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Jezz

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Everything posted by Jezz

  1. its a east german T-55AM2
  2. Jezz

    ArmA 2 Press Coverage

    T-90 and a Bmp-3 or 4
  3. Jezz

    arma bmp-2 screens

    there is a bmp-1 on rahmadi but its a wreck
  4. why not just set it up so that heat is the first ammo loaded that way the ai will fire only heat until it runs out and moves on to the apfsds magazine
  5. Probably the simplest RPO/AT-4 is to replace them altogether with an RPG-7V loaded with a correct PG-7VR(the arma bis one is incorrect) which is essentially the same round as RPG-29 but with a different rocket motor, though im not particulary sure of the of its introduction. Another is to replace it with the disposable RPG-26 or 27 but like the PG-7VR i don't know its date either. On the BMP-1 the real one i beleive it is not cappable of firing any type of sabot(apfsds/apds) due its low pressure gun having a very low muzzle velocity in comparison to a traditional tank gun. Also the Sagger ATGM seems to fly to fast also. [EDIT] AT-3 Sagger 115 m/s (average) 200 m/s (maximum)[EDIT] Please don't think im not happy with CWR i am very greatful and looking forward to future releases.
  6. Jezz

    Vilas' addons

    Russian----Export-------west nick name T-72-------T-72M T-72A------T-72M1------Dolly Parton T-72B------T-72C/S-----Super Dolly Parton The B brought improved FCS enabling the firing of the SVIR ATGM along with impoved armour and new turret
  7. Binning an addon ie the process of converting the model from mlod to odol lod along with cpp to bin if i remember correctly brings performance imporvements, so its not pointless.
  8. Jezz

    CBF Shipbuilding

    kenji says its probably an Ise-class like hyuga http://en.wikipedia.org/wiki/Japanese_battleship_Hy%C5%ABga http://commons.wikimedia.org/wiki....ing.png god its a wired frikin design
  9. Jezz

