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Everything posted by PhilippRauch

  1. Hi folks, @ Dev-Heaven.net we formed a project called CASP ( Community Armour Systems Project(s) ), where we want to transform the way armor combat, as it is in Arma2 and create something thats makes usage of tanks more 'lifelike' (think 'SteelbeastsPro') not like in vanilla arma, where they are basically big guns on wheels.. well, tracks .. Topics for the next time for us: FCS + BCS (Fire Control Systems + Ballistic Computer Systems) SAS (Scripted Armour System), includes different Damage Systems Obscuration Systems Stepped Optics Gears internal Systems/Components Loader Position - becomes more important (ie 4 man crews could become a must) Autoloaders (Like in some soviet tanks) ... other stuff ( related to 'Tanks' in general like countermine equipment and such) Basically we work on a M1A1HC model, but this is kind of a 'template', we work on this to develop techniques, workarounds and workflows. So other developers then can copy through our 'template' addon to make tanks 'CASP-compliant' (if wanted). Also we think about documenting each component of the finished addon in a wiki-style tutorial, for easier understanding of our code and configs. Not really step-by-step, its just too advanced for step-by-step tutorials, but a kind of 'how-to' or rather 'making-of' ... anyway .. This thread becomes the WIP thread for CASP, here we post new stuff and where you can give ideas and comments, after release. (Hey, there isnt anything yet to comment) :P ---------- Post added at 09:19 ---------- Previous post was at 09:13 ---------- Media Releases: CASP (stepped) Optics: <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>CASP FCS + CASP M1A1HC <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>
  2. PhilippRauch

    Update FaceTrackNoIR

    Well, i tried it all, in all combinations possible... just the demo, the demo with the api installed before, the demo with the API installed aftewards, FaceTrack with API before/after/without.. to no avail.. one thing that i see, well rather what i not see, is the camera picture window in FaceTrack, or does it come only after starting FaceTrack? Im on Win7 x64 .. i dont know much about it yet, maybe some service thats needed is not starting or has not started before... i tried a logitech and a windows cam with it, all quite new models.. i tried normal and low and high resolutions.. nothing... i only and always get this errror.. http://dl.dropbox.com/u/1026291/FaceTrackNoIR_win7error.jpg
  3. PhilippRauch

    Update FaceTrackNoIR

    thanks, but thats what i am doing for a week now .. anything else.. ? I really tried any combination i could imagine.. i am on win7 x64 .. maybe thats the problem?
  4. PhilippRauch

    Update FaceTrackNoIR

    i get this error, else i would love to use it in arma... Failed to initialize APIScope: Unspecified error any hints, or ideas where this comes from? the api or facetrack or my cam or ... :)
  5. kinda 'overview' over current M1A1 enh.Optics: (just for your information, i wont discuss anything here since all planning is done and set now, i just keep you guys up-to-date with current developments) http://ace.dev-heaven.net/wagn/M1A1_Optics_Enhancements_Ongoing
  6. PhilippRauch


    Now we would need shark defence tools for our downed pilots at sea... ;):P
  7. PhilippRauch

    VF Ladder Addon

    Nice Stuff!! :D .. now please do the same with a rope addon, to rappel off steep walls, too high for ladders.. ;) .. big please! :) (ie placing the anchor point with the view, like the ladders, then releasing the rope down..)
  8. <object width="445" height="364"><param name="movie" value="http://www.youtube-nocookie.com/v/abfZQKSBtu4&hl=de_DE&fs=1&color1=0x2b405b&color2=0x6b8ab6&hd=1&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube-nocookie.com/v/abfZQKSBtu4&hl=de_DE&fs=1&color1=0x2b405b&color2=0x6b8ab6&hd=1&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="445" height="364"></embed></object>
  9. we have a winner.. wld427! .. :P here is your price ...
  10. name it, and you can win one of these ... :P just kidding, its the image of it, going to be a dialog later on ..
  11. now... time for some more actual WIP infos... <object width="500" height="405"><param name="movie" value="http://www.youtube-nocookie.com/v/evxdGlZLgAM&hl=de_DE&fs=1&color1=0x2b405b&color2=0x6b8ab6&border=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube-nocookie.com/v/evxdGlZLgAM&hl=de_DE&fs=1&color1=0x2b405b&color2=0x6b8ab6&border=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="500" height="405"></embed></object>
  12. also .. HEAT warheads explode infront of the target, sending a plasma jet into it ... so outter damage might be absent or appear very slight .. the damage is mostly done by spalling inside the compartments of the tank. so if a hit kills the crew, but does not explodes the tank .. its perfectly reasonable .. Dont believe those hype-videos of the industry trying to sell their weapons *g
  13. *THUMBSUP* lovely cockpit, but do you plan up the texture res smth?
  14. PhilippRauch

