Apache-Cobra
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Everything posted by Apache-Cobra
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Yeah, yeah, dont worry about that. Maybe BIS didnt want it to be too easy for US tankers The M1A1 isnt quite obsolete, the Marines still use them, and they still pack enough punch to destroy anything else with ease.
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Just general things, most of which have to do with converting models from OFP to ArmA and replacing units entirely with others.
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About OFrP- i am not sure how that works as i have not played that mod M1A2- I am a huge fan of this tank and will do whatever i need to get this baby into the mod Bradleys- It is possible we will try to get one of these in game, although the Stryker is pretty much starting to replace them, they are also an old favorite of mine Also, We HUGELY need someone who has experience with converting models from OFP to ArmA. If we can find someone good enough, I can get that wonderful M1A2 SEP and an also wonderful M2A2 from OFP. The team we have now would be able to replace the M1A1 etc. Maybe you can help us find a converter? Update- more tweaking of the RPG and now starting work on the HMMWV
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Thanks for your support Oh and another update- we have a website now, but its being worked on right now- we will reveal the website name when its looking good.
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Definitely going to try to get permission to use little mods like that and tracer mods etc to help out the mod. As for the RPG speeds, dont worry about that, when this mod is done, almost everything will be modified as realisticly as we can make them. We use facts in order to modify. I have quite a few years of experience with warfare and combat simulators, and things that I even slightly doubt I will look up the specifications for to try to make it realistic. I have actually been doing a lot of modifying as i play the game. For example, ill be playing in a tank when i realize "hmm, that would never happen" or "thats not what it looks like in real life"... You get the point I enjoy doing this and i am excited about each new update i give. I want to make this the game that its known to be. By the way, the RPG BIS made goes over 150 m/s Â
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UPDATE: Noticeable Changes Made FFAR realistic on helicopters and planes based on specifications of each type of rocket (FFAR is rocket propelled- note the R in FFAR and the rocket engine was too short in game) Changed AH-1Z to AH-64D Apache Longbow (WIP)- Army does not use the cobra anymore- only the marines. Changed AH-1Z (Apache) main gun to the Apache's M230 with explosive rounds and correct firing rate and correct round count of 1200 Modified M1A1 Armor
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Its a matter of preference- also, i havent seen any other realism mods yet so.. I was tired of other "realism mods" having these small annoying incorrect things, so now here we are.
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Edited the thrust directly (now not only is there limited smoke, but the projectile now runs on its own like in real life). See the thread titled "Realism mod." in this forum subtopic.
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You're going to hear more  . Ill tell you what i have done on my own so far (working on it less than 1 day now) 1. Removed M136 projectile smoke for realism, increased its speed, increased damage to allow it to disable a T72 with one well placed shot. 2. Reduced RPG effectiveness, does less damage, slightly faster, but has less thrust time (moved from 1 second to 1/2 second) and can just barely damage tanks now (unless using the PG7R round) 3. Reduced T72 125mm cannon damage. More to come. Still need help ^^see first post. EDIT: Update: Changed thrust on RPG from 0.5 seconds to 2 seconds to make it more like real life(research updates)
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More realism is always a noble goal but I think your working title has got a bit Foxtrot Uniform   I didnt make the name up  . The only reason im keeping this name is because its the project name, and not the name for the public release. Think he means that Alpha Echo does not make E.A. *to be more clear, I mean the order of the letters not anything company related Didnt notice that, fixed now.
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More realism is always a noble goal but I think your working title has got a bit Foxtrot Uniform   I didnt make the name up . The only reason im keeping this name is because its the project name, and not the name for the public release.
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Hello, how would i go about editing the M136 projectile to not have smoke, and how to edit the tank muzzle flash onto the rear of the M136 to make it more realistic? I am in the weapons.pbo config now and i have no idea whether i would be scripting the magazine, or the weapon itself. Please help someone.
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We still need that backblast though.
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*cough* half an hour* cough*
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Well, i managed to fix the projectile on my own, as for the backblast, we are still searching for an answer. This is realistic enough, but it would be better with a backblast.
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I'm in the weapons.pbo config now and not sure which we would edit to remove the smoke on the m136 projectile, would we be looking for the magazine class or the weapon class to edit?
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1st Infantry Division
Apache-Cobra replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Wow dude, i cant wait till this is released. Keep the updates coming, please -
Does anyone else have any info on how to do these things?
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We at least need to get rid of the smoke on the projectile, tis very annoying and unrealistic. And if there is any way to get the muzzle flash onto the AT4, as long as we dont have to cut off our arms or something, we will do whatever it takes to get that too. More info would be appreciated.
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Specifically we want to remove the smoke from the M136 projectile, and place the tank muzzle flash effect at the rear of the M136. We need help almighty modders   !!
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Well yes, i agree on that. I wouldnt call it a fireball though, so much as a flash. Virtually everything makes a flash like that, but only in hollywood will you see lasting flames in a cloud of... explosion? (Its 1:30 AM here). A rule of thumb to remember is: Black smoke during explosion= fuel/combustible/highly flammable substance. Genuine explosions like we are talking about are fast flashes that look like fireballs in slo mo. In hollywood movies, like when the actor is jumping away from the explosion, they are real explosions, but its just a bit of explosives and lots of gasoline bottles. This is also a tactic that insurgents use, they film gasoline bombs going off, in which you will notice lots of fire in explosion, and they rarely show aftermath. Morale is most of the war, which is why they do that and post the videos on sites.
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Trust me, i know what im talking about. 1st vid has a large fireball because of the fuel of the tank igniting. Would be bigger if the tank were an actual enemy with ammunition. Second explosion is about accurate about what a hellfire does when it strikes a hard surface. Real explosions are nothing more than a very fast flash and lots of dust. Only reason you see lengthy flames like that is because of gasoline mostly. http://www.youtube.com/watch?v=B2KKsskpHq0 And this is the gasoline tank of that steel wall exploding? Bad footage. Also, high speed camera slo mo is not a good thing either. In real time, those debris would basically instantly be on that camera. EDIT: Real time footage It appears that the target was without fuel or ammunition to ignite a larger fireball. Bad quality, but it still gives an idea on how hellfires genuinely explode. Hollywood explosion= fireball Real thing (without gasoline)= quick flash of fire followed by walls of smoke.
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Trust me, i know what im talking about. 1st vid has a large fireball because of the fuel of the tank igniting. Would be bigger if the tank were an actual enemy with ammunition. Second explosion is about accurate about what a hellfire does when it strikes a hard surface. Real explosions are nothing more than a very fast flash and lots of dust. Only reason you see lengthy flames like that is because of gasoline mostly.
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Probably because in the footage you have seen, tanks were being destroyed. Tanks have an extreme amount of ammunition and quite a bit of fuel that make for an explosion that easily launches the turret up around 30-50 feet (fuel helps to make that fireball).
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no AA bullet tracer  ? edit: six_tracer incompatible  Interesting, the six tracers work for me. Great work MaddMatt. This has got to be the best all around mod for ArmA.