    Animations

    this may be useful KEY SUSR_ = suspension right SUSL_ = suspension left RWHL_ = road wheel left RWHR_ = road wheel right DRIVR = Drive wheel right DRIVL = Drive wheel left RETL_ = return wheel/idler left RETR_ = return wheel/idler right Tor_L_ = torsion bar left Tor_R_ = torsion bar right the rest should be understandable, you should note kenji wrote this before bis example models were available hence the non czech name selections <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSkeletons { class RHS_T64B_Bones { isDiscrete=1; skeletonInherit = ""; //Inherit all bones from class Car. skeletonBones[]= { "levy predni","", "levy dalsi","", "levy prostredni","", "levy zadni","", "pravy predni","", "pravy dalsi","", "pravy prostredni","", "pravy zadni","", "SUSR_1","", "SUSR_2","", "SUSR_3","", "SUSR_4","", "SUSR_5","", "SUSR_6","", "SUSR_7","", "SUSR_8","", "SUSR_9","", "SUSR_10","", "SUSR_11","", "SUSR2","SUSR_2", "SUSR4","SUSR_4", "SUSR6","SUSR_6", "SUSR8","SUSR_8", "SUSR10","SUSR_10", "SUSR1","SUSL_1", "SUSL3","SUSL_3", "SUSL5","SUSL_5", "SUSL7","SUSL_7", "SUSL9","SUSL_9", "SUSL11","SUSL_11", "RWHL_1","SUSL_1", "RWHL_2","SUSL_3", "RWHL_3","SUSL_5", "RWHL_4","SUSL_7", "RWHL_5","SUSL_9", "RWHL_6","SUSL_11", "RWHR_1","SUSR_1", "RWHR_2","SUSR_3", "RWHR_3","SUSR_5", "RWHR_4","SUSR_7", "RWHR_5","SUSR_9", "RWHR_6","SUSR_11", "Tor_L_1","SUSL_1", "Tor_L_2","SUSL_3", "Tor_L_3","SUSL_5", "Tor_L_4","SUSL_7", "Tor_L_5","SUSL_9", "Tor_L_6","SUSL_11", "Tor_R_1","SUSL_1", "Tor_R_2","SUSL_3", "Tor_R_3","SUSL_5", "Tor_R_4","SUSL_7", "Tor_R_5","SUSL_9", "Tor_R_6","SUSL_11", "DRIVL","", "DRIVR","", "RETL_1","", "RETL_2","", "RETL_3","", "RETL_4","", "RETL_5","", "RETR_1","", "RETR_2","", "RETR_3","", "RETR_4","", "RETR_5","", "Hatch_driver","", "MainTurret","", "IR_Search","MainTurret", "MainGun","MainTurret", "MainGun_Recoil","MainGun", "Hatch_gunner","MainTurret", "com_coppula","MainTurret", "com_gun","com_coppula", "com_IR_Search","com_coppula", "Hatch_commander","com_coppula" }; }; }; class CfgModels { class RHS_T64B { sectionsInherit = ""; sections[] ={"N1","N2","N3","-1","-2","zbytek","pas_P","pas_L","pravy zadni","pasanimL","pasanimP","levy zadni","L svetlo", "P svetlo","RWHR_1","RWHR_2","RWHR_3","RWHR_4","RWHR_5","RWHR_6","RWHL_1","RWHL_2","RWHL_3","RWHL_4","RWHL_5","RWHL_6","RETR_1","RETR_2","RETR_3","RETR_4","RETR_5","RETL_1","RETL_2","RETL_3","RETL_4","RETL_5","DRIVL","DRIVR","SUSL_1","SUSL_2","SUSL_3","SUSL_4","SUSL_5","SUSL_6","SUSL_7","SUSL_8","SUSL_9","SUSL_10","SUSL_11","SUSR_1","SUSR_2","SUSR_3","SUSR_4","SUSR_5","SUSR_6","SUSR_7","SUSR_8","SUSR_9","SUSR_10","SUSR_11","Mainturret","Maingun","com_coppula","com_gun","Hatch_gunner","Hatch_driver","Hatch_commander","IR_Search","com_IR_Search"}; skeletonName = "RHS_T64B_Bones"; class Animations { /////////////// road wheel right////////// class RHS_T64_RWHR_1 { type = "rotationX"; source = "wheelR"; selection = "RWHR_1"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class RHS_T64_RWHR_2 :RHS_T64_RWHR_1 { selection = "RWHR_2"; }; class RHS_T64_RWHR_3 :RHS_T64_RWHR_1 { selection = "RWHR_3"; }; class RHS_T64_RWHR_4 :RHS_T64_RWHR_1 { selection = "RWHR_4"; }; class RHS_T64_RWHR_5 :RHS_T64_RWHR_1 { selection = "RWHR_5"; }; class RHS_T64_RWHR_6 :RHS_T64_RWHR_1 { selection = "RWHR_6"; }; /////////////// Suspension right class RHS_T64_SUSR_1 { type = "translationY"; source = "damper"; selection = "SUSR_1"; axis = ""; memory = true; minValue = -0.2; maxValue = 0.2; }; class RHS_T64_SUSR_2 :RHS_T64_SUSR_1 { selection = "SUSR_2"; }; class RHS_T64_SUSR_3 :RHS_T64_SUSR_1 { selection = "SUSR_3"; }; class RHS_T64_SUSR_4 :RHS_T64_SUSR_1 { selection = "SUSR_4"; }; class RHS_T64_SUSR_5 :RHS_T64_SUSR_1 { selection = "SUSR_5"; }; class RHS_T64_SUSR_6 :RHS_T64_SUSR_1 { selection = "SUSR_6"; }; class RHS_T64_SUSR_7 :RHS_T64_SUSR_1 { selection = "SUSR_7"; }; class RHS_T64_SUSR_8 :RHS_T64_SUSR_1 { selection = "SUSR_8"; }; class RHS_T64_SUSR_9 :RHS_T64_SUSR_1 { selection = "SUSR_9"; }; class RHS_T64_SUSR_10 :RHS_T64_SUSR_1 { selection = "SUSR_10"; }; class RHS_T64_SUSR_11 :RHS_T64_SUSR_1 { selection = "SUSR_11"; }; /////////////// return wheel right class RHS_T64_RETR_1 :RHS_T64_RWHR_1 { selection = "RETR_1"; }; class RHS_T64_RETR_2 :RHS_T64_RWHR_1 { selection = "RETR_2"; }; class RHS_T64_RETR_3 :RHS_T64_RWHR_1 { selection = "RETR_3"; }; class RHS_T64_RETR_4 :RHS_T64_RWHR_1 { selection = "RETR_4"; }; class RHS_T64_RETR_5 :RHS_T64_RWHR_1 { selection = "RETR_5"; }; ////////////// Drive wheel right class RHS_T64_DRIVR :RHS_T64_RWHR_1 { selection = "DRIVR"; }; ////////////// road wheel left//////////// class RHS_T64_RWHL_1 { type = "rotationX"; source = "wheelR"; selection = "RWHL_1"; axis = ""; memory = true; sourceAddress = "loop"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -360"; }; class RHS_T64_RWHL_2 :RHS_T64_RWHL_1 { selection = "RWHL_2"; }; class RHS_T64_RWHL_3 :RHS_T64_RWHL_1 { selection = "RWHL_3"; }; class RHS_T64_RWHL_4 :RHS_T64_RWHL_1 { selection = "RWHL_4"; }; class RHS_T64_RWHL_5 :RHS_T64_RWHL_1 { selection = "RWHL_5"; }; class RHS_T64_RWHL_6 :RHS_T64_RWHL_1 { selection = "RWHL_6"; }; /////////////// Suspension left class RHS_T64_SUSL_1 { type = "translationY"; source = "damper"; selection = "SUSL_1"; axis = ""; memory = true; minValue = -0.2; maxValue = 0.2; }; class RHS_T64_SUSL_3 :RHS_T64_SUSL_1 { selection = "SUSL_3"; }; class RHS_T64_SUSL_2 :RHS_T64_SUSL_1 { selection = "SUSL_2"; }; class RHS_T64_SUSL_4 :RHS_T64_SUSL_1 { selection = "SUSL_4"; }; class RHS_T64_SUSL_5 :RHS_T64_SUSL_1 { selection = "SUSL_5"; }; class RHS_T64_SUSL_6 :RHS_T64_SUSL_1 { selection = "SUSL_6"; }; class RHS_T64_SUSL_7 :RHS_T64_SUSL_1 { selection = "SUSL_7"; }; class RHS_T64_SUSL_8 :RHS_T64_SUSL_1 { selection = "SUSL_8"; }; class RHS_T64_SUSL_9 :RHS_T64_SUSL_1 { selection = "SUSL_9"; }; class RHS_T64_SUSL_10 :RHS_T64_SUSL_1 { selection = "SUSL_10"; }; class RHS_T64_SUSL_11 :RHS_T64_SUSL_1 { selection = "SUSL_11"; }; /////////////// return wheel left class RHS_T64_RETL_1 :RHS_T64_RWHL_1 { selection = "RETL_1"; }; class RHS_T64_RETL_2 :RHS_T64_RWHL_1 { selection = "RETL_2"; }; class RHS_T64_RETL_3 :RHS_T64_RWHL_1 { selection = "RETL_3"; }; class RHS_T64_RETL_4 :RHS_T64_RWHL_1 { selection = "RETL_4"; }; class RHS_T64_RETL_5 :RHS_T64_RWHL_1 { selection = "RETL_5"; }; ////////////// Drive wheel left class RHS_T64_DRIVL :RHS_T64_RWHL_1 { selection = "DRIVL"; }; ////////////// Turret class RHS_T64_MainTurret { selection = "Mainturret"; type="rotationY"; source="mainTurret"; axis="axis_turret"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class RHS_T64_MainGun { selection = "MainGun"; type="rotationX"; source="mainGun"; axis="axis_Gun"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; /////////////// IR search light gunner class RHS_T64_GUN_Search { selection = "IR_Search"; type="rotationX"; source="mainGun"; axis="axis_IR_Search"; animPeriod=0; memory=1; minValue="rad -5"; maxValue="rad +15"; angle0="rad -5"; angle1="rad +15"; }; ////////////// commander coppula class RHS_T64_com_coppula { selection = "Com_coppula"; type="rotationY"; source="obsTurret"; axis="axis_com_coppula"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class RHS_T64_com_Gun { selection = "com_Gun"; type="rotationX"; source="obsGun"; axis="axis_com_Gun"; animPeriod=0; memory=1; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; ///////////////// IR search light commander class RHS_T64_com_com_IR_Search { selection = "com_IR_Search"; type="rotationX"; source="obsGun"; axis="axis_com_IR_Search"; animPeriod=0; memory=1; minValue="rad -20"; maxValue="rad +60"; angle0="rad -20"; angle1="rad +60"; }; ///////////////// Hatches class RHS_T64_Hatch_driver { selection = "Hatch_driver"; type="rotation"; source="hatchDriver"; axis="axis_Hatch_driver"; animPeriod=0; memory=1; minValue="rad 0"; maxValue="rad +300"; angle0="rad 0"; angle1="rad +300"; }; class RHS_T64_Hatch_gunner { selection = "Hatch_gunner"; type="rotation"; source="hatchGunner"; memory=1; axis= "axis_Hatch_gunner"; animPeriod=0; minValue = 0; maxValue = 1; angle0 = 0; angle1= rad -90; }; class RHS_T64_Hatch_commander { selection = "Hatch_commander"; type = "rotation"; memory=1; source = "HatchCommander"; axis= "axis_Hatch_commander"; animPeriod=0; minValue = 0; maxValue = 1; angle0 = 0; angle1= rad -90; }; }; }; class RHS_T64B_SLA : RHS_T64B {}; class RHS_T64BU : RHS_T64B {}; };
  10. The fictional SLA T-64BU is explained in the manuel pdf. In the mid 90s russia scrapped its entire T-64 fleet but SLA also offered to buy a number of them at a cost higher than what russia would have got scrapping them and also agreed for them to be upgraded. zadoff russia aint exported the su-34 or the ka-50 either but that didnt stop the SLA, its fiction mate if you dont like it dont use it. The T-64 is somewhat shorter in length than the T-72 due its 5 clynder boxer which is smaller than the T-72's V12.
  11. no loading the tank with the newest 125mm ammo ie 125mm 3BM46, 125mm 3BK31, RelfexM also note that russian heat ammo tends to have higher pentration than a apfsds from the same era so 3bk31 will still out score 3bm46 this due to a number of factors the main being the size of the autoloader limiting the length of apfsds projectile, this limit is less inportant in building a more effective heat round.
  12. read the pdf manuel the second last page tells how to change the ammo loadouts
  13. Jezz

