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scimitar

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Everything posted by scimitar

  1. scimitar

    OPEX

    @Gemini Could you please check the accessories box (the one with optics and suppressors, correct?) in the Taunus version of the mission? I have the ace_logistics_wirecutter.pbo file in my ACE folder but I'm not seeing the wire cutters in the supply box. There are a few ACE items in there but no wire cutters. I've also checked all of the other supply boxes in the armory but they aren't in any of those either. Thanks. I'm still testing the RUG DSAI mod, so I still can't say for certain if the enemy AI is speaking German or not. I've only had a small amount of time to test it so far and I haven't been able to get close enough to the enemy to hear them speak yet. Once I know more, I will report back here.
  2. scimitar

    OPEX

    @Gemini I just wanted to mention that I've been playing the latest version and that everything seems to be working very well. As time goes by and you make new additions and refinements, the mission is maturing nicely. While I'm trying to keep new feature requests to a minimum, I've thought of two that seem to make sense if it's possible to add them without too much trouble. The first and probably the simplest is to suggest that you add Ace 3 wire cutters to the armory for Ace 3 users. The second suggestion concerns languages as mentioned in the post previous to mine but concerning the enemy forces rather than friendly forces. For realism purposes, I'm fine with my team speaking French, as I've begun to understand what they are saying by checking the radio box when they speak and later recognizing what they are saying when I hear that dialogue in the future. I'm wondering if there is a simple way (editing a file or two perhaps?) to change the language that the enemy AI speaks? When I'm playing on Taunus, it's a bit disconcerting that the enemy is speaking perfectly American accented English. I can't think of a realistic reason that makes sense for them to sound American. To me, it would make more sense if they were speaking some other European language (preferably German considering the map) if possible. I know that the language options in A3 are limited and that you want to keep required mods to a minimum, but if it isn't too difficult, perhaps an option to change the AI (enemy and possibly friendly for those that want it) spoken language to the menu options at mission start. Better yet would be if the mission could recognize any languages that are enabled as part of other mods, such as CUP and RHS:AFRF and allow them to be chosen as options as well if the mod is loaded. I realize that that could be a difficult option to add but even if it isn't possible, I'm going to look into some of the mods that add different languages and see if it's possible to use them to change spoken languages in the mission. Thanks again for all of your hard work. ***edit*** I had forgotten about the RUG DSAI language mod for Arma 2 until it turned up in a search that I was doing after posting my message. It turns out that it has been converted to Arma 3 as well and was updated as recently as two months ago. For those wishing to use other spoken languages, the mod just may help with what you're looking for. I remember trying the A2 version of the mod and quickly deleting it because I found all of the trash talk coming from my AI squad members to be quite annoying but I never tried editing any of the config files to try and change the behavior. Apparently the mod is easily customized to use only the languages you want, so it may suit my needs as well if I can make it only apply to the enemy AI. Fortunately for my needs on Taunus, German is also an option. I'm going to take a look at it later this week and see if it can be used to make my suggestion above concerning languages, unnecessary. Here are a few links where it can be read about and downloaded if anyone else is interested: http://www.armaholic.com/page.php?id=31325
  3. scimitar

    OPEX

    Thanks, Gemini. I will try to give it a go in the next few days when I have some free time. The issue with the transport helicopter only happens occasionally. I've only experienced it about four time so far and it's always happened when at the main base. Whenever I designate the LZ, I try to set it in a clearing or field somewhere but without being able to recon the area first, it's hard to tell if there are obstructions on the ground that don't show up on the map. I have noticed that after exiting the helicopter and finding another means of transportation, that the helicopter will eventually take off on it's own after a good amount of time has passed. As a workaround, I've taken to saving the game before I call for transport. Perhaps it's something in my mod set but I can't think of anything that would be causing it. If it's not too much trouble, perhaps in a future update, it could be made so that transport could be canceled in some way. Anyway, thanks again for all of your hard work and your willingness to update and add features to the mission.
  4. scimitar

