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norsu

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Posts posted by norsu


  1. But an air-to-ground upgrade for them is already on it's way so why not.

    Has it already been decided what air-to-ground weapons Finnish Hornets will receive? There has been talks about Mavericks I think but no decision has been made yet. Nevertheless we'll most likely create air-to-ground variant of Hornet for next version. In the meantime you can add BIS Mavericks using removeWeapon and addWeapon commands in editor.

    EDIT:

    According to Wikipedia, Finns have selected at least AGM-154 aka JSOW.


  2. I tried really hard to shoot things with Apilas but I always missed, but then I realised rockets have no ballistics. They just fly straight, just like in Arma 2. Not really happy with that. Also no backblasts.

    We had some thoughts of more overhauled weapon configs but then decided to make everything work in current BIS level of realism. During OFP days it was really a no brainer to implement new config as OFP really lacked recoil and other very basic things. This way FDFmod for ARMA 2 will work pretty much like offical DLC which is a good thing for newer generation of ARMA 2 players.

    ACE compatibility has not been tested but all our configs are based on BIS defaults so ACE should work quite well.


  3. fdfmod_logo_julkasu.jpg

    FDFmod team presents first release for ArmA 2 + Operation Arrowhead expansion and ArmA 2: Combined Operations. Here's a snippet from the readme:

    ArmA 2 - Finnish Defence Forces Mod v1.0 Readme

    =============================================

    http://www.fdfmod.org/

    REQUIREMENTS

    ---------------------

    Working installation of ArmA 2 and Operation Arrowhead expansion or ArmA 2:Combined Operations. Patch 1.54 or greater recommended.

    ArmA 2 - FDF Mod features

    ---------------------

    - FDF Rapid Deployment Force Soldiers with several variations

    - FDF Special Jaegers with several variations

    - FDF Jaegers with several variations

    - FDF pilots

    - FDF AFV crews

    - FDF firearms and launchers

    - Leopard 2A4 main battle tank

    - T72M1 main battle tank

    - BMP-2 infantry fighting vehicle

    - Sisu XA-360 M2 armored personnel carrier (Patria AMV)

    - Scania R500 truck with ammo, repair and refuel variants

    - Landrover Defender 5D 4x4

    - F-18C Hornet air superiority fighter

    - NH90 transport helicopter with armed and unarmed variants

    - 12.7 ITKK 96 heavy machinegun

    - 10 new Finnish radio voice profiles

    - Custom sounds for FDF weapons

    - FDF: Podagorsk Island (v1.1)

    - FDF:Operation Purgatory campaign (single-player or co-op up to 4 players)

    - Multiplayer missions

    - Soundtrack by Celestial Aeon Project (http://www.mikseri.net/essence/)

    ArmA 2 - FDF Podagorsk features

    ---------------------

    - New terrain to ArmA 2

    - 6 cities/villages

    - River

    - Lakes

    - Railroads

    - About 600000 objects

    - Custom ground textures

    - More dispersed and lower grass clutters

    ArmA 2 - FDFmod Credits

    ---------------------

    Atonic - Models & textures

    Norsu - Models, textures & config

    Blake - Additional models & textures

    MikkoV - Additional models & textures

    SmartDrv - Additional models & textures

    Goeth - Sounds & island

    Kegetys - Advice

    Celestial Aeon Project - Soundtrack

    Radio Voice Credits

    ---------------------

    PeterNorth

    Kuokkanen

    Bruun

    Raunhofer

    Sahuri

    Jarger

    Elli

    Kuik

    Tahvo

    Blake

    Operation Purgatory Campaign Credits

    ---------------------

    Blake - Missions & voice acting

    PeterNorth - Voice acting

    Broileri - Voice acting

    Tahvo - Voice acting

    Jarger - Voice acting

    Kuik - Voice acting

    LDD Kyllikki - Testing

    SP & MP Mission Credits

    ---------------------

    Gorath

    Kuik

    Jarger

    Blake

    Download links:

    http://www.fdfmod.org/wp-content/uploads/ArmA2_FDFmod.exe (USA)

    http://junk.kegetys.net/peili/ArmA2_FDFmod.exe (FIN)

    http://anrop.se/hosted/fdf/ArmA2_FDFmod.exe (SWE)

    http://seed.anrop.se/ArmA2_FDFmod.exe (SWE)

    http://surkimukset.net/mirrored/arma2/ArmA2_FDFmod.exe (USA)

    http://arma2base.de/include.php?path=download&contentid=3287 (GER)

    http://www.armedassault.info/index.php?game=1&cat=addons&id=1707 (FR)

    http://www.gameupdates.org/details.php?id=4602 (Torrent)

    (MD5 checksum 28405daaba9ad27c1ad7aabb6027ffe9)

    Release trailer:

    L3cMEPuiU1c

    Although this is an EXE installer it won't do any registry markings. Installer is actually a self exctracting rar archive so it can be extracted using e.g. WinRAR or 7Zip.

    Installer will also install Podagorsk 1.1 island. Podagorsk 1.1 has been included because it is used in our campaign. If you have previously installed Podagorsk 1.1, it is recommend that you don't run it together with FDFmod.

    FDFmod can be activated using the in-game Expansions-menu. More detailed installation instructions can be found here:

    http://www.fdfmod.org/a2-install/ (retail version)

    http://www.fdfmod.org/a2-steam-install/ (Steam version)


  4. Some bad news. We unfortunately had to leave XA-180 aka Pasi away from the first version. Its interior and some lods are still badly unfinished. (It has kind of become my own little pet project that needs to be perfect :p).

