miles teg
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Everything posted by miles teg
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If anyone's interested I made up an updated version of GFX-707's MG42 with improved sounds on it. I sampled the MG42 sounds from the movie "Saving Private Ryan" added the decay from a gun shot sample, and then recorded the sounds of spent bullet casings with a microphone using some 5.56mm cases that I recorded by simply droping them a few at a time. That part simulated the sound of spent casings and belt links ejecting from the MG42. I then eq'ed and mixed the samples all together. It also took awhile to get the sample to loop properly without sounding wierd. Anyways I give full credit (except for the sound) to GFX-707 who did an excellent job converting the model to OFP. The edited versions are at: http://www.geocities.com/miles_teggd/MG42.html If anyone wants to use the machine gun sound please credit me as it took a lot of work to make it. However I hope other addon makers do use my sound for their MG-42's, and similar machine guns based on the MG42. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (John_McClane @ July 27 2002,08:44)</td></tr><tr><td id="QUOTE">"needs to be a way that you can get into the radar room in the back" All you have to do is approach the back of the aircraft and the action menu option to enter the back of the aircraft will appear right before you get to the tail. Am I the only one that has figured it out?? Â <span id='postcolor'> Nah I figured out easily. That was one of the first things I looked for. Apparently people just aren't reading the entire thread before posting, otherwise they wouldn't keep on repeating the same thing about not being able to get in the back. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Munger @ July 27 2002,03:10)</td></tr><tr><td id="QUOTE">Miles, you need wsscod. It's a very simple program that converts wav's to wss'. Just open the wav with it and a wss version will appear next to it. Here's a link: http://www.ofpeditingcenter.com/Files/OFP_WSSprogs.zip <span id='postcolor'> Thanks Munger! Appreciate it! Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NZXSHADOWS @ July 27 2002,03:33)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">This is why I personally am very sceptical to releasing beta add-ons. People will start playing around themselves to fix stuff and we will have 500 different versions of the same add-on. <span id='postcolor'> I totally agree with you.Even if you release a final version of your addon,someone will edit something on it.Becuase they didnt like the way it was.And I think that will make alot of people that put alot of time into something an then have someone change something and give it a new name very unpleased.But what can you do about it.Heres a thought dont share the addons that you dont want people messing with.Cause a read me with "DO NOT EDIT" doesnt mean jack.And while Im at it that DS mod thang about the stollen textures,I think it is wrong for JellyBelly to claim those textures his.If there anybodies textures they are BIS.Just because you spend a lot of time messing with them doesnt mean there yours.What ever textures and model you edit that are from OFP are not yours.So dont think just because you editied something there yours.Like lets say I took the Black UH-60 from JellBelly and put a white star on the textures and claim it to be mine,Would that be right or wrong.Just think about it if you can understand what Im talking about.<span id='postcolor'> Hold on...their's a difference between stealing an addon and claiming it for your own compared to modding an addon and giving full credit to the original as well as the URL to the site where the original version is located at. The problem becomes when credit is not given to the original creator and it's as if they did all that work for nothing. If people simply do not want people to even touch their addons then they shouldn't make addons. But use common decency in giving credit where credit is due and I don't see where the problem is. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (denoir @ July 27 2002,03:06)</td></tr><tr><td id="QUOTE">This is why I personally am very sceptical to releasing beta add-ons. People will start playing around themselves to fix stuff and we will have 500 different versions of the same add-on.<span id='postcolor'> True, but people are going to do that regardless if it's a beta or a final version. But I don't see it as a problem as long as the modified addon specifies clearly where the original is at. At any rate this modification for the engine sound is purely for my own use and for a new release or anything. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (MDRZulu @ July 27 2002,00:30)</td></tr><tr><td id="QUOTE">I just downloaded a good turboprop wav from simviation, converted it, slowed it down, and put it on the E-2 and it sounds pretty good but it was something like 8.7 mb when I was done.