    RHS Releases: T80 MBT Pack v.1

    thats strange T-80UD T-80U look different to me you should know rhs have moved to arma so theres little chance of any update
  14. Jezz

    T-90

    The T-80 varients have been exported more than the has T-90 T-80/84 = russia/ukraine/south korea/pakistan/cyprus/belarus T-90 = russia/india/algeria
  15. Jezz

    ineffectiveness of aircraft vs tanks

    this may elighten a bit http://63.99.108.76/forums....copters
  16. Jezz

    BI Forum Reconnaissance Game

    sems so
  17. Jezz

    PC Discussion Thread - All PC related in here.

    i think its his graphics card looking at cooler on it im guessing its a 8800gts or gtx and they run bloody hot anyway and are known to run 60s at idle and 70s or 80s when under full load. If Your worried about its temp you can buy or make an additional cooler to blow more air on it from beneath using the pci backing plate as a mounting.
  18. Jezz

    VBS2 Trailer!

    part of me wishes very much that bis/military would have kept vbs completly secret as they say ignorance is bloody bliss
  19. Jezz

    M1A1 Cheese tank?

    that was possible with ofp its just the placement of engine section in the damage lod its nothing special
  20. Jezz

    M1A1 Cheese tank?

    probably just a random idea but i wonder if its possible to build a tank/apc class veihical armour out of sections using proxies. i seem to remeber somewhere that proxies in arma can have gementary models now if they can also have there own armour values it may be possible to improve the armour simulation a bit
  21. Jezz

    M1A1 Cheese tank?

    im not so sure its something communtiy can fix as the armour system is pretty much hard coded and would require fairly massive workarounds or heavy scripting
  22. Jezz

    where is the OFP addon diversity?

    i think there are a number of reasons, 1: Is that offical tools for arma are not yet out so newcomers to the scene would have to do a bit of looking about to discover that its possible to use many of the old ofp ones 2: At the moment alot of the addon makers are old hands from ofp who are normally affilated with team, generally with a military bent. 3: Also most of the odder addons tend to be made by newcomers but addon making compared to ofp is now signifcantly harder. Making it harder for someone just starting.
  23. Jezz

    More Armor to Abrams

    the SLA T-72's are either export T-72M1(most likely) or russian T-72A niether of which are particularly good against any modern mbt. Both the t-72M1 and A versions are essentially the same with notable exception of armour inserts being of higher quality on the russian varients but this is no where near enough to bridge the gulf between it and the M1A1. For that you really need a T-80U or T-72B(1988) aka T-72BM but even then there not fully a match. You are confuseing main gun elevation with turret traverse in your memory i think. Early T-62's had a problem where during the shell ejection cycle the main gun was raised in elevation but the gunner sight was also raised which made it impossible to watch the shot land unless the shell ejection system was deactivated, this was solved on on later production varients by disconecting the gun sight from the guns elevation during the ejection cycle and then relinking the two after it was complete. The T-64/72/80 all had a similar system from the very first production models.
  24. Jezz

    ArmA Public Beta Patch 1.05.5143

    My problem is that in 1.05 i suffered very little of the texture bug but now i suffer it alot, not missing texture but always very low resolution textures right up until you are only 2 or 3m away 2x Xeon 2.4ghz 4096 DDR-II 7800GTS+ 512DDR creative audigy 250gb samsung hd 700w jeantech storm psu XP 64 fully up to date
  25. Jezz

    ArmA Public Beta Patch 1.05.5143

    the feckin texture loading bug for me is now signifcantly worse but performance is smother Oh and can you please let me use my bloody right CTRL key for changing weapons
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