    At this point we want to fine tune everything that is ready or almost ready and make sure things works smoothly. However there's always room for updates and we have something interesting planned already :cool:.


  5. Honestly I think Outerra should be the new engine for ArmA III. It's a planatery renderer that can support vast maps as large as Earth itself. It has huge view distances, it supports flight model planes, realistic vehicles, villages, roads, trees that don't lag up your game and more. This seems like much more of a practical solution then Cryengine 3.

    Outerra seemed groundbraking for me at first until I noticed that all trees are just billboards aka sprites even up close. That will work just fine for flight simulators but not for games that try to simulate ground forces. If however Outerra crew manages to make a very smooth lod system for all kinds of flora I'm sold.

    As for A3 I would take the radical step of removing the current animation based infantry movement. Replace that with something like seen in the newest Red Orchestra videos and A3 will take a giant leap forward in playability and CQB possibilities. IMO the current system simply creates more trouble and limitations than it's worth in immersion.

    Also I would try to remove the clumsy action menu and place most of the actions directly into game world. For example if I wanted to board a tank and get in as driver, I would only need to "use" the driver's hatch and not go through the action menu.


  6. Finnish Helicopter Battalion information and helicopter pilot with NH90:

    Finnish Helicopter Battalion trains personnel needed to maintain flight readiness, to perform service flights for FDF and to give assistance to different authorities.

    Since 1962 all FDF helicopters are based at Utti Air Base and are part of army aviation.

    heko_pilotti_nyyssi_s1.jpg


  7. Cartoony look, why does it matter, its not like they didnt put gore in the game or anything sick so little kiddies would be able to play, all the units are complete with animations and all their own death states pretty damn nice details.

    It doesn't matter the gameplay and like you said the details are very nice. However I just don't understand why Blizzard has to fill all their games with WoW style art whatever their setting.

    Gameplay in SC2 is rock solid and suffers only from lack of basic formations since the AI still likes to cluster into one big blob. This leads to unnecessary macro in my opinion. I'm also eager to see what kind stuff the community will make with the powerful and surprisingly easy to use editor.

    Campaign however is a bit messy. While the missions themselves are mostly very good, the story around them feels sometimes like a last minute addition. It's very easy to break the flow of the story if you don't play the missions in specific order. Story in SC1 seemed more solid and each campaign ending had a clear conclusion.

    WoL campaign ending doesn't really have any conclusion at all and feels like a cheap cliffhanger.


  8. Is it true than you need to be connected at battle.net everytime to play, even for single???

    No. You'll need to activate your Battle.net account by logging in only once in the main menu. After that just log out and play as a guest. You can play at least skirmish and campaign in guest mode, saved games and campaign progress work too. Achievements don't work in guest mode but that's a minor thing.

    And X2 about the WoW look. You'd think that as a major studio Blizzard would have different art styles for different franchises but no. Models with cartoonic proportions and textures that look like they were made with water colors seems to be the big trend at the moment. Some units like the carrier looked better as a sprite FPDR.


  9. Our first release will be for vanilla A2 (should work in OA too). After that OA features will be added. VV2000 won't be in the first release because it's not possible to do the NV scope effect in vanilla A2.

    Can't say much about the release date, I'll start working on my thesis later this year so hopefully before that :).


  10. Also it should be noted that using proxies is very limited. For example you can't place turret proxy on a tank and make it fully functioning. Proxies are only useful for static parts and rotor blades.

    It's easy to make a mistake when trusting proxies too much. Imagine you make a helicopter model that is near the poly limit. Now you also want to make an armed version of it with fully animated door guns. But alas you cannot add them as proxies and you cannot cross the poly limit. So keep an eye on the "poly budget" and plan ahead.


  11. I've got a major issue here so hopefully someone is able to help.

    Basically all FDFmod vehicles cause a quick CTD in 1.07 with no game related warnings. RPT shows the following error with the usual ST point warnings:

    Exception code: C0000005 ACCESS_VIOLATION at 00891EFC

    graphics: D3D9, Device: NVIDIA GeForce 8800 GT , Driver:nv4_disp.dll 6.14.11.8122

    resolution: 1280x1024x32

    (list of addons go here)

    Mods: CA;FDFmod

    Distribution: 1465

    Version 1.07.71750

    Fault address: 00891EFC 01:00490EFC E:\ArmA 2\arma2.exe

    file:

    world: utes

    Prev. code bytes: C0 D9 E6 FF 39 75 04 8B 43 04 8B 80 9C 00 00 00

    Fault code bytes: 8B 78 10 75 25 8B 0D 18 2C BF 00 8B 01 6A 20 FF

    Registers:

    EAX:00000000 EBX:016FDF20

    ECX:016FDEA0 EDX:00000000

    ESI:00000000 EDI:00000000

    CS:EIP:001B:00891EFC

    SS:ESP:0023:016FA650 EBP:016FDE98

    DS:0023 ES:0023 FS:003B GS:0000

    Flags:00010246

    Everything was fine in 1.05 but now only our infantry units and weapons work :confused:. I can see that there's another addon with very similar problems so maybe this is a wider issue.


  12. Is it just me or are they missing the RDF patch?

    That's because they are simple jaegers, not RDF soldiers. Think of them as wartime troops from Karelia Brigade. But don't worry, there will be RDF guys too.

    And is there any plans on making some units in desert camo? I asked this a couple of weeks ago but did not get any answer

    First release won't have any desert units. However OA should be a good enough excuse to add them in future ;).

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