<span id='postcolor'> Just curious but I found a sound I'd like to use with it, but it's a .wav sound while the addon uses a .wss sound format. Is there a converter that use to get it into .wss format or do you just rewrite the script in an apporpriate format for a .wav file? (If so what is the script?) Or is it just a matter of substituting the name with the name of the .wav file for the engine sound? Thanks for any info. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (tbone @ July 26 2002,23:59)</td></tr><tr><td id="QUOTE">I KNOW I KNOW, there is a great lokking BHD city on the brand new island called arkopolis it is huge(well not that big but good size) and u can get it from operation flashpoint 1985 russian area(dont know excact website sorry).<span id='postcolor'> Isn't that the one with the SS symbol and the F*K BIS writton on it? No matter how good it is, I wouldn't use such a map. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([76]Chavez @ July 26 2002,16:39)</td></tr><tr><td id="QUOTE">Hmmm, I dont like the sound. Its unrealistic. It just doesnt sound like a MG42. I was very disappointed when I heared it in DoD the first time  But there is a sound mod (or its the map, dont know; I heard it on the Overlord-type map...) for RTCW which is great.<span id='postcolor'> If anyone wants it, I have the MG-42 sound sampled from Saving Private Ryan. I was using it as part of my Omaha Beach landing mission along with other samples from the movie's audio. Just email me if you want it. Chris G. aka-Miles Teg<GD>
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I think its about time we make the lst fuctional..
miles teg replied to Aculaud's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([CCCP]Stalker @ July 26 2002,15:27)</td></tr><tr><td id="QUOTE">In our MOD we want to make a functional LST and equvalent for the Soviets.<span id='postcolor'> That would be cool if you made the Wasp and the Russian equivalent which I guess is the Ivan Rogov class amphibious assault ship. Â Read about it at the below URL: http://www.naval-technology.com/projects/ivan/ Here are some pics of it from that website. Chris G. aka-Miles Teg<GD> -
I think its about time we make the lst fuctional..
miles teg replied to Aculaud's topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Scorpio @ July 26 2002,10:53)</td></tr><tr><td id="QUOTE">well i dont think i have read through the whole topic, but.... If you were to make guns, carrying vehicles, ect. then that would need coding in O2. the lst.p3d is a OLOD format model, therefore it cannot be opened by O2. So i dont think it will be possible.<span id='postcolor'> Yup, better to just make one from scratch.  Something like a  WASP class amphibious assault carrier would be very nice. However something smaller like a destroyer with a helicopter landing pad on the back end would be very cool also.  Chris G. aka-Miles Teg<GD> -
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (K6 @ July 26 2002,12:37)</td></tr><tr><td id="QUOTE">Hey Guys thanks for the good points! I allready made Missions (Swordfish I-III) maby you saw it somewhere! I will try your Mission. Actually I try to collect Information about usable addons. When I said I want to make the best BHD Mission it wasn`t meant as an offense. I just want to make it as good as possible. Like you I´am into this BHD thing a long time. I made a Mission for Delta Force Land Warrior called Battle of Mogadishu......whatever...I`am looking forward to play your Mission... Best wishes K6<span id='postcolor'> Oh nah, no offense taken. Sorry if I came off a bit strong. Anyways, hopefully my mission will give you some ideas...oh...and the ending has incorrect information. Right now I'm waiting for the reworked TJP MH-60 Pavehawk addons to be finished. The Little Bird addons are of coarse out....the SEB Delta Force addon is the best I've seen however I haven't seen any good Army Ranger addon from that time period. There is one in desert fatigues but it was kinda weak I thought as they're not wearing any body armor and I believe the goggles were simply textured onto the helmets. But the hardest part is simply making a realistic looking Mogadishu without turning the game into a slideshow. That is why I'm hoping someone creates a Mogadishu looking city on a desert map. That would allow for MUCH better frame rates! Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (mrukas @ July 26 2002,12:51)</td></tr><tr><td id="QUOTE">a tip is to get the tail rotor failure script from ofpediting centre(if you dont already have it) Â if you want to make the mission a bit more like the movie. well atleast the script maker said so.