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PhilippRauch

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Everything posted by PhilippRauch

  1. PhilippRauch

    New community venture announced - discussion

    yeah... SWAT4 had a ingame mod manager .. for example .. right? But i doubt that will be possible in arma due to the whole prefetch or how ever it was called (all mod .pbo are loaded/processed at gamestart) If i understood all infos correctly ... but would be nice indeed.. but using shortcut method is easy already..
  2. i like that NouberNou ..
  3. oa, thanks very much! :p im flattered.. now i even got 'backup'... some very able guys offered already help and now many projects are at a stage where i can actually give those willing hands something to do... there is a lot on the list... M93 (subproject of VIG_Mines) (maybe Hornet II systems too) Javelin TMD (current CBU variants) Stinger MOPMS (uses the same 'remotecontrol' as the M93) SFW (Sensor Fused Weapon, subproject of TMD) .. ... and even some more exploding stuff
  4. M93 Hornet WAM (Wide Area Munition) but you are right too, kinda, the mine has been re-classified as 'munition' since its really more than a mine already... also the others are right with 'sensors' and 'communications' good analysis of the picture.. ;) The munition senses with seismic and acoustic sensors for target specific signatures.. you can set the munition to 'TANK' and 'ALL' for target preference ie it only senses for heavy threaded vehicles or any vehicle above a certain size... (that means no bunnyhop bicycles...) It then turns the upper part into the direction of the perceived target, the mortar tilts and then a skeet warhead is shot in a flat arc over the target. The skeet warhead uses IR and laser to scan for valid targets (ie not destroyed and 'tank' or 'all') ... in the right moment it detonates and fires a EFP from right above the target to attack the weakest parts... This addon is a refined port from my Arma1 project, it worked already like described above ... so stay tuned.. RL: Arma1 ingame:
  5. model refinements and textures thanks to scubaman3d!
  6. Another option for doing work 'twice' would be for me just to have the experience of modelling ... well i mean building models, not that catwalk thingy ... :P That said, my M93 Hornet mine might get an new 'body' ie model, since it was my first and quite 'coarse' and 'rusty' ... Ah and BTT... the Javelin just got a major overhaul on system parts of the SMI ie GUI should be now 'ratio-safe' ... the javelin will also be included in ACE2 as well. That done, the Stinger will be finished as well. It will come in two versions, one with and one without the IFF antenna. You will have to adhere to the RL way of using the Stinger MANPADS ie you will hear if you can lock the target or not. The Stinger will finally be soft-launched like it should as well.
  7. The stepped optics are a local 'magic' trick anyway, so no problems with MP imho (testing pending) Anyway all is intended to be MP compatible to the bone and stable at it. Would make much sense for armour combat without MP and i personally dont care about AI in this project, thats a job for others ;) (hinthint.. its an invitation, if anyone has something to contribute to this project, in the fields of armoured combat, then check us, CASP out @ Dev-Heaven.net ...)
  8. PhilippRauch

    -=/UP-ARMORED Vehicles\=-

    nice work... keep going... very interesting well, i need stuff to blow up with my mine addon... *g (couldnt keep from cracking a joke now...) :P
  9. actually, the T-90 doesnt worry me much, there aint too many either... but thats up to the individual devs doing such things, im mostly here to figure out (how) the good stuff (works). .. all will be good ... :)
  10. thats part of the plan to conquer the arma world in our threaded beasts... *g
  11. No, guys dont worry! Javelin is still active, actually the last video showed the recent addition of a 'crt-lines' effect to the optics of the CLU, but most changes arent visible/showable in a video .. or do you want to see a scrolltext with sqf code on YT? .. nah .. ;) Its just, i do it for fun in Arma and when i dont have fun at one point i just go and search for something i have a mind for at that moment.. i kinda develop my projects in rotation, also they influence each other, for example the Javelin switching optics where sort of the base idea for the turret optics although the approach in achiving it is different (switching weapon vs. switching turrets). So rest assured, all will come to an end and the closer a project is to the finishing line the faster work will progress... :D have fun! PS: music is from raggakings.net
  12. Ok, another try.. i guess my first post got 'diluted' by some 'hick-hack' ... anyway here again, but with some new stuff... ---------- In it you can see a stepped optics magnification in a tank (or any vehicle with turrets btw, a arma first!), like it should, no more 'zoomy-zoom' if i dont want it... there are a couple of ramnifications there but nothing undoable... i will come back to those when i resolved them to my liking... The magnifications in this video are: GPS: 3x GPS: 10x GUS: 1x GAS: 8.2x i configged the minus and plus of the numpad to this and made it to behave like a rotary switch ie you can switch up and down on that above list of magnifications. .. more to come (like GPSE for commander and such..) see my latest Video 'CASP (stepped) Optics' on my YT channel... <object width="445" height="364"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src=" " type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"></embed></object>------ Here a WIP-video of a whiptrap (vc-style) for Arma1+2 ... <object width="445" height="364"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src=" " type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"></embed></object>--- Here from my Project 'VIG_Mines' where i want to create a unified addon-collection for Mine-Countermine Operations. <object width="445" height="364"><param name="movie" value=" name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src=" " type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"></embed></object>
  13. Hi guys! see my latest Video 'CASP (stepped) Optics' on my YT channel... In it you can see a stepped optics magnification in a tank, like it should, no more 'zoomy-zoom' if i dont want it... there are a couple of ramnifications there but nothing undoable... i will come back to those when i resolved them to my liking... The magnifications in this video are: GPS: 3x GPS: 10x GUS: 1x GAS: 8.2x i configged the minus and plus of the numpad to this and made it to behave like a rotary switch ie you can switch up and down on that above list of magnifications. .. more to come (like GPSE for commander and such..) PS: Here a WIP-video of a whiptrap (vc-style) for Arma1+2 ...
  14. sorry wrong thread.. pls ignore.. (damnit)
  15. Lovely! Thanks for doing it, otherwise i would have felt the urge to do that... but honestly it wouldnt be nearly as neat and compleat as your tutorial is! Kudos.
  16. PhilippRauch