    OPEX

    @Gemini That fixed the error with not getting the startup parameters screen in SP, but I'm now experiencing a much more serious problem. I can no longer load OPEX saved games in SP. I tried it with my personal mod set and I tried it with only the necessary mods that OPEX requires and the saves won't load in a reasonable amount of time. I've tried saving and loading several times and I've waited as long as 15 minutes, but the game just stays on the loading screen and I eventually have to shut it down from the Windows Task Manager. The game doesn't actually seem to be hanging, because when I tab out and check the task manager, it doesn't show A3 as not responding. I've tried this on both Taunus and Tanao with the same results. I'm fairly positive that this isn't a computer issue, as I have a fairly good system that I built myself and A3 is installed on an SSD. Non-OPEX missions seem to save and load just fine as do older version of OPEX missions. I'm also still experiencing the occasional problem with transport helicopters not taking off within a reasonable amount of time (10+ minutes in 4X accelerated time). Thanks again for all of your hard work and hopefully this won't be a difficult issue to correct.
  5. scimitar

    OPEX

    @Gemini I don't know if I'm misreading something or if it's some kind of bug, but in SP, I'm not seeing a new screen at startup in the Taunus version (haven't tried others yet) that allows me to set mission parameters. I've tried with both the workshop version and the download version linked from the first page of this thread but neither gives me a startup options menu. Any assistance would be greatly appreciated.
  6. scimitar

    No ambient rabbits and snakes

    Thanks for this. I normally don't mind ambient wildlife but the rabbits and snakes are way too numerous to be realistic and they often show up in places where they wouldn't normally be seen. Their behavior is also very unnatural as well. Also, would you be open to suggestions for optional pbos for other maps?
  7. scimitar

    OPEX

    I believe that I may have found the answer to my own problem concerning playing the mission and using the bCombat AI mod. I've used the mod for years but I had forgotten that some changes needed to be made to the bcombat.sqf file in the Arma 3 Userconfig folder for the mod to be compatible with campaigns. Since OPEX plays like a campaign with similar mission tasks, I believe that fleeing behavior by the AI is making some tasks impossible to complete because some enemy AI units flee the combat area. The readme file for the mod states that the following settings should be used in the bcombat.sqf file for campaign use: bcombat_damage_multiplier = 1.0; bcombat_allow_investigate = false; bcombat_allow_fleeing = false; bcombat_allow_surrender = false; I only had to change the damage multiplier and the fleeing behavior. The others were already set as they should be. Now to give the mission another go! ***edit*** Editing the config file seems to have done the trick. I completed two missions with no problems.
  8. scimitar

    OPEX

    As I've mentioned recently, I've been playing on the Taunus map and I have the time multiplier disabled so that I can play in real time. I've played a good bit lately with the latest version and I'm curious to know if anyone else has had a problem with transport helicopters not taking off within a reasonable amount of time? This has happened a few times lately, starting with the previous version and now with the latest version. Most recently, with the latest version, I chose the attack the training camp mission and then recruited and outfitted a team of eight. I called for transport and when the chopper arrived, I had my team board and then boarded myself. When the map popped up, I picked an LZ about 1 km from the camp. The map closed and the chopper just sat there without taking off. I enabled 4X time acceleration and waited a few minutes but the chopper still wouldn't take off. I disembarked my team and then recruited a pilot and went to the helipads and had the pilot fly us to the LZ in an NH90. When we left the base, the default transport helicopter was still on the ground. I had the pilot take a meandering course to the LZ so that I could scout some other areas on the way. It probably took us twenty minutes to finally reach the LZ and just as we got there, the default transport chopper was approaching the LZ. It quickly touched down and then flew away again. By my calculations, it probably took 20 minutes before the transport chopper ever left the base. Has anyone else encountered this? The assault went successfully and we wiped out all opposition within the target zone but a familiar problem that I and a few others have reported, then came into play. The task would not trigger as being completed. I checked every building thoroughly and swept the whole target area with my team in a line formation, several times. We found and eliminated one more enemy but the task still wouldn't complete. The camp was in an area that was somewhat remote but only thinly forested on two sides and with open fields on the other two. I had the pilot pick up two of my squad members to act as door gunners and then had them repeatedly fly around the area. They engaged a few enemies that were coming in from areas outside of the target zone but the task still wouldn't complete. Each time a new version of the mission is released or I restart, I start with the attack the training camp mission. In the last three attempts, I've managed to get the task to complete one time and it took a lot of waiting. On that occasion, a friendly patrol moved into the area and engaged some enemies outside the target area. After the shooting stopped, I got a task complete mission. I've also never been able to complete the eliminate the enemy sniper mission. I've tried it several times and have never been able to find the sniper, even after exhaustive sweeps of the area. That leads me to believe that either the vanilla AI or perhaps AI mods (I use bCombat) are causing some enemies to flee or relocate from the combat area and preventing the tasks from being completed because they aren't being eliminated. Is anyone else that's having problems with tasks not completing, using AI mods as well? I know for certain that ASR AI will cause enemies to relocate if they hear combat taking place outside of their assigned zones, so I don't use that. I honestly hate to play the game without AI mods, because while they aren't perfect, they are much improved over the vanilla AI, which can be fairly awful at times. I'm curious to know that if an enemy combatant leaves the target area, if he can then be stricken from the number of enemies that it's required to eliminate to complete a task? Other than those two issues, the mission is playing beautifully. I checked out the OFrP trailer and I'm really looking forward to those assets being added to the mission. It should be epic!
  9. scimitar