<span id='postcolor'> Yeah I use that one in my BHD mission. Indeed it's quite good! Definitely adds realism to any BHD mission! Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (xmurderx @ July 26 2002,04:39)</td></tr><tr><td id="QUOTE">collapsing a building on a road? thats very very unconventional warfare. I think this game was made with the intention of modern warfare.<span id='postcolor'> Uncoventional warfare is part of warfare... especially now. Guerilla warfare, terrorism, counter-insurgency ops, and other forms of unconventional warfare are the norm these days if you haven't noticed. But OFP is more then just a mid 80's war sim. It can be much much more. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (rat @ July 26 2002,00:30)</td></tr><tr><td id="QUOTE">jungle warfare often requires rope for river crossings to prevent troops floating downstream in fast water....and as for the collapsed buildings...Col.Klink  has a few interesting ideas...go visithis site<span id='postcolor'> Well considering the fact that you drown if you go into the water, that's probably not a good idea unless you make an addon that makes an instant rope bridge. Better I think would be the "Bridge layer" script/mod I talked about in the recent thread on that subject. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NZXSHADOWS @ July 26 2002,01:52)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Do you see? Â <span id='postcolor'> ITs not about seeing,Its all about giveing a rats a$$. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Though my question is if some of you guys know where to find middle eastern building types and black looking characters? <span id='postcolor'> I havent seen But 1 colored character in OFP.So I would suggest you just make new ones.And if you dont know how than how the hell do you plan to make the Best BHD mission. Solution= Try an team up with other BHD mission makers.<span id='postcolor'> Yup. I know how to do most of the stuff the poster wants and I'm working on redoing my last blackhawk down mission (which I take it the current poster hasn't played) because I found out that the Desert Malden addon doesn't work right on my computer (creates some texture problems with the player and certain units). So I need to redo mine on the West Coast of Malden (although that's not the best map for it) or on some desert island that works well with OFP: Resistance. But the level of work required to do so is very daunting as I'm going to have to redo all my movie cutscenes or least their coordinates and then fine tune the position of units and just do alot of trial and error play testing to make sure things work as they should...in some ways it may be easier to just start from scratch. But to the original poster of this thread...honestly you should know how to change faces on units... it's something very easy to do. Simply type in the units init box: this setface "face33"; or you can use face49 if I remember correctly. Anyways try that. If I remember correctly that's the proper script. However to be very honest with you (again I'm speaking to the original poster) that is the easiest challenge you'll face. If this is your first attempt at a major mission, I don't recommend trying it unless you are very experienced with using modifying scripts and doing lots of nice cut-scenes. If you are and changing faces is just something you never tried, then by all means go for it and I look forward to playing your mission because I do very much love the book and the real-life story. My "Blackhawk Down" mission was by far the most difficult and most challenging mission I have ever made for OFP. It took me months to do which is why I'm dreading doing the Resistance Version for it because I know it's going to be a time hog and I got so many other missions I'd rather be working on. But I'm still going to pick away at it I think and see what I can do. Anyways, if you want to check it out to get a sense of why it was so damn complex, you can download it from the URL on the bottom of my page (it's for version 1.46). However if you De-PBO it and use any parts of my mission (including the voice sounds which I recorded in my home studio), please do the right thing and give me credit for those parts. Oh also I must warn that it only works well on fast computers...(over 1.33ghz or over 1 ghz with a high end video card).... otherwise it is just a slideshow. I am going to fix that in my next version hopefully. I'm hoping I can get a map maker to make a custom "Mogadishu" map for me because the thing that slows down my mission the most is the damn building objects I had to add. By the way, can anyone recommend a good Desert map for OFP: Resistance??? Or is there a Desert Malden map addon that doesn't use that .wrp file or that is compatible with Resistance? Likewise are any of you map builders out there interested doing a Mogadishu desert map? Even if it's just with stock OFP buildings it would be a God send to those of us making BHD missions. If anyone does so, I would involve them closely in the beta-testing of the missions. Anyone who 's played my missions knows that most of them are of fairly high quality. Any takers? I can assist with finding maps of Mogadishu and pictures as well. Anyone who's interested please message me or email me. