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Karaya1

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Everything posted by Karaya1

  1. I have made a very quick and dirty BRDM-2 AA conversion based on the normal ATGM one that ships with the game armed with the ingame Strela missiles. I know it's neither very realistic nor a substitute for a real SA-9 "Gaskin" but should be fun to have non the less. And on top of it the AI knows perfectly well how to make use of its new tools To complement Blufor with a similar asset I've also added a Stinger equipped Stryker. I wanted to stay somewhat realistic and kept the magazine capacity of 2 missiles on the Stryker. To make up for this disadvantage when compared to the BRDM-2 AA (5 per mag) I cut down the magazine reload time for the Stryker (12 vs 30). http://www.filefactory.com/file/79d269/ I recommend using this addon in combination with NonWonderDogs "RocketBallistics"! PS: I'd like to know if you guys would like the Stryker to retain its 2-missile mag with lower reloadtime or a 4-missile mag (sort of like 2 per tube) but with higher reloadtime...
  2. Karaya1

    This game  borders on being a farce.Need AI mod.

    I've found that a mix of Durgs Vegetation Fix + True (Mods & Gameplay) makes the game much more enjoyable as both the visibility in dense foliage is considerably decreased and the shooting dispersion of the AI is altered (no more insta head shots at 300m)
  3. Karaya1

    XtraMod for patch 1.14

    Thanks guys, and Q, yea I dont have one thank you for pointing this out!
  4. *updated* This is a completely new compilation of game changes including my old SAM and Air vehicles mod plus lots of new changes Changes from 1.03 to 1.04 Changes from 1.04 to 1.05: Hope you guys like it! This mod is best applied in conjunction with zGuba's "Compact fix" as well as both "TrueMods" and "TrueGameplayMods" Download-Link (v1.05): Xtra Mods v1.05 Armaholic.com mirror: http://www.armaholic.com/page.php?id=3433 ArmedAssault.info mirror: eprison.de mirror: http://www.eprison.de/files/142/4278 armaBASE.de: http://www.armabase.de/page....id=1353
  5. Karaya1

    XtraMod for patch 1.14

    Btw, if anybody knows why my RPG models get fecked up by binarizing them, please let me know!
  6. Karaya1

    XtraMod for patch 1.14

    No its not, sorry 'bout that... I had to disable them temporarily because when testing the binarized RPGs I had weird things happening (models deforming). So now I've updated the pack with non-binarized xtra_munitions.pbo (still signed though) which works for some reason. Everything else is bin'ed and signed. Here ya go: Xtra Mods v1.05 Dunno what happened there...
  7. Karaya1

    XtraMod for patch 1.14

    It is done, version 1.05 of my addon pack is packed, binarized and uploaded. You can get it here: The most prominent changes in this version: - Brandnew static SPG-9 73mm recoilless rifle for the SLA forces - Also new rockets / projectiles for the M136 & RPG-7 - CAVS compliant values for all 20mm+ rounds / rockets For a full list of changes and class names of the new weapons see the readme in the package or the first page of this thread! A big big thank you goes out to FA DalaiLamar who helped me with the SPG-9 model. Without his work and help this would not have been possible. Thanks man! I also thank HeinBloed for letting me use his GDTModLauncher MLODs for my own new RPG rockets and launchers!
  8. Karaya1

    XtraMod for patch 1.14

    Great news: DalaiLamar just sent me the fixed SPG-9 recoilless rifle tripod. It is 100% complete with its own map icon, firing sound, it has an aiming optic now too and the option of firing either PG-9 HEAT or OG-9 HE-Frag rounds. A big thank you goes to him as it wouldnt have been possible for me to complete it by myself. Now if I can just get by to finishing the TBG-7 rocket I might just release a new version  Â
  9. Karaya1

    XtraMod for patch 1.14

    And another WIP shot, this time from the TBG-7V rocket that I've made building up from the PG-7VR Edited: The UV map error on the tip of the rocket has been corrected. Slow but steadily I'm learning to use this darned Oxygen program Â
  10. Karaya1

    XtraMod for patch 1.14

    Here are some WIP shots of the new OG-7V HE-Frag rocket for the RPG-7 Does anybody have reliable info on the warhead, all I found on the internet was that it is supposed to have a lethal radius of 150m (!!... which I honestly dont want to believe given that even 120 - 125mm HE tank shells dont come anywhere near that (somewhere in the 15-20m region). For comparison, the OG-7V is of 40mm calibre! So if anybody has some useful data please post it here or send me a PM! Anyway, besides this there's also going to be the AT4 HP, AT4 LMAW and TBG-7V (thermobaric) rockets/rounds implemented
  11. Karaya1

    ArmA Addon request thread

    For the RACS Support Urals I would need a talented skinner who's able to convert the tan green skins of the SLA Urals to the desert colour shown above... Anybody interested?
  12. Karaya1

    ArmA Addon request thread

    @zGuba: You mean something like this? Very basic repaint using the desert civilian textures that are already ingame and the Ural Reammo truck MLOD. However as I'm no great modeler and have very few to no experience with Oxygen, I would need somebody to tell me how to get everything on that model to work, for example: - I want to get rid of that BI logo on the side of the driver cabin - Wheels arent turning - Not sure, but I think the lights arent working either So if somebody could enlighten me what/where to do, or even better yet if I could send it to somebody for fixing!
  13. Karaya1