    OPEX

    @Gemini Thank you very much for the new version and the added features. I noticed that you did manage to get an incognito feature implemented and I'm anxious to try it. I've been a bit busy lately and just downloaded the new versions of the missions tonight. I did a quick load of the Taunus version after editing the initserver.sqf file, and was quite happy to find that I didn't need to edit any other files to force real time. Also, thanks for adding a download link for all of the missions in a single rar file. That saves me from having to download each mission in the workshop and then find each mission in my Arma 3 documents folder to edit it. Now I'm off to enjoy a bit of gameplay. :)
  10. Very nice. I drove these and the M109 Shop Van variant quite a bit back in the mid 80's. This is the truck that should have been in Operation Flashpoint as the primary US soft skinned troop carrier, rather than the M939 5 ton truck that was used. Historically, the "deuce and a half" was much more prevalent as a troop carrier and light cargo hauler in the mid 80s time frame of that game than the 5 ton was. As great a game as OFP was, there were some historical liberties taken. BTW, when Conflict '85 is released, I hope that you will consider making a config to replace the 5 ton trucks in that game with your M35 variants.
  11. I wouldn't say that T-80s were garbage but they definitely had their issues. Most of the T-80s lost in the Chechen wars were due to poor tactics used by the Russians. They were a bit of a paper tiger though as evaluations after the Cold War was over, confirmed.
  12. @pigbenis80 Yep on all accounts, and also, the T-64 was designed for the plains of Europe, where massive tank v tank battles were envisioned. There is some debate as to whether it was a failed design or simply too advanced for it's time. The faulty engines were eventually replaced with a better design but it always suffered from a weak suspension and poor crew ergonomics due to it's small size. It's also said that the autoloader had a tendency to try and load crew members into the gun breach. Still, it was the basis for development of the T-80, which is also debated as to it's reliability and effectiveness despite it's advanced features. IMO, considering the number of T-72s (which as you mentioned, were a stopgap design) still in service despite newer designs, there must be something to the belief that both tanks were very advanced but not really suitable as complete replacements for more robust and reliable tanks. Perhaps the best thing to come from the T-64 and T-80 was that they provided the motivation (fear) for Western armies to develop their own advanced designs, such as the Abrams, Challenger, Leopard II and Leclerc.
  13. scimitar

    OPEX

    @HeroesandvillainsOS That's a good question. I was playing the Taunus version a few days ago and I ordered two AI teammates with launchers to fire on a BRDM-2 but they never did. I just figured that they weren't in a proper position to engage (but I'm not so sure now), so I took it out myself with an RPG-7 that I scavenged. I rarely go out with AT gunners but on the occasions that I have, I don't recall them ever using their launchers. I know that the enemy AI will use their launchers but I'm not so sure about friendlies. BTW, does anyone know if there is a way to acquire transportable mortars in the mission? I haven't encountered any but there have been occasions when they would have been very useful.
  14. scimitar

    OPEX

    @Gemeni Thanks for the response. I'll take a look at that file. I'm looking forward to when you get the time and motivation to update again but there's no rush of course. I restart each time there's an update so the wait will give me time to get some quality game play time in before the next update anyway. Any thoughts on possibly adding airborne operations at some time in the future? Just curious. @GEORGE FLOROS GR Thanks for that bit of info. I'll edit that file as well and check it out within the next few days. ***Edit for an update*** I had a bit of extra time this morning, so I went ahead and edited those files and gave it a try. I don't think that the weather script could be causing the accelerated time but I went ahead an changed it to use normal real time weather, just in case and because I prefer that setting anyway. The lines from the post above don't exist in the "description.ext" file for the Taunus version of the mission (should they?), so I added them and then loaded the mission. I get an error message that says "File Missions\OPEX.xcam_taunus\description.ext, line 92:;: Member already defined" but it doesn't affect the loading of the mission. Once in the mission, time seems to be moving at a normal rate. Just to be a bit more certain that it wouldn't reset as soon as I left the base, I took a ten minute ride on an ATV and checked again and time still seemed to be progressing at a real time rate. I then saved and exited and quit the game. I restarted A3 and then resumed the mission and everything still seems to be running the way I want it to. I'm guessing that the error means that the time multiplier values are being repeated (perhaps from one of the other already edited files) but the new values seem to be taking precedent over any other values. I won't know for certain until I've had more time to test it out but it seems very promising so far. Thanks again guys for the assistance.
  15. scimitar