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (mjpadilla @ July 25 2002,23:08)</td></tr><tr><td id="QUOTE">Hey guys, last time I posted I got bombarded with all sorts of posts saying Jump and realistic buildings is a stupid move. Â Most of you were saying due to some players using the Jump feature to escape bullets. Â I aggree, but...... Please clear your mind and just picture the following: Possible mission: Â I am dropped in a hot LZ, running for cover and finding a good place for my platoon to make a stand on the approaching forces. Â I send my mine carriers to set traps for possible heavy armor or troop carrier. Â Possibly even take out a couple of buildings or make another type of road blocks. Â I send 2 or 3 snipers to high ground, they have to be well protected and hidden as well as having an escape route. Â I set up a small recon team of 2 or 3 as well as flanking re-enforcement. This sounds good, except: How can I have my mine carriers blow up part of the building to collapse on the road? How can I set my snipers to climb to a church tower? How can I give the snipers escape chutes or ropes to get out of a tough situation? Proposed solutions as I said before: 1) Fully and Partially collapsable buildings 2) Jump feature to climb small walls or use vehicles to climb up to roofs of small buildings. 3) Ropes, ropes and more ropes. Â No soldier goes to battle without one. Â They have shovels, ropes, picks, etc. Please, I respect your comments and understand that some player use certain features to cheat, however, if these are in the game, I think OFP would be the MOST realistic combat simulation software ever!<span id='postcolor'> Well you need to contact BIS about all that stuff because they would require new animations and alot of extra programming. Also like someone else said, rope is not a normal piece of equipment for an infantryman unless they're climbing mountains or they are doing rigging operations as part of some type of engineering task or for securing equpipment....oh yeah...and for obstacle coarses. Also I agree with the other poster about jumping. You simply do not jump around with a full combat load. You climb over obstacles. A "climb" command might be cool, but likewise it would require new animations something that you can't do without a very expensive animation studio like the one BIS used for the game. That's why you don't see animal addons and stuff like that. New buildings however would be cool and I look forward to seeing taller buildings and things like police stations airport control towers, ect... Oh also...there is one church that does have a bell tower with a ladder that you can climb up. You can also place snipers in it with the map editor. In resistance there also many buildings that allow you to place snipers on the roof tops and if they have open rooms, will allow you to place them in the rooms with a little scripting and trial and error. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ran @ July 25 2002,23:23)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([76]Chavez @ July 25 2002,23:19)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (mjpadilla @ July 25 2002,23)</td></tr><tr><td id="QUOTE">How can I set my snipers to climb to a church tower? How can I give the snipers escape chutes or ropes to get out of a tough situation?<span id='postcolor'> Simple answer: Snipers never ever are deployed in church towers etc...totally against sniper doctrine <!--emo& grrrrreetz [76]Chavez<span id='postcolor'> you're right a church tower is a real trap for a sniper a church tower is :               - easily spotable               - hard to deploy in<span id='postcolor'> Yup...the first thing any good infantry leader does in a combat zone is observe high areas both natural and man made. Obvious spots for snipers are often shelled heavily or put under a nice bit of automatic cannon or .50 cal fire. If a sniper is spotted in there, like you said, he is screwed if enemy infantry is on the ground below. He'd be trapped like a rat. Normally regular buildings are used that have multiple exits and plenty of places to hide. They are also heavily fortified with sandbags to help protect the sniper against suppressive fire unless it's a hasty position. Also without cover from friendly infantry on his flanks, a lone sniper or a two man sniper team can quickly find themselves surrounded very quickly in an urban enviornment. