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Everything posted by rip31st
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
When our wonderful friend Burner created the horsa he used a transparent background on the texture. Â Anytime you do that you're gonna be able to see through it. Â Especially the darker or later in the day it gets. Â I do have it on the list already a few pages back. Â So it will get addressed soon. UPDATE: C47 fix is uploaded. Just waiting for my friends at Armaholic to look in their que. Â Then it will be available for download. -This fix addresses the nonconformant texture and makes it conformant with industry standards. Â My apologies to those out there that were having issues. -This fix also adds a cargo position next to the pilot so the pilot no longer rides alone up front. -This fix also places crew in their proper spots so they appear to be riding where they are supposed to be. -This fix also removed the flickering surface on the tail of the C47. As soon as it is up, I will post download links in the appropriate places. Thanks again for your patience. **IF YOU DON'T WANT TO WAIT FOR THE FIX YOU CAN DOWNLOAD IT HERE: Rapidshare C47_fix.zip -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Yes! Â Gliders are experimental at this point. Â They can be moved. Â They shouldn't be able to fly on their own ( my bad) lol. Â I will change some parameters to fix that. Â Thanks for the heads up on that one. Â I didn't know AI could take off with them. Â That's kind of funny. We were playing on the ww2warefare server. Â I had a ju52 hooked up to a Gotha. Â Inside of it another player was piloting the Gotha - Full loads of AI. Â When I released him at about 200m he dropped like a rock. Â I was laughing very hard. Â So funny. So I gotta get with mandoble on the hitching program to see if we can come up with a better way. Â The hitching only works with the ww2warfare mission. The c-47 engine texture is the problem. Â I will fix it and patch it up later. Â Hopefully this gets rid of your ATI headache. So the great debate on weapons start! This is good! I will post all weapons values soon so we can hash out a formula and a system. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Oh the sight is off. Â Yes we know that when you fire, it's off to the right. Â That is on the list. Â I believe its on a page or two back. Â Thanks for the screenshot. The problem exists for ATI anytime you mix a non-conformant texture. Â You finally ran into one. Â Don't worry about it. Â We will have it fixed for you very soon. Also the helmets are on the list already. Thanks though! -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
The texture error you're receiving is due to ATI. Â I will support fixing it. Â The problem occurs when ATI attempts to buffer what it considers a non-conformant texture to memory. Â For some reason ATI has issues handling textures. Â The error you're seeing with the C47 has to do with texture size. Â Your ATI card doesn't support anything but 16x16,32...,64,128,256,512,1024 and so on mapping. Â I would seriously try attempting to download ATI's latest driver set and give it a go if you haven't already. Â Momma told me never to buy ATI...now you know why. I remember a day when I had ATI...one thing I didn't like was the gamma. Â Always on the dark side. Â \ Getting back to the tanks...the gun aims sideways? Â Which gun on what tank? Â Or is at all the tanks? Â Do you have a screenshot to help explain what you're seeing? Â It would help me out help you out. -The tanks to the ArmA engine have odd crews. It's difficult to explain. To get the hull gunner to work, I had to trick the engine into thinking it had two commanders positions...but not really. The regular arma has three positions: driver, gunner, commander. There is no such thing as a hull gunner to ArmA. It took quiet a while to work that out so people could have that extra turret. Especially a hull gun or bow mg with limited movement. I'm not sure what you're seeing when you hit "T" ( teamswitch ) or "F". None of the planes are complete. Â I know the lancaster has a nice view looking back at the moment. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
This pic is Omaha beach. It's the Vierville-sur-mer gap made famous by german machine gun nests and concrete re-inforced bunkers on either side of the gap. Â Collerville-ser-mur is where the cemetary/memorial is just to the east of there. Â It's the spot where The U.S. Army 29th Division 116th Infantry, and 2nd and 5th Rangers Battalions landed on Dog Green sector of Omaha Beach, below Vierville-sur-Mer on D-day at the west end of the beach where nearly 3,000 American's lost their lives in one spot. Â Despite popular belief and what some movies have shown, there were actually quiet a few homes right down by the seawall. Â They are clearly marked in the map below. You can see in the map below the gap is made clear. Â Also the tide is in and all the obstacles are clearly marked. Â In the map I created. Â IF you look closely. Â You can see I attempted to model after the real world with what