    TankFCS & Ballistic (ballisticsComputer)

    Hi there, we (CASP @ DevHeaven.net) already continue development of a FCS based on NWDs previous work for the M1A1, right now we converted all to Arma2 ramnifications and proceeded to add other sweet things to it .. The original system was already able to compute lead and elevation depending on result of laser ranging ... worked quite nice in A1 .. for A2 we need/needed to convert all to new A2 display paradigm and we need to adapt the ballistics tables to the slightly different ammo in A2 .. The BCS in A2 seems not finished yet, same with stabilization... thats whats in already.. maybe thats what your friend meant .. with rightmouseclick you 'stabilize' your barrel on the selected target.. not very clean solution for 'stabilization' ... ;)
  17. Hi, i want to reload my UH60 Miniguns, so addmagazine "2000Rnd_762x51_M134" works fine, BUT only for the Chiefgunners gun, the rightside gun wont get any magazines... how comes and how to change?
  18. Well, i think we have here one of the more complex gameengines around, thus the learning curve is much steeper, add the non-existant documentation of it (well, maybe a bit documentation ;) ) it looks like its mount everest. Modding for any of BI Titles isnt really part of gaming, its rather more like (semi)professional content creation IMHO. You need to learn and understand loads of stuff before anything might work ingame. Please compare it to creation of content with FlashMX and ActionScript! :lecture: If i recount the time i needed to get my humble understanding of the engine to a point where i could do stuff ON MY OWN .. well it should be about 1 year full-time working (counting all together from 2002 onwards). Being really able to work with configs and sqf could be done in about 6 months of hobbyist self-instruction (i.e. trial-and-error) to get into 'modding' for Arma. Excluding ANY knowledge of content creation tools like Photoshop, Lightwave (i just use these as examples since these are the ones i am used to.. or GIMP, Blender, Milkshape or whatnot...). Sure this time 'could' be shortened by at least a quarter, IF there where comprehensive/concise up-to-date tutorials/instructables etc... But even with these it still will be at least 50% trial-and-error for learning this crazy czech game... I wonder when we finally get a Topic called: "Is the community turning into a 'spoon-feed me'ism?" (meanness intended :P ) I am not trying to put anyone off, but i really, BADLY WANTED some stuff inside Arma, so i worked that bitch till it finally surrendered and we both fell asleep hugging... wet and sticky ...
  19. PhilippRauch

    BIKI: Lock wait timeout exceeded.

    For me it seems i cannot access any commands entries... the lists are fine though, but clicking on one command will bring the mentioned errorMsg... 1. Open Firefox 2. Click Bookmark to Biki 3. Click Commands List (all commands listed fine) 4. Click some command 5. Errormsg as above stated (no matter if Arma/ArmaII or VBS2 Commands!) PS: For time being http://www.arma2.com/comref/comref.html works still fine... btw .. download to local place to get best speed! ;)
  20. PhilippRauch

    German 1.01 Patch is final.

