatly appreciated. Scar's Su-30 is a great choice and it would be added alongside Footumunch's Su-27, since everyone's allowed to edit/release it according to Scar's credits statement. (of course, as long as credits are properly written as well). Some words to clarify things about the future of FFUR, actually this is the main objective of ArmA upcoming FFUR MOD, the MOD would be based on a Modern US/Russia (/or China) conflict, which would be using modern/authentic Addons/models/Sounds (SFX)/Loadouts/Ammunition values/Tracers/Effects, it all depends on /further MODs cooperation/BIS incoming patches and tools in the future and on the necessary time for accomplishing such a conversion, since I would be joining a new division located in the middle of France, which wouldn't make things easy to manage. Thank you for your interest anyways, I will keep you informed. Regards, TB
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The vehicle's camo scheme looks japanese... maybe the way to follow. /Edit: Now it is finnish... heh :-p - well found. regards, TB
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Heh, well found, I must admit it wasn't the easiest one to recognize. ;] regards, TB
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Sorry but this is completely untrue, What makes you believe that there are cars burning every night here? - So does the media make you believe that France is turning into a mess? Overall, such problems are pretty rare and unusual, which doesn't differ from other neighbour-countries. Since the last major problems that happened in the suburbs, things calmed down. regards, TB
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Thanks for the additional informations Ran, Here you go then... regards, TB
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Indeed, it is an AMX-50, but a second prototype variant that was never serial produced, it is slightly different from the main version, though. regards, TB
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Thank you all for the nice comments and feedbacks, If the Javelin gets some Optics, means that they are meant to do the job the cross hair should not do, but due some engine limitation, I guess Earl & Suchey rather prefered to follow the cross hair's way since it does the job properly. Please make sure you don't have any "extra" addons in your "Addons & res/addons" folders, that might be causing some incompatibility problems. I will get a look at it, but keep in mind that modern mounted grenade launchers cause a very low recoil in real life. ;] Heh, that's a quite long story... But to resume it in a couple of lines, I was messing around with ArmA tools to see if they would work with Operation Flashpoint addons since they are faster and more efficient, especially the new utility carried out by kegetys which allows you to .pbo your folders with 2 mouse-clicks, but one thing I wasn't aware of was that once you use ArmA tools with OFP's stuff, you can't convert the .pbo files into "content-folders" even if the concerned .pbo's work nicely in-game. So I had to keep the "alpha" cartridges I was testing, since I was unable to convert my pbo's into Data-folders, heh. But this would hopefully be fixed with the next incoming patch. :] Added to the bugs list, thanks. Simple, Open your "ffur_slx_settings.sqf" file located in your ffsx2007 folder, Find the following line and set it to 0 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">SLX_ShotFX = 1; Regards, TB
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SLX Replacement Pack, Mod, and Addons
Thunderbird replied to Solus's topic in ADDONS & MODS: COMPLETE
The CTDs could be due to some scripting issues related to the Wound system incorporated by Solus, temporary disabling it via the settings.sqf result in a fix as it has been carried out for the FFUR/SLX MOD. regards, TB -
I guess you mean "SamotH" extra pack, Get a look at the bottom of the following page here for further informations. regards, TB
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CSL Particle Parameter Utility
Thunderbird replied to ColonelSandersLite's topic in ARMA - ADDONS & MODS: COMPLETE
It seems that I missed it and went through without even being aware of its presence, thank you a lot, this "drop-dialog" screen works nicely here and I somewhat feel frustrated for not having discovered it before, there is no doubt it would have been useful to figure out numereous "drop" issues I had to face previously. regards, TB -
Indeed, full credits to Codeblue's team for having done this nice Ghillie sniper model which unfortunately didn't get the deserved attention, glad you appreciate the models selection as well as the new sounds, though, thanks. :] regards, TB
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Cheers for the kind words, Great to know some people are still around, even if they are far from representing BIS boards as a whole since almost everyone's attention is centered on ArmA, heh. This sounds pretty weird, I will give it a try to figure it out. Heh, then don't do it, seems that further scripting would be needed to disable "Scopes mounting" when swimming. You are the welcome. As stated in one of my pm's, it is quite easy to convert the FFUR/SLX 2007 into a vanilla FFUR 2007, but the lack of time did not allow me to concentrate on it, it would hopefully be done ASAP, though. Thanks for reporting it, this would be fixed with the upcoming patch. Heh, to be honest, I had totally forgotten about this, but I promise I will get a close look at it just as soon as time allows it. I second that and this would be changed in the next upcoming patch, sorry, I had to focuse on more relevant priorities, thank you, though. I was almost sure I had figured out this issue but apparently it isn't the case, will keep trying until this is fixed. regards, TB