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Vixer @ July 25 2002,22:45)</td></tr><tr><td id="QUOTE">you cant edit ingame models with OË› and its not posible to have 2 models in 1 or it has to be done with a proxy but i think when you release the back it wont slide of but the game will get crazy and the thing bounces of the back<span id='postcolor'> However you can use scripts to mount one object onto another. The trick however is to get it to turn with the vehicle. Sometimes it works, sometimes it doesn't. A script can also be used to position the bridge section 3 meters in front of the vehicle and to recover the bridge as well. If someone makes a bridge section in Oxygen I'd be happy to experiment with it to see if I can make such a script work. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (.236 @ July 25 2002,01:34)</td></tr><tr><td id="QUOTE">Well, the title says it all. I've done searches in this forum, and no go. Even OFPEC doesnt have anything on it. So those who have made weapons mods, or who can help, please explain how the weapon sight (remember these are NOT the ones displayed in the briefing, these are the things you look through after pressing INS) pics can be changed. Thx<span id='postcolor'> Well, you could always De-Pbo a weapon addon that uses custom sites and then see how they did it. At least that might get you started. Then contact those addon makers for further advice. But yeah it would be nice if someone wrote a tutorial on that. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (nolips71 @ July 25 2002,00:46)</td></tr><tr><td id="QUOTE">u mean like this? <span id='postcolor'> That certainly looks alot better...however there is still something odd about the nose, but I can't quite put my finger on it. Also remember of coarse that there are different versions of the F4 Phantom...so I may be thinking of a different version. I recommend using a plastic model F4 that's designed as a scale replica...that's often a little easier then using pictures where it's difficult to tell what angle the plane is at. At any rate, just keep collecting pics of the F4 and pay close attention to the shape of the nose and just do your best. The rest of the plane looks fairly accurate and very nice. I look forward to seeing this model in the game. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (nolips71 @ July 24 2002,22:22)</td></tr><tr><td id="QUOTE">here is the new phantom for sas mod <span id='postcolor'> Looks good but the nose seems a little bit too long perhaps. I just hope that a USAF version is made also for Wild Weasel missions. Chris G. aka-Miles Teg<GD>
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I just wanted to add that if anyone wants to see what a real C130 looks like (along with pics of troops disembarking from one for scale) check out: http://www.fas.org/man/dod-101/sys/ac/c-130.htm Quakergamers C130 needs a bit of work before it will be a passable C130. Â However I think he should definitely keep working on it and improving it. It just needs longer wings, a better front section (with proper windows and a more rounded nose), and the cargo section should be as wide as a Humvee. It might also need to be slightly longer perhaps but it's hard to tell without a side by side comparison. Â It's very close to being good... just a bit more work on the model is what it mainly needs. I hope that he will not settle for mediocre and that he will put out mods that he can be proud of. His M109 I thought actually wasn't bad at all. Â It looks better in the game then in the pictures...not quite as nice looking as the DKM M109, but still not a bad job. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ALDEGA @ July 24 2002,18:09)</td></tr><tr><td id="QUOTE">Just look what great texturing can do: http://www.lo-mac.com/ss/parked-29.jpg http://www.lo-mac.com/ss/luft_mig29.jpg http://www.lo-mac.com/ss/germ_duet.jpg btw, why is it 20 megs? Never seen such a big addon<span id='postcolor'> That's more then good textures... those models are far superior then the one that Scorpio bought. Compare whole front end section of Scorpio's to those models. Also their tail wings look higher or bigger or something...whatever the case the models in your first picture look much more realistic. Also if you look closely you see the IR sensor in front of the cockpit (that little bulge) plus antennas and little details like that. But the whole front end (cockpit section and nose) are what I think really could be improved on Scorpio's model in addition to better textures (especially on the nose and rear of the aircraft). I also was wondering why the addon file was so huge. The thing about huge addons like this is that if they aren't extremely good, while I back them up, I don't keep them active on my addons folder because they simply take up RAM memory space that I could use for half a dozen or more smaller addons that are far more useful in my missions. The Tornado was worth it (although it needs fixing also), but this one...I think needs some more work before it stays in my folder...furthermore it also could use some animations like on the flaps at least. But like I said earlier it's a good start and has a lot of potential I think. Chris G. aka-Miles Teg<GD>