    ArmA Addon request thread

    A Su-25 is already in work by Project '85 Mod
  14. Karaya1

    XtraMod for patch 1.14

    A little WIP report: - DalaiLamar and me are working on a static SPG-9 recoilless rifle which will hopefully hit the battlefield (with HEAT and HE-FRAG warheads) soon. We still need to get the model fully configured though. - Most or all munitions have been tweaked again and are now similar to the latest CAVS values. For example the splash damage and damage radius of most high calibre rounds (20mm and higher) have been increased, no more fooling around with a BMP-2. The 30mm HE round is deadly! - Both the M136 and the RPG-7 will get some new rockets/projectiles with thermobaric warheads. There'll be a "High Penetration" round for the M136 as well.
  15. I'm going to include increased armored glass values for all helicopters in the next version of my Addon (see my signature for the forum link). There's also a lot of other stuff included and I hope to be able to bring forth a working static SPG-9 AT recoilless rifle (thanks to Dalai Lamar's help). Cant tell you how long it will still take but if I had to guess... 1 week
  16. Karaya1

    SPG-9 Recoiless rifle

    Oyman has been so kind as to point us towards the MLOD version of the SPG-9 so hopefully there should be a working recoilless launcher ingame soon...
  17. Karaya1

    Armored Traktors

    LOL, love this addon, even if its a "tad" unorthodox Would it be possible to add another version into the pack sporting a PK instead of the DShKM / AGS / SPG-9!?
  18. Karaya1

    SPG-9 Recoiless rifle

    DalaiLamar and me are both in need of a useable SPG model, the one thats included as an easter egg deep in the Arma files is pretty much unusable and for some reason there is no MLOD of it included in the BI Vehicles&Weapons package. If anybody could supply us with a model then dont hesitate to send me a PM!
  19. Karaya1

    SPG-9 Recoiless rifle

    Thanks for helping me out Dalai Lamar, once you've succeeded in fixing my setup I will also include more types of ammunition (and their respective magazines). Up to now I've only created the basic PG-9 (HEAT) and OG-9 (HE-FRAG) rounds. As the ordinary PG-9 is rather ineffective against anything larger than an APC, I want to include the PG-9N and PG-9NT (Tandem HEAT on the latter) as well! PS: Can anybody supply me with an accurate optics texture!? If yes, then please dont hesitate to send me a PM!
  20. Karaya1

    SPG-9 Recoiless rifle

    I'm also trying my hands at getting a working SPG-9 into the game. Just started my work yesterday on it. Whats done: Basic config work including adding it as a static mount into the game. Ammo, magazine and weapon values are also done! What it can do already: - I can get in and out (although I end up 1 or 2m over the ground when "getting out", no damage taken though) What it cant do yet: - I cannot traverse the barrel and/or fire the damned thing. As a matter of fact I only see the "commanding cursor", no weapon aiming cursor when "inside" the tripod - It ends up 90° turned to the right of where it should be pointed to Anyway, I hope I can get everything sorted out one or the other day, have only had my hands on it for like 1h.
  21. Karaya1

    XtraMod for patch 1.14

    Yep, I will do that for the next release
  22. Karaya1

    XtraMod for patch 1.14

    Thanks guys First page has been updated as well
  23. My addons are signed now and theres a bikey now as well, pls check my addon thread for the new version (1.04)!
  24. Karaya1

    XtraMod for patch 1.14

    * Update to version 1.04 * Download Link: http://www.4shared.com/file/55323882/8d07970a/Xtra_Mod104.html All addons are signed now, package includes server bikey - I hope I got it right, was the first time I did that Anyways, now to the addon related changes: They are mostly fine-tunings of the previous ones, the Vikhr missiles for example now have their real life maneuvrability and should show some (what) realistic snaking movements (no spiralling though). Weapons values have been adjusted, the AI should open fire with long ranged weapons (Hellfire, Mavs, Kh-29,...) earlier now. I've also implemented realistic reloadtimes, based on what I could find in publications, on websites, wiki,... for example: - The SVD is now a real semi-automatic rifle, it had a bolt-action like reload time before - The vehicle mounted M240s and PKs now have higher rates of fire than their man-portable pendants (like IRL) - The M134 gatling both for doorgunners and on the AH6 now have REAL 2000 and 4000rpm modes, no kidding around with these! - The M197 on the Super Cobra now has a cyclic rate of fire of 730rpm (slightly lower than original value) - The quad AZP-85 gun on the Shilka now fires at its correct rate of fire of 3400rpm. I've chosen the lower end of the spectrum to have AI and players conserve ammo. The 3400rpm are more than enough and it only takes the blink of an eye to shred any aircraft to pieces! - The GAU-12 Equalizer now fires at 4200rpm - Added two different fire modes to the S-8 rocket pod on the Su-34, single an burst, similar to what all the other pods have. AI is now using bursts in CAS missions that way! Hope you guys like it, I'm kind of busy with practical laboratory research right now but feedback is always welcome and I will try to implement whatever I can! Cheers
  25. As a little post scriptum regarding server/client handling of my addons: Only those addons that add new units (Air, Infantry, QG, SAM) should have to be running on both sides, the other 2 (Tank, Weapons) however should be good to go even if only one side runs them as they only tweak settings for already existing weapons/units!
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