    IAWS standard definition

    looks sweetsome, just when do you beta it ? So i as dev, can takealook and then build my models accordingly .. you know, many devs wont like to make stuff for an addon thats never going to be released. Also for testing that my ordnance works on my plane it would be nice to get alook .. But that being said, its a very good idea and i really see forward to it, being used to great extend. (Im quite confident that i will ;) )
  15. yeah, if your at it, do that israeli 'shoot-around-the-corner' gun too :)
  16. remove pilots to somewhere else then exchange model with one thats configged with pilot2 as driver then putting them back in.. i would say right off the top of my (tired *g) head
  17. before you do work twice, i0n0s did smth along these lines already... search at DevHeaven for ION_Lib_Clipboard.rar in this thread ... http://dev-heaven.net/boards/37/topics/show/1091#message-1159
  18. its a nice start.. but unfortunately not yet like the dll trick from kegetys for arma1 was/still is/ it uses some 'h4x0r' trick or whatever to get into some data streams of the software (via dsound.dll or smth) .. there where actually several ways in developement from various ppl and groups.. all trying to get that HLA/DIS style software-interconnectivitiy.. because only this way we will be able to do the 'real' nice stuff... like using databases and pipes, dbus whatever is possible..dunno, im not into this kind of coding .. ;) nice scope panthersfan!
  19. i wouldnt make them separate.. the tripod together with the scope is small enough to be carried by one. If it was a m2 tripod, sure you have to split that weight up on two ppl at least ... I wouldnt bother about making those two separately.. it wont bring much to the overall feeling and is just soo much more hassle. rather have the static scope with a static tripod and a scope 'turret' .. with useraction you pick it up and it just shows as scope with tripod in inventory. You also place it with useractions.. ie its more like a 'pickup-able' static tow without ammo ... and a different model of course ;) and make your carryable scope as magazine class, then add a useraction to CAManBase with condition to check for if the player has this mag class in inventory... this action will then place the 'static' tripod with turret optics and removes the magazine class, which you 'enter' like the metis for example .. this static object has a CAManBase useraction class itself, to pick it up.. ie this action deletes the static obj and adds the magazine class to the player back again. This is a nice project to get started with arma content creation, i would say.. not too much config or scripting needed, actually...
  20. hehe.. we were already halfway through working on such possibilities over at DevHeaven .. albeit it was only for arma1 + armalib.. it was a ruby app that could pipe from arma to other apps.. many nice things would be possible with it (in tests googlemaps was controlled from arma), one idea was indeed to control mumble with it, since that opensource app is able accept incoming data to control its workings ... but then arma2 came .. no armalib2 .. yet :( if you come up with smth useable, i know many who are interested and already, one way or the other, working on it .. this comms control is really to-be-sought-after.. :)
  21. NouberNou.. i love YOU ... :P no serious.. looking forward to precise map reading with that compass.. EDIT:* oh, is the new compass not a object like the vanilla map compass?
  22. sorry, dont know the exact title of the song but its the (accidentially ;)) captured webstream of raggakings.net ... its an Wide Area Munition, ie a automatic sensor driven 'mine' (actually munition) that detects and tracks valid targets with its seismic and acoustic sensor... then it shoots a skeet warhead in an flat trajectory over the selected target and this in turn with its sensors checks for a valid target then fires a plattercharge that shoots and EFP into the target... bam.. done ...
  23. short WIP video of the M93 ingame.. EDIT: Thanks go to sparks50 ... ;) .. im too dumb today... (see his post for video)
  24. well.. i guess the blue suit is blue due to being a training tool... in military the (light) blue markings/colors are for training aids... But the more colors the merrier... i like the dark ones and the yellow ones of course ... ah.. Here is a WIP of the M71 RCU (Remote Control Unit) for the M93 Hornet (HE WAM and later the M131 MOPMS)... this graphic was done by Scubaman3D. It will be the centerpiece of the dialogsystem/interface to the RCU object thats also being modeled. This RCU can (soon) be used to activate, destroy or reset self-destruct times in mines and systems using this RCU for remote control. a few HE WAM versions are done already