variables I have. Â I admit I'm not satisfied with some things like the angle from the beach to the sea wall as it's nearly flat in real life. Â In the next revision of the map that will be out in a few weeks - that area, the beach that is, will be a bit flatter. Â I did get the hills right though as they are rather steep. Â Once again, it's a huge map on a 150m terrain grid. Â That means you move a point and 75 meters all around it move. Â Tough to model small relief in a big map. Â I can't achieve the nice rolling terrain you would see on a much smaller map. The intention of the map is to play a versatile universal role for small missions to large campaigns. Â Also hopefully the mod will stir other addon makers to provide the community more maps and equipment. Looks like the stir has begun. Â I believe many of those bunkers you see there are the work of Johns_art who is providing his work to the mod. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Imagine squares. Â If you place a man in your editor and intialize him with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this exec "camera.sqs" And press your page up keep and then pan down once you are far above the ground. Â You will see how the terrain texture grid affects the map. Â The terrain texture grid is 150 meters in order to generate such a large map. Â What you are looking at when you are looking at those blocky squares is one pixel of a 2048x2048 resolution drawing that makes up the satellite image. Â If I take that green pixel and move it one pixel south, the entire hill becomes a sandy beach. Â We talked about that for about a week and debated whether to make that hill a sand dune or not. Â Then someone gave me this: The hills are green and have some foilage. Â I know it wasn't exactly like that in 1944 after it was bombarded and hammered with Naval guns for hours. Â More like a muddy mess it was after that. Â But the problem with that is how do you make one pixel cover that entire area and make it look decent with mud? Here's a quick shot of what you're talking about ingame. Â The Ortego like objects you see there are to simulate a sea wall that was there in 44'. Of course I do take ideas and input. I thought about creating a sea wall model that was a bit more realistic that you could punch holes through with explosives. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
It is possible. The R667 bunker is a small example of it. The max size for an object like that wouldn't be very big. Maybe 100 meters square. But you could make a series of models and place them on the map. The map will have relief added to it. That means means alot more hills and valleys. -
Good work John! Myself and John talked a little bit ago and I will be adding a hull mg for it, some sound for the gun on it and putting up on the mod.
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
Yeah uploading the patch now. Â The terrain is very flat. Â I will add relief to it, more trees and objects. Â You can probably expect to see a map patch in the next couple weeks. As for smaller maps, we may look into that in the near future. Â There are other maps the same size in work right now for phase 2. ATI PATCH UP: @31STWW2_path1 over at Armaholic ATI users let me know if you have further problems. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
OKAY just tracked down the ATI problem and will have a fix for you in a few hours. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
ATI users testing the beta have found: -C47,Sherman, jagdpanther & pz4h cause CTDs' with ATI video cards. Looking into the issue. Other issues today: -Horsa glider is transparent, texture will be filled with a background color. -pz3f turret coupola moves, should stay stationary with turret. Let me remind folks the term beta means initial release. The intention here is to route out all the bugs and things people don't like in the form of feedback. I personally welcome the critisism as it lets me know how someone feels. Thats okay! I knew from the get go some would be happy while others are not. I expected other mod makers to come in call this trash or garbage long before the release. That's just how some are. I'm not worried about those types as I take that with a grain of salt and you're never gonna please everyone. People need to realize we aren't shooting for accuracy/detail of the equipment. I could do that for you but that would have meant the beta would have been a lot longer time coming then a little under 90 days. Try a year. lol. People have been anticipating WW2 for a long while in ArmA so there you are. I think I have mentioned also I'm in NO contest whatsoever with any mod maker. I could care less. To me it doesn't matter who king of the mods is, or who is superior in respects to modeling. I'm here to provide fun for those who are on the same path as I am. I think I stated that many times before we are going for playability. Someone said in a nutshell "You think you see a tank on the horizon...poof you are dead! Did you see that rivet on that tank out there? Exactly. Playability. That bout sums it all up. We are working hard to resolve issues so those that can't play can. On that note there is only one mission yet for this mod running on my server. People are welcome to take the mission as do as they wish with it. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I'm aware it's an ATI issue. Looking into it today. Are those the only two vehicles that cause the issues. I would try to spawn each vehicle separately ito the editor to see if there is more that have "ATI" issues. I want everyone to have fun. So I will make this top priority to fix. We did have several people playing yesterday on the german side without any problems. There were shermans present but not C47's. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