    Yeah, but the patch should show some fancy msg, so stoopids like me wont be mentally challenged ... :P
  21. PhilippRauch

    ARMA II Comref

    thank you so much, EXACTLY what i neded right now.. a list of commands on ONE page, so i can photoread them more easily... thanks alot! (BTW i love the new look/game .. it actually runs better on my machine than ArmA 1 did)
  22. PhilippRauch

    OFP + Mumble (3D Positional Audio)

    nice... it positional audio plugin? right? How you do it with some dsound.dll hook thing? We work on something slightly different, controlling mumble/murmur from within ArmA .. sry no OFP :)
  23. Well, using brssebs OFP tutorials helped me too, BUT only after long hours of fiddling, so it works inside ArmA... thats bad for someone interested in doing addons to play/use in the game someone likes. Not everyone interested in adding 'new stuff' is also interested in actually becoming a software engineer before being able to do so. This is where the whole community lacks, since OFP days... everything as to be picked here and there and tried and so on... loads of time gets 'wasted' just by searching the right QUESTION, before that could lead to the wanted answer! Even if the biki is like other wikis, some kind of community work, it lacks some kind of 'garbage collection' or 'error checking' for the most obvious flaws, the standard wiki usage of 'many help all' wont work here since they are just too few 'in the know' to create the necessary critical mass to keep the biki healthy. So all i know know i worked out by myself, since almost all of what i needed hasnt be done or at least hasnt be published so far. At one point i asked for help (since i was too frustrated for too long that the config wouldnt do what i want) and many tried to help me, but in the end it worked out by doing it myself. This is not meant to belittle the others, who tried to help me but to point out that right now you have to put tremendous efforts by yourself to come 'up to speed' with anything interesting inside modding. Not necessarily something you like to do for a hobby. I can totally agree with all, that there is too little UP-TO-DATE informations regarding, especially, config work and general addonmaking ie using BIS Tools. Doing scriptwork IMHO is more a matter of taste or interest, the 'vocabulary' for sqf is there, enough examples are everywhere... anyone so inclined can learn scripting if that person wishes to! Learning by doing is inside (basic) sqf scripting the way to go, its not that hard and wont take THAT long. I am neither a programmer nor did i study ANYTHING in any university AT ALL ... EVER ... so i could be a prime example of ArmA 'vigilantism' .. lol All i knew till this day i worked out by myself, scrounging the web for all possible info sources, as obscure they might be (Like the Biki ;) ). But i also have to confess it would have saved me loads of time and frustration to have, at least for the beginning, something to 'spoon-feed' me, just to be able to digest the infos that are acutally there. There is ATM no real 'comprehensive' collection of RealVirtuality Engine informations! But we need to start somewhere and unfortunately its not any Forums since they are 'Discussion Forums' ie 'Bulletin Boards' which never, ever helped in producing structured information, they are 1a for discussing things and whatnot but little else. And modders aint necessarily good journalists or writers so they have little inclination to write tutorials. I suggest rather ppl with more drive to write and collect information but little interest in modding itself to start and collect and collate the information that is floating around and produce nice tutorials. Maybe then/also modders might put out some more, albeit unstructured, raw, informations that then get 'processed' by others into nice and edible formats?! BTW: I didnt like the dev-heaven look/feel and whatnot ... but now i do work on it with them to make it more 'palatable' for new ppl. Actually its not meant to be the first stop for ppl never into any modding!(at least for now, since we need to start somewhere) I had/have my problems too with the system itself. Anyway they are all nice guys which will help to get interested parties up to speed.. and if they could help/teach me, then im sure anyone else will be able too (read: 'i myself am a dumbass' :P)
  24. Oh, Lulu does games too? Cool ... But i did point many writers to Lulu.com already... most seem reluctant to publish themselves there, albeit its really low/no-risk involved ... if no one buys the product no product will be produced... so only setup time and such will be void. Those i pointed to Lulu, but never went there, talked about selling their product before, but in the end they published it for free anyway... seems so that 'at least someone will read it' crossed their minds ... I dont really understand it
  25. i use zoom.out keysetting on all my movement keys (basically setting zoomout on each movement key)... I use rightmouse button to zoom into it, actually this way it makes it much more immersive for me. It replicates peripheral vision while running/moving about and the concentrated 'tunnel vision' when i zoom in, if i need ... its a bit tedious to get used to, since you might get seasick with all that movement back and forth going on in an engagement, but i really get the feel of shouldering and aiming my weapon this way. I hope i explained correctly... BTT: :cool: Didnt have the G36K have the same HKV? ie scope+reddot ? also i remember that you could remove that thing ie glass broken or water inside to have get to those emergency spare notch&bead ? Anyway many H&K products are quite modular, so i wouldnt wonder if some other variant with even another triggergroup and aiming solution would surface.. You could order your own variant if you buy enough of them ;)
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