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CSL Particle Parameter Utility
Thunderbird replied to ColonelSandersLite's topic in ARMA - ADDONS & MODS: COMPLETE
Always hoped something similar to be done for Operation Flashpoint, excluding Vektorbosen mission-tutorial which was the most efficient and effective way to get "drop particles" done as wanted. Very helpful and handy tool which will save a lot of time that was just wasted due to the amount of required transitions (.sqs -> in-game) intended to get effects done as wished. Thanks, regards, TB -
Hi everyone, As previously announced, Here is the new patch (1.01) that fixes up numereous bugs and glitches, and which features several enhancements intended to improve the gameplay significantly. Fixed: Grenades don't make vehicles fly. Fixed: Limited the use of the air support and the newly added artillery support. (1 x Air support/ 2x artillery requests) Fixed: T-90 Reloading time decreased with the aim to have 8 shots per minute. Fixed: Ability to swim for Helicopter and Jet fighter pilots, plus, they carry rifles instead of pistols now. Fixed/Added: Added a crosshair to the russian NSV as well as suited 12.7mm green tracers. Fixed/Added: Fixed "Air Support" CTD and added a realistic ability to call allied artillery support, now russian troops can use the artillery support as well. Fixed/Added: Updated several firearms sounds effects and replaced most of them by louder and slightly more realistic ones. Added: NVGs to all US regular troops. Added: Dust and Water effect to helicopters. Added: Russian Radio R109 to russian army personnel instead of the PRC-119 (SINCGARS) which is US, Resistance troops use stolen R109 as well. Improved: Tanks gunner sights. Improved: Mod's configuration. Improved: Slightly enhanced AI abilities. Model Additions: [*]2S6M Tunguska Anti-Aircraft Artillery (Authentic Mode by the DKM Team MOD, this armored vehicle uses a realistic loadout). -In addition to the 8 mounted ready missiles two additional missiles can be carried inside. Range out to 10 km for hovering aircraft and low flying targets. There is a 2S6M1 variant/upgrade, which has improved missile control, range and altitude capabilities of 1.5-10 km, and 0.015-6 km respectively. An artist`s concept of the Soviet ZSU-X anti-aircraft system was released by the US Department of Defense in January 1987. However, as of November 1997 the 2S6M1 was not known to be fielded. (According to Fas.org) [*]M6 Bradley Linebacker (Authentic Model by Combat Team Mod, this armored vehicle uses a realistic loadout) -The Linebacker’s combined arms mission is to provide air defense force protection to forward area heavy maneuver combat forces, combat support elements, and other critical assets from attack by enemy Rotary Wing (RW), Fixed Wing (FW), Unmanned Aerial Vehicles (UAVs), and Cruise Missiles (CMs). Air Defense battalions in the heavy divisions employ the BL. The Linebacker provides heavy maneuver forces with dedicated air defense fire power: the modified fire control subsystem fires the Stinger missile from the turret while the four- man squad remains under armor and on the move. Targeting data is provided by Forward Area Air Defense (FAAD) Command, Control, Communications and Intelligence (C3I). This C3I complement provides early warning/alerting, the complete air picture, slew-to-cue, and target identification friend or foe (IFF). (According to Fas.org) [*]T-62 (Authentic Models by the RHS Team Mod, 2 variants are available, one for the russian side and another one for the resistance side, this armored vehicle uses a realistic loadout). -The T-62 is a further step in the line of development begun with the T-54/55 series, entering production in 1961 and remaining in production until 1975. It became the standard main battle tank in Soviet tank and motorized rifle units, gradually replacing the T-54 and T-55. The T-62A variant first appeared in 1970. By the 1980s it was replaced by the new generation T-64/T-72/T-80 tanks as the first-line Soviet main battle tank. (According to Fas.org) [*]F-15C Eagle (Authentic Model by footmunch, Air-to-Air [AMRAAM, SIDEWINDER, CANNON] variant, this aircraft uses a realistic loadout) -The F-15 Eagle is an all-weather, extremely maneuverable, tactical fighter designed to gain and maintain air superiority in aerial combat. The Eagle's air superiority is achieved through a mixture of maneuverability and acceleration, range, weapons and avionics. The F-15 has electronic systems and weaponry to detect, acquire, track and attack enemy aircraft while operating in friendly or enemy-controlled airspace. Its weapons and flight control systems are designed so one person can safely and effectively perform air-to-air combat. It can penetrate enemy defense and outperform and outfight current or projected enemy aircraft. (According to Fas.org) Download: FFUR/SLX 2007 Patch 1.01 (Filefront Mirror) (173 MB) FFUR/SLX 2007 Extra Pack (By SamotH) (The FFUR/SLX 2007 1.0 Main Pack is required) Mirrors would be greatly appreciated. Installation Instructions: This file is an archive, all you have to do is to extract its content ("ffsx2007" folder) to your operation flashpoint folder and overwrite the old files with the new ones when you would be asked to do it. Thank you for your ongoing support and huge thanks to all of the Mod and Addons makers behind the models used in the FFUR MOD, Thanks to Shmulker for the russian picture used as the patch's banner. Have fun and Long live Operation Flashpoint! Regards, TB