10 to 15 rounds per minute for the 5cm KwK 37 L/60 and KwK 38 L/42 on the PzKpfw III So roughly 5 seconds. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
So far the feedback has been great! 99.9% Are pleased with the mod. I'm not, so there will be a lot of fixes. Someone mentioned we are doing a mod all about "Normandy". Well it's just a name for the mod. I think I've stated that a few times prior to the release the vehicles and such aren't from the period. That's okay Some people didn't read the WIP thread. AT some some we will release a package. The first one in a series being "The Pegasus Bridge". This will feature historic equipment. We have two historians all over it. PitPines - Love your feedback I agree with your input. The following will be addressed: -Pz3f reload time will be researched -Sherman m4a4 gun sound is horrible, will be replaced -The Tiger One's main gun is too quiet and will be adjusted -Inf weapons need more dispersion. The MP40 and Tommy's do. Some of the others like the mg34, bar and mg42 have too much. -Also Some vehicles such as the 88 have crew that don't die from fire. Those will be fixed. *AS stated before, other mods are not compatible with this one. We have to give other addon makers a chance to create specific addons for this one. I would like to add last night I had a blast with my Aussie friends! We played for about 5 hours. The first time I have actually played in a while. I'm totally pumped up now! So on that note I'm not happy with the sights on the Kar 98S. They are a bit off and the weapon appears to fire from a lower quadrant on the screen. This will be fixed too. Some of the tanks have a very high db rating in their sound profile. They are too audible, so those will be toned down. The dead vehicle "sway" or "rocking" motion as we call it can be rather annoying. This has to do directly with that same db rating. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I may have an interum solution for all of you fixed-horizon-in-3rd-person haters. I've been working diligently on a improved 3rd person camera tool that allows the 3rd person camera's orientation to be fixed to the vehicle's orientation instead of the horizon. (It uses quaternion rotations... Â loads of fun! ) The tool is easy to use (toggles on a key) and works great. Â After playing around with the tool in the editor, I find myself consistently amazed at just how bad ArmA's default 3rd person camera really is (and how badly it makes ArmA's flight model appear to be when in reality ArmA's flight model is actually pretty good.) For 3rd person gunner views, I've got the camera rotating pivot-wise with respect to the gunner's head instead of the vehicle center... so you can actually see what you are shooting at in 3rd person! Â In addition, having the camera oriented with the vehicle (vs horizon) allows for much better aiming while on slopes. Â (i.e. Ever try in vanilla to shoot from a vehicle on a hill in 3rd person? Needless to say it dosen't really work.) If there's interest in my improved 3rd person cam tool, I can accellerate production (it's fairly close) and try to get it out soon in an attempt to help people out who hate the fixed horizon thing and are stuck flying that way atm with the WW2 mod, due to no cockpits. Yes! Â I'm interested! Â Sign me up! Â Â Oh wait, that means if you sign me up, you sign everyone up! Â I glanced around today at IL-2. Â I played that game a while ago. Â Looks like its still the same. Â I do like the cockpits. Â We are currently working on some. Â I took a look at the us cockpits site someone gave a link for. Â Very good reference site. Â Hopefully we can come up with some nice interiors. Lots of people are helping out. Yes I did a good chunk of it. I've had a lot of people thank me for my efforts and I appreciate it. BUT VILAS! You can help us out! The grenades! Still can't get them to work properly. Maybe I will send you the config file and you can take a quick look at it. I wanna throw some potato mashers in multiplayer! thx! -Rip -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
UPDATE: WW2WARFARE is now running on the 31STWC.COM open 1 server. This is a beta release of this mission. It is buggy. The airports do not work properly. Please read the mission briefing for details on how to use this version. Mission makers may take and modify this mission to help resolve some issues or make improvements. Russians are the resistance and they operate with Allied equipment. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