    OPEX

    Thanks for that bit of information. As I'm also editing a few files to adapt certain mission elements to my style of play, I've added those lines as well. It will make team load outs and rearming a bit more convenient.
  16. scimitar

    OPEX

    Thanks, Gemini. That seems to have done the trick. I'm guessing that the "initServer.sqf" file needs to be edited in addition to the "hpp_params.hpp" file? In the past, whenever I've just edited the "initServer.sqf" by itself, it didn't change the time multiplier. Just to be on the safe side, I deleted all of the lines concerning "setTimeMultiplier" in the "hpp_params.hpp" file as well. I do realize that forcing "real time" pretty much negates the "needs" functions, but I would rather have the longer day/night cycles so that I can plan my missions around daylight or darkness, without either coming on unexpectedly while in the heat of battle. Thanks for being so helpful and forthcoming with the needed information to allow each of us to play the missions in the way that we would like. Not many mission makers are so accommodating. This whole experience has been educational as well, as I'm learning a bit more about how A3 works and how certain things can be edited to an individual's tastes. ***edit*** Well, I ran into another problem but I think that I found a solution. After I quit the game (save and exit) and later restarted A3, I found that the loaded save had reverted back to accelerated time. After a bit of searching for a solution, I edited the "init.sqf" file and enabled debug mode by changing "OPEX_debug = false;" to "OPEX_debug = true;". I loaded A3 and then restarted the mission and waited awhile to see if it would switch back to accelerated time but it didn't. I then saved, exited A3, restarted and then loaded my save and it was still in real time. Just to be sure, I exited and disabled debug and then loaded again. With debug disabled, accelerated time returns every time. I don't know why it requires that debug be enabled but for some reason it does. It does clutter the scroll wheel menu just a bit but I can live with that. ***edit*** Well that didn't work. Enabling debug creates a huge number of problems. Whenever I click on the map, I teleport there and the tasks don't initialize. Oh well, I give up for now. ***edit*** After posting all of that, another idea came to mind. Have you given any thought to incorporating airborne operations into the mission? I understand if you haven't or don't feel that it's needed, as it's not exactly a feature that's a necessity but it would be an interesting and possibly useful addition.
  17. scimitar