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (bigpoppa @ July 24 2002,17:39)</td></tr><tr><td id="QUOTE">back to topic: I like the model and the textures! But I've got following problems: 1. If I place the MiG into the editor and make preview it takes a very long time. It happened not with other addons with this filesize. After loading it, OFP is running smooth. 2. If a MiG is destroyed, then I get a real slideshow! But in the Ingame Menu the Cursor is moving very smooth. Really weird. What I really like about the MiG: It stands a chance against the ADATS! Well it even has an advantage, as it can lock on it, long before the ADATS is able to lock on the MiG.<span id='postcolor'> I have similar problems. Previewing it is ok...not too long to load, however like you when one of the Migs crash the framerates turn to crap and I get a "slideshow". I thought my computer was going to crash for sure when it did that. LOL! So anyways, something's definitely wrong there...also like the Tornado, it won't land correctly on Nogovo...although I'm not sure if that's a problem with the map or the addon... I need to test that by landing on Nogovo with the A10 and Su-25. Other things I don't like about the Mig-29: (Take this as constructive criticism) 1. The nose looks funny. The cockpit I think needs to be a little higher or something and the nose definitely needs to be reshaped a bit. 2. It's missing the little IR sensor just in front of the cockpit. 3. The air intakes look rounded when on the real thing they are not. 3. The rear engine exhausts/afterburners look nothing like the real thing and have funky textures. I'd rather they not be textured to look like they have their afterburner on all the time, because it doesn't even look like an afterburner turned on... instead it just looks wierd. 4. The landing gear "up" command disappears when I take off so I wasn't able to raise the gear once I took off. Also it was very difficult to take off...I actually went off the runway and "bounced" up into the air. _ Ok now things I did like: 1. The sound ROCKS! While it's not as good as the jet sound in satchel's sound pack (which I think is the best I've heard so far) it's much better then the original BIS jet sounds. 2. I like the weapons loadout. Nice combo of AA and air to ground weaponry. 3. The AI fly very well and do some nice strafing with rockets. 4. The handling in the air is fairly stable. Not bad at all. 5. It survives AA defenses better then the Su-25 Frogfoot. 6. The tinted canopy is cool (although I'm not sure if that's very realistic). Also the interior of the cockpit looks good. Overall I think this addon is a good beginning, but I hope you continue to work on it to get the model looking better then the original my modifying the nose and air intake and improving the textures a bit. Oh...also... it would be nice to ask the G8 guys if you can use their gattling gun sound that they use in their AMX and Tornado addon. That gun sound would authentic to how the Mig-29's cannon would sound (the Mig29 also uses a gattling type gun if I'm not mistaken). Chris G. aka-Miles Teg<GD>
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In case it went under everyone's radar, GFX-707 released a SA-80 as part of his Bunker pack#4. It is a little bit rough looking on the first person view, but it looks MUCH MUCH better then the older non-Oxygen SA-80's such as the ones used in the BIB Royal Marines/paratrooper addons. Also...there are serious bugs in GFX-707's SA-80. 1. The soldier's damage level is 600...he's like a tank. 2. He used the wrong scope (the M21) when he should have used the red dot scope which is made for that type of ammunition (even if it doesn't look like the real-life scope at least it's accurate). 3. The soldiers engage the enemy with full-auto fire. The result is that they fire high and miss the enemy entirely, while they get slaughtered by the enemy soldiers. But other then that it's a good addon. At least it actually looks like a real SA-80 and the pistol grip sits in the soldiers hand properly. Also a friend of mine fixed the bugs and sent the rifle bug fixes to GFX707 so hopefully he'll incorporate those fixes into the next update of the weapon. Anyways with the fix the SA-80 functions superbly. Now if only BIB would fix it's British soldier units cuz they all appear in Resistance as medics with big white arm bands. Oh before I forget his SA80 by the way is available as part of the bunkerpack#4 at: http://www.fortress-ofp.com/ Chris G. aka-Miles Teg<GD>