UPDATE: Gathered a list up from both Armaholic and BI forums...All these items will be addressed. Please keep in mind its been 24 hours since the mod has been released. Plus the mod had a short development stage. **Ww2warfare is not currently running on the server. Joining a regular server with the mod in your startup may cause issues. - The warfare mission was not included in the pack. -Please do not use other mods with this mod as they are not yet compatible. Give addon makers the chance to develope their mods for this one. -Planes did not come with cockpits or indicators. Those are in work. Several people have mentioned they got vertigo without the use of a horizon indicator and crashed their aircraft. I am on your side! The planes need them. Also we need input, screenshots of WW2 cockpit gunnery sights so we can get a grip on what we need to add there. -The lack of foilage - This map is absolutely huge. Placing object on the map is a delicate balance between the map and what gets placed in the mission editor. ArmA's engine limits it to 1,000,000 or so objects. There are over 500,000 at the moment. When you start to reach into the 600,000 object range, a lot of systems have issues handling it in their memory. We know we could easily take the time to add more. Which we will. But one thing is for sure. Everyone wants a version of "warfare" to run on this map. We want to make sure we don't overload the map so we can still use that mission. The map's intended purpose is to provide an all around versatile map that will allow large scale scenarios that use the entire map down to small scenarios such as a hilltop battle. IT is highly unrecommended to use any setting in a mission that would remove the clutter as the map doesn't look very good without it. I think mission makers should take that into consideration. One thing that has been mentioned about the map is it's lack of hills and rellef. We will add more to it. As you know in real life a lot of the area we are playing on is flat farmland. BUT not this flat. We understand as that will change for you. The terrain grid is on a 150 meter system. That is why it may appear to be blocky or the hills may have sharp edges. Smaller maps make smoother surfaces -Just an Arma engine limitation. We will add more random objects here and there so it doesn't seem so bare in spots. -There is a house in the middle of the road in the town of Carentan. -There are no forifications on the beaches. This is left up to the mission makers to place them dynamically through the editor. **We did some multiplayer testing and found several issues that will be addressed later.** -Found one of the US infantry with a camo helmet lacked textures. -The Vilas infantry lack the proper configuration for throwing grenades. -The M101 105mm howitzer has german sights. - MODS other then this cause some big issues in multiplayer including serious LAG! Please do not use other mods with this one until specific addon mods are developed for this one. -The pz3f and m26 have two road wheels that dont rotate around their proper axis. -The WC51 dodge has a wierd rotational animation that passes infront of the drivers face upon acceleration - looks like two post-it notes moving up the screen. -Willy's Jeep can carry multiple passengers but only two are visible. -Get in position on the Ju52 for the cargo passengers is at the front, should be placed in the rear. -Seating on the JU52 & C47's aren't properly positioned for the passenger cargo. -The tiger tank road wheels on the right side appear "hollow". Infact they are. The faces will be reversed and fixed. -Sparks50 had a graphic glitch that was probably associated with the compression of the file. It was over 700mb to begin with and you can download it under 300mb. I would suggest if you are having graphic's errors to re-download and re-install. We tested the mod on several video cards of the ATI and Nvidia variety before the beta release. -Sound - Some vehicles values for their db are too high which cause them to be audible over large distances. -Telix mentioned the dispersion rates on weapons. I need to know which weapons specifically. During multiplayer testing people mentioned the machine guns dispersion was too high and they couldn't hit much beyond 300m. -SLX mod is not supported. -CTD's if there are any would possibly be caused by switching positions internally in a vehicle. I need to know which ones those are. -Pressing"F" or "G" shouldn't cause a CTD. I would re-download and re-install. Again the compression rating on the file might have done something when it comes to the download. -RCB Jeza mentioned he CTD when trying to use the Sherman. Could you try it again and let me know exactly what happens. -Aqu mentioned when he flew over Calais there was a p3d something missing. I'm not aware of any p3d models missing. This may be caused again by the compression of the download. Try re-downloading and re-installing again. This may correct the issue. There is