    OPEX

    @Gemini Well, the mod I linked to above no longer works. I also tried a cheat menu mod that enables the debug menu in SP play so that I could try entering a new time multiplier myself, but unfortunately the debug portion of that mod no longer works either. Unless I can find a working mod that allows manipulation of the time multiplier, I'm going to de-pbo the mission and try to edit it myself. Could you please tell me which file needs to be edited to change the time multiplier? Thanks. ***EDIT*** Gemini, please disregard the above question as I figured it out. For anyone else that wants to edit the time multiplier, here are instructions using the Taunus version of the mission but it should work just fine using the other versions as well. Locate the mission pbo on your system. For me it was located in "Arma 3 Other Proflies" in my documents folder. Your file path will differ but for me it is: "C:\Users\Family PC\Documents\Arma 3 - Other Profiles\Scimitar\Saved\steam\OPEX%3a%20Op%c3%a9rations%20Ext%c3%a9rieures%20(Taunus).xcam_taunus". Copy the pbo file in that folder and paste it into another folder somewhere else on you system. After doing that, rename the pbo file for the sake of simplicity to shorten the name and get rid of the Steam added gibberish in the file name. I renamed it to "OPEX.xcam_taunus.pbo". Now use a pbo tool to de-pbo the mission. I used ExtractPbo from Mikero (https://dev.withsix.com/attachments/download/22882/ExtractPbo.2.15.5.35.Installer.exe). After you de-pbo the mission, you should have a folder named: "OPEX.xcam_taunus" in the same folder as the pbo file. Open that folder and you will find another folder inside with the same name. Now open that folder and navigate to "\scripts\Gemini" and open the file named "hpp_params.hpp" with a text editor (notepad works fine). Scroll down to where you see the section that reads: class timeMultiplier { title = $STR_params_timeMultiplier; // Param name visible in the list values[] = {0, 3, 6, 12, 24}; // Values; must be integers; has to have the same number of elements as 'texts' default = 3; // Default value; must be listed in 'values' array, otherwise 0 is used }; Where it says "default=3", change the value to "1". Now save and close the file. There's no need to re-pbo the mission as it will work just fine if you copy the folder named ""OPEX.xcam_taunus" (the folder that was inside the other folder with the same name) and paste it into your Arma 3 Missions folder. Unfortunately, you will have to do this each time the mission is updated but once you get the hang of it, it only takes a few minutes. Now launch the game and start the scenario. Be sure to launch the scenario located at the top and not the one listed under Steam subscribed content. Also, don't remove the mission from the workshop as you will need to do this again whenever the mission is updated. Once you start the mission, bring your watch up and watch the second hand slowly sweep one second at a time. :) I hope that was helpful but if anyone finds a more elegant way to do this, then please post here with your solution. ***EDIT AGAIN*** Damn! Damn! DAMN! All of that was apparently for naught, I played for a couple of hours and when I first started, I checked the watch and it was showing normal real time movement of the second hand. After about an hour of playing (starting in the afternoon in the game), I noticed that it was starting to look like it was getting dark. I checked my watch again and the second hand was sweeping rapidly once more. I really could use some help editing the configuration files for real time in a way that will make it stick permanently! I also noticed that the enhanced movement mod had quit working once again, even though it worked fine in the beginning.
  18. scimitar

    OPEX

    @Gemini I did a bit of searching for time acceleration mods and while I haven't had a chance to check it out yet, I'm wondering if this mod still works and if it might possibly allow us to set time acceleration on our own: ****EDIT*** Disregard. The Mod no longer works. A3 hangs when launched with the mod loaded. Still looking for another solution ***EDIT*** If anyone gives it a try (it might be a few days before I get the chance), then please post here. As for incognito abilities, that can be done with the mod I linked to above and there are other mods that will unlock civilian and enemy clothing for use by friendly troops. While it would be nice to see it as a feature in the mission, it's really not that important.
  19. scimitar

    OPEX

    I can help with that. Go to the helipad delivery area and recruit your forces there using the scroll menu to select the option for the recruiting menu. There have been some nice changes to the recruiting options as well.
  20. scimitar

    OPEX

    @Gemini It sounds like some great new suggestions are starting to come in. In particular, I like the idea of being able to recover friendly casualties for the role playing value. To address a few of the other comments, I would like to add a few things. It's not unrealistic for a guerilla force to occasionally have tanks but the terrain can certainly be a limiting factor. The Taliban in Afghanistan had tanks but I understand that they've all been destroyed or captured by now but I suppose it's always possible that they have a few hidden away somewhere. During the Soviet Afghan war, the Mujahedeen occasionally operated captured Soviet armored vehicles and on occasion, Chechen fighters operated captured Russian armored vehicles as well. However, it's unlikely that a guerilla force could operate a large number of tanks or other armored vehicles (especially in open terrain) since they have no air support to counter enemy air superiority. As for what to do with captured enemy caches, that can also come down to role playing. Destroying them can provide a nice credit reward but I like to keep an enemy cache to arm my guys and a few captured vehicles for my guys to use while on covert and special operations missions. Using enemy weapons makes rearming in the field much simpler. I just wish that we had some civilian clothing and gear available in the armory for my guys to use as well while on certain operations. There's a mod out there by Rydygier that allows one to be incognito while in civilian vehicles as long as you don't act too suspicious but I don't believe that it's available in a script version. However, there is a script by Incontinentia that does something similar. Should you be interested in adding such features, then check these links out: http://www.armaholic.com/page.php?id=27496 http://www.armaholic.com/page.php?id=32345 I would also like to revisit the subject of time acceleration again. Would it be possible to make the default time acceleration an option somewhere in the mission for SP play without having to de-pbo and edit the mission? In SP, if I need to advance time for some reason, then I can use the rest feature. I also would much prefer to play in real time because I find that time acceleration makes night missions very time critical because it doesn't stay dark long enough. I often prefer to go out at night when friendly forces usually have an advantage due to night vision capabilities but I almost always find that daylight comes too soon for it to be effective. I don't know how day and night cycles are determined in missions or on maps but I've noticed that in the Taunus version of the mission, that it starts to get daylight shortly after 0400, which seems much too early to me. BTW, it looks like I finally got my video card situation sorted out and I'm looking forward to getting back into the action later in the week. Keep up the awesome work.
  21. scimitar