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The current US - French tension should definitely take an end now since it is becoming quite ridiculeous and boring. Better keep the thread on topic, at least by respect for the author's efforts. regards, TB
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It seems I missed Ohara's post, thanks for enlightening me. From some perspective, like everyone here, including the modding boards, I'm for them taking all the time they need as long as they get it right. I guess there is a lot to be done in this area without sacrificing significant amounts of features or devaluing the world's quality in terms of detail, the involved efforts to balance required system-level performance specifications could become quite demanding. regards, TB
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Optimizing the new engine should become a relevant priority to BIS coders, I hope there is currently an ongoing research in this area with the aim to make the new simulator fully enjoyable, and accessible for the "average" system. But even if there is a risk of a short-term slowdown, BIS coders and engine designer should look at the long-run, since there is a well-based community ready to carry out a plenty of AddOns as soon as the official tools are released, which might consequently, attract more people as it was the case for Operation Flashpoint. Unfortunately, even if might somewhat sound naive, not all of these people would get the chance to play in a smooth enjoyable way unless a new optimization is performed. regards, TB
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Despite some issues regarding our opinion differences that have caused some misunderstandings in the past, wish to thank you for having been that helpful via your FAQ branch. G'luck with your real life. regards, TB
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njmatrix: I do appreciate your humour but please keep the thread on topic. ShmUlker & Snipal Tap: Pilots of both sides would have rifles instead of pistols, not only because of a matter of realism but there is an issue with animations in the water after bailing out if they would be using pistols. Btw, shmulker thank you for the russian soldiers picture you sent me a while ago, for some reasons, I just found it in my "unwanted box" of hotmail. Snipal tap: Once again, thank you for your ongoing support. That could be simulated as well since both of supports are simulation-based scripts, it means that there no "real" vehicles in game that support you. There is actually a continued research in order to figure out this issue, it seems to be due to the amount of AI scripts that are simultaneously running in game. Regards, TB
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Cartridges models tend to bounce if the model's weight is light, due to OFP engine limitations, the same goes for grenades if you want to script them in order to make them bouncing, they should be heavy (80000 -> 100000) kg to avoid getting them into the space. The fact that casings remain on the ground forever doesn't cause any lag, though. (1.5 GHZ, 1024 SDRAM, GFX5700), I guess the same would for bullets holes if the models are properly designed. Maybe to make them last longer, add the following lines as it is already defined for "cartridges". <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> timeToLive="999"; disappearAtContact=0; But I don't guarantee its success since cartridges are defined in the cfgvehicles branch whereas the "crateronvehicle" is defined in the CfgNonAIVehicles. regards, TB
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I would rather put "discussing" instead of "bashing", if you look closely to how religion-based states internally work, you might notice a huge lack of knowledge in the average population, they mainly tend to focuse on their beliefs ignoring any "statement" that goes against their upbringing and moral code that might come from a slightly more rational side. regards, TB
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6thSense.eu Mod Reloaded, Public Beta Release
Thunderbird replied to sickboy's topic in ARMA - ADDONS & MODS: DISCUSSION
Excluding ArmA slight changes and additions from OFP in terms of scripting that would be needed to make SLX GL3 scripts properly working on ArmA engine, some additional changes would be required in the aim to avoid breaking the game-play, since several SLX scripts need to be more optimized (Wound system, AI taking cover and a few other minor things [random CTDs...etc]), Better wait for Solus upcoming version especially intended to ArmA and that would figure out several issues. :] Nice project idea that could potentially become a future reference of MP TCs, keep it growing up! regards, TB -
This issue isn't related to the .rar folder but to the .p3d model itself, use O2 or a texture swap tool to notice it. If people would incorporate it to their data\dta3d folders they would be noticing "white" crater models in-game. Regards, TB
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The bullets values are WGL-made, results of several research projects in this area, closely advised and supported by WGL military advisors and former members, We trust the WGL team and in their editing abilities, especially when it comes to this area, I have been noticing the same slight change when testing the WGL MOD, though, but have been rapidly moving from feeling pleased with the new values after watching some documentaries regarding the issue on the Net. Regards, TB