a known missing texture on one of the buildings in Calais and Canterburry that will cause a "pop-up" error stating the texture is missing. -MadRussian mentioned the rolls rates of the aircraft, good feedack! We know there is an issue there as we had a difficult time getting the larger aircraft to turn without being a tortoise. The larger aircraft like the C47, JU52, Lancaster & others have similar geometry as the fighters do. I'm not satisfied with that as well. It was either have a bomber that can turn on a dime or one that stalled and crashed when turning. Of course this will be addressed after we come up with a fix or compromise on the aircrafts flight dynamics. We all know ArmA isn't the greatest when it comes to flight simulation. -Turret turn rates are based on the slower WWII turrets of the era. IF they are too slow then we will speed them up. ArmA's engine limitations keep us from keeping the turret in place when the vehicle turns. Arma's engine has a built in stabilizer. -dengibtsschon mentioned an error code about a texture size. What size did the error mention? We attempted to stay conformant with a 2048x2048 texture on most vehicles. There are a couple OFP vehicle conversions that use various texture sizes. IF you could be more specific, maybe I can help. Tell us what happened with what vehicle. -The damage system for the WW2 mod is completely different then ArmA's for the vehicles points, the weapons damage points, etc. We need to establish a base line for all the vehicles and a formula to accompany it. As previously stated before the mods release there is no rhyme or reason on how it's currently set. We are looking for feedback in the forums to address the damage system. Some people complained about trying to shoot down other aircraft and that they had a difficult time or couldn't do it at all - we are aware of it and will take care of that. Thanks for the input so far. We look forward to addressing these to make a better gameplay experience. -Rip -
First off I want to say "HI" to all those out there.  I haven't been in the community very long.  I just bought ArmA back in Feb this year and found out it's versatility.  I'm a World War 2 fan.  Love WW2 stuff.  So that's pretty much what you're gonna get from me.  I'm in a squad that's existed online playing several different games mainly focusing on the WWII type games since 1995.  I wrote a WWII realism mod a a flight sim and took it to a certain company in redmond,WA but they told me then "Online multiplayer gaming isn't popular, so no thanks" - heh that was back in 95'. We came to ArmA because we noticed it's diversity and open source.  We just got fed up with waiting for months to pass from our last game's developer before a patch would be released that might entail one vehicle.  Plus the graphics were ancient from the 3D engine they were using.  So here we are. I searched and searched and couldn't find much out there for WW2 in ArmA.  I've seen a lot of stuff for OFP for it.  I've also seen a bunch of youtube stuff portraying WW2 with Arma's current equipment.  I'm aware there are others out there making WW2 stuff for Arma right now, but my patience for wanting to play it now has grown thin quickly!   I'm sure you understand. LOL.  That said... I started back in the beginning of June and made some models and a VERY large map.  I've also re-done some evolution and warfare type missions.  Some of you may be familiar with "31ST ALL OUT WARFARE" running on our server.  So pretty much a jack of all trades. * Now we are not trying for beauty points.  We are shooting for gameplay and functionality.  We aren't trying for model accuracy either as time is an issue.  Fun is the goal.  Some models and bugs, some don't look that great.  Art is not my forte.  ArmA Map makers can appreciate stretching a 2048x2048 pixel image over the area of a....well...errrr "HUGE", "SCAREY BIG" area and trying to make it look alright.  Some people may notice that and be critical of it.  But I've surrounded myself with people in my squad that aren't.  So no worries there. 31st Normandy mod -WW2 Features: -Large scale map - 23,592 square Kilometers! (yeah thats huge)  Map tested and is stable. -Map features: 50+ towns many of which were modeled from WW2 photos ( No they aren't perfect and there's not a lot to go on in some of these towns ).  Terrain & topography from NASA's space shuttle radar imaging. -1 easter egg -Vilas WW2 Infantry ( with permission of course ). -rip31st vehicles(none complete yet):  -LMC(3) Higgin's style landing craft  -Hawker Hurricane MK V  -Panzer 4H  -Jagdpanther  -Sherman v -Other vehicles planned to be modeled before initial Beta release(planned):  -C47 troop transport  -Ju52 troop transport  -Cromwell tank  -BF109(x) -Several more vehicles to be added later(unplanned). -Panzer 2 -Panzer 3 -232 -stuarts -M10 -Tiger -B26 -He111 -spitfire -P51 -FW190 -Obstacles and trenches later to come. -And more open to suggetions... -Multiple multiplayer missions -Campaign based scenarios -Story driven single missions -Warfare CTI type missions -31st WW2 -Missions that play out real WW2 battles and operations such as:  -Operation Overlord  -Operation Neptune ( including pegasus bridge )  -Operation Goodwood  -Operation Charmwood  -Operation Cobra  -Operation total ease  -And many more ops...etc,etc So far with what we've already got there's a ton of fun to be had, but that's to come soon to the public with a few more vehicles and minor map touch-ups.  