    OPEX

    I also use the Enhanced Movement mod and I've noticed that it works when I first start the mission but after a short period of time it quits working. I have no idea what could be causing it but I wonder if something could be getting initiated at some point after the mission has started that's causing a conflict.
  22. @bars91 That's true but it's not the whole story. For the most part, the Soviets kept their best units and equipment in Eastern Europe to counter NATO forces. They also didn't send advanced designs to Afghanistan for the fear that captured vehicles and equipment would wind up in the hands of the US military for evaluation. At times, during the Cold War, the US government was even paying bounties to Soviet pilots that defected with their aircraft, so it was a valid concern. I forget what tank it was (probably a T-62) but I remember reading an article years ago (perhaps in SOF magazine) about a Soviet tank that the US Army acquired from the Mujahideen for evaluation. Many captured Soviet manufactured vehicles were also acquired from Israel and other nations during the Cold War for evaluation purposes. As for the current use of the T-62, that can be accounted for by the fact that the Russians almost never scrap old/obsolete military equipment. They issue older vehicles and equipment to reserve (second rate) units and keep much more of it in storage for use in the future should the need arise. That old stored equipment explains the constant sighting of the AKM and AKMS in the hands of Russian forces in recent conflicts, even though the AK-74 became the standard issue infantry rifle many years ago. As the US, Russia and many other countries have discovered recently, sometimes the 7.62mm round is needed when smaller rounds such as the US 5.56mm and Russian 5.45mm rounds just don't have enough punch to do get the job done. Sometimes those Russian reserve units and their T-62's wind up doing peacekeeping duties (such as in South Ossetia in 2008) and when a conflict kicks off, those units participate in the initial combat. At other times, reserve units are sent in (such as in the Chechen conflicts) when more or fresh troops are needed and their older equipment won't be much of a hindrance to their duties. As for the mod, I believe that the T-62 would be a good addition but since OFP and it's "style" is the focus of this mod, we probably won't see it. For historical accuracy, the M60A3 should be the most prevalent US MBT but since the M1A1 was the most prevalent in OFP, it will probably remain so in the mod. The same is true of the M16A1 being more historically accurate than the M16A2. While I'm greatly anticipating this mod, I hope that we will eventually see another mod released to complement it, that will mostly replace the M1A1 with the M60A3 and the M16A2 with the M16A1 and perhaps add other vehicles and equipment that could possibly allow for other scenarios, such as moving the game back in time a bit to the 70's or earlier.
  23. scimitar

    OPEX

    @Gemini Can you give those of us that were unable to participate, an overview of what was discussed in the Twitch discussion? I'm just curious to know what was discussed and if anything new is in the works other than the Lythium map port. BTW, I got my replacement graphics card from EVGA, so I'm ready to get back to OPEX. That does bring up a question though. When the mission is updated, is it necessary to restart from the beginning after each update? I've always restarted, which can be a bit frustrating to lose all of that progress, but if it's not necessary to restart, without losing new features, that would be great. ***edit*** Damn, I spoke too soon! The new card is defective. Off it goes on the return trip to EVGA! I guess I'll get back into A3 eventually. :(
  24. From a Cold War historical standpoint, the appropriateness of the T-64 would depend on who is being equipped with it and where it's being used. Unlike the T-62, the T-64 was never exported outside of the Soviet Union, so only Soviet units were equipped with it and the units that were equipped with it were mostly stationed in East Germany to counter the threat of British Chieftain tanks. The T-64 was also very expensive to produce compared to the T-62, so it was produced in much lower numbers compared to other Soviet tanks. Even when the T-64 was still in service with the Soviets, the T-62 and later the T-72 served alongside it and in much greater numbers. So, while the T-64 was a very advanced tank for it's time, the T-62 was more numerous and more likely to be encountered on a battlefield. Also, even considering the time frame, the T-62 and even the T-55 were used in Afghanistan. It's believed that no T-64s were used there with the possible exception of a few that may have been sent there to be tested in combat. The T-62 and variants were also fielded by the Russians in limited numbers in the Chechen wars and even as recently as the Russia-Georgia conflict in 2008. The T-62 is actually still in service with the Russian army in some reserve units.
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