The map is big so it needs the transport vehicles to make it happen before we can realistically start testing. People seem to fret with big maps because of the lack of gameplay going on and travel time.  But this map is so versatile because of it's size, its easy to play out several different types of scenarios which don't have to cover the entire map: In-Town scenarios, town VS town fighting.  Wide open expanse tank type battles, large scale air battles.  Everything from small scale tactics and large scale strategy.  Many different towns and missions to play out. The squad status tab will be included in some of the missions to further refine control  of AI. Think of the possibilities.  You could play everything from a quake type shoot em up to a long lasting several day campaign.  Everything from Airborne assault to a furball.  You could command a panzer division while HE111's are leveling Cantebury.  Whether it's for the person who likes to log on for 15 minutes or 5 hours at a time, we will have something fun for you.  OR someone that likes the teamwork aspect or going solol.  That is if WW2 is your kick. Now some of my squaddies seem to think we've bitten off more then we can chew, but since June, that's only a few month's I've popped out a bunch of equipment and made a respectable map.  They were suprised to see how much I've done in such a short period of time. Anyway onto the pics. Anything and Everything you see is subject to change and isn't final til I say. LOL The screenies aren't high quality.
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
There is a US soldier with a white "camo" helmet that is missing textures. Such a nice helmet to be running around with white paint! It's already on the list. Thx! As for the bugs list, you can PM me so I can compare what I already have. There is also a small list on the Armaholic forums of what we caught during a multiplayer session. thx! -
I know the vehicles are lackluster. Â I stated that from the beginning. Â As things progress, things will improve. Â It's been less then 90 days since we started this project and work continues to improve it. Arma's game limitation is applied when you fire a weapon. The "fired" action is passed from the game engine to a script in the case of the fixed winged aircraft in this mod. The script cannot decipher between one or another weapon. All it knows is something got "fired". That is why I elected to animate or show all weapons firing at the same time. It's a lot better then Arma's default of firing from only one point. I'm no expert at code or claim to be one, but that was the best I could do to achieve a somewhat desireable effect over the less desirable default. IF someone out there knows better, then they can PM me and we can make the cannons and mg's work right on the planes. But for now they still work well. AS for the planes interiors, we mentioned a while ago there wasn't any. They are all in work at the moment. As soon as they are ready to go in we will update that equipment. We had several people online tonight ingame on our test server that are pilots from various games and in real life and they commented on the same issues you did. One of the key things they mentioned was to atleast add a horizontal situtation indicator ( horizon indicator ) to help them fly. Some of them got vertigo and crashed into the English channel while trying to cross it under limited vis. conditions. I posted some update info at Armaholic in the thead there.
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
The C47 shouldn't cause issues especially when its loaded all by itself. Â I would re-download the beta again and reinstall it. Â I've had a few people with the same type of issues today and it resolved the problem. Yes I think I mentioned that there were no missions included. I'm currently working on a ww2warfare mission that I'm running into a few problems with. As soon as I get it done, I will post a link for download. -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I believe there is a "ww2warefare" beta sesssion open to the public on our server 31STWC.com open1 -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
rip31st replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I would download that again, looks like a missing texture. Works fine on my end. -
Ok Future WIP will still be posted in this thread. Here is a link to the BETA release: 31st Normandy mod - BETA release.
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UPDATE: Phase 1 beta is complete. File has been uploaded. Just waiting for a confirmation and info will be posted for download. I'm headed off to bead, 4am here. I gotta get some rest. Hopefully we will have it all sorted out for you in the next 12 hours or so.