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Everything posted by Brainbug

  1. A while ago, someone by the name of SHJ Studio put a lot of work into the original Red Hammer campaign from the good old OFP days to make it work with Arma2 and the great Cold War Rearmed 2 mod. Unfortunately, he does only speak German, which means he could only write German briefing texts. So his release had gone unnoticed by most non-German speaking people for quite some time. I thought this would be a real pity and decided to add english briefing texts. And so with SHJStudios's expressed consent, I'm proud to re-release it here to a broader audience. It's indeed well made and the many missions give you a lot of playing time with the great CWR2 mod. REQUIRED: Arma2 OA/CO and Cold War Rearmed 2 Demo: http://forums.bistudio.com/showthread.php?152275-Cold-War-Rearmed%C2%B2-Public-Beta DOWNLOAD: for the latest version 1.2, see here: http://forums.bistudio.com/showthread.php?154754-Red-Hammer-Campaign-for-use-with-CWR2-mod&p=2481615&viewfull=1#post2481615
  2. Brainbug

    HAFM EC-635 Helicopter

    It was once founded as a club for automobilists to provide assistance if your car breaks down on the road, i.e. you pay a yearly member fee and then are eligible to receive free servicing in case you need it. Today it's Germany's largest club, with some 18 million members. They've expanded their services to all kinds of stuff, not just repair services on the road, but also insurances, medical air transports back home from other countries (with small jets). In 1970 they were the first to provide emergency helicopter services, i.e. flying a doctor to the patient, and then bringing the patient to the hospital. That latter part is paid for by the health insurance, so you don't need to be in the club of course.Roughly half the well over hundred "primary response" emergency helicopters in Germany are operated by the ADAC, the others are operated either by the DRF (private company that only does medical helicopter services / they are painted red/white) or the Federal Ministry of the Interior (painted in orange): https://www.drf-luftrettung.de/sites/default/files/styles/news_image/public/flickr/16622843152.jpg?itok=9iEjt_55 http://www.rth.info/fdm/img/aspiranten/fdmInSpe.3495.jpg The EC-135 is very popular for that role because it is handy and the closed tail rotor makes it very silent and safer, important for a chopper that often has to land in the smallest places between trees, traffic signs, houses and whatnot. Additionally, there are also the SAR helicopters that also provide medical help if needed, but are usually not sent if someone called 112 because you tried to start your bbq with gasoline or have a heart attack. Those are often bigger helicopters used to winch up people from shipwrecks in rough seas or the like (some military helicopters like Sea King, UH-1 etc., some from the coast guard, some private ones). And then there are also intensive care transport helicopters that are used to bring patients from one hospital to another for special treatments, those are often also a tad bigger, like a AS365 Dauphin or the like.
  3. Indeed, me neither, and I assume noone has. As long as this is not meant to be a pure fantasy mod, I strongly suggest you change the pattern to the real ones. Jordan is using a custom made Hyperstealth pattern called KA2 in several color schemes. This photo shows the two used by the army and special forces (the latter being the greener variant): http://www.hyperstealth.com/ka2/sf/4970I.jpg http://www.hyperstealth.com/ka2/armyday/4240I.jpg http://usarmy.vo.llnwd.net/e2/c/images/2011/10/18/223307/original.jpg and here we have the navy variant: https://cmf24.files.wordpress.com/2012/06/20120626-cctf151.jpg http://usarmy.vo.llnwd.net/e2/c/images/2011/10/18/223306/original.jpg as for the vests, plain olive without any pattern seems to be correct: http://hyperstealth.com/ka2/armyday/4243I.jpg http://milinme.files.wordpress.com/2013/02/jaf-feb-04.jpg http://usarmy.vo.llnwd.net/e2/c/images/2011/11/24/227948/original.jpg http://usarmy.vo.llnwd.net/e2/c/images/2011/11/24/227950/original.jpg Apart from that, from looking at the screenshots it seems like you worked a bit too much on the normal maps, they seem to reflect the pattern as well, this shouldn't be the case. Mind that the normal map is used for surface forms, like seams in the fabric, buttons etc., but the pattern is just printed on the textile and thus should not be of concern for the normal map. Well, and you should give them M4 rifles, not SCARs or G36. Oh, and in case you plan to expand the addon to vehicles, they are using a pixelated pattern quite similar to their uniform, and interestingly as a kind of roundel they are using the outlines of their country: http://www.armyrecognition.com/customer/thierry/exibitions/2008_sofex_16.jpg http://www.armyrecognition.com/customer/thierry/exibitions/2008_sofex_15.jpg http://www.armyrecognition.com/customer/thierry/exibitions/2008_sofex_01.jpg http://img.bemil.chosun.com/nbrd/files/BEMIL085/upload/2007/09/Jordanian%20army%20Centurion%20tank.jpg http://img.bemil.chosun.com/nbrd/files/BEMIL085/upload/2007/09/Jordanian%20army%20Khalid%20MBT_09.jpg but maybe that was only on a few vehicles for exibitions or parades, they also seem to use plain sand colored vehicles, so I suggest you further investigate that issue if the need arises.
  4. Brainbug

    Afghan National Army Mod

    The pattern size looks good so far, but the brightness is a bit off, as does happen to many (if not most) people doing textures. In photoshop, the textures always tend to look much darker than then will appear in game. So in the editor, you must make it purposely way too dark, so that it comes out properly in game. I suggest you look at a few photos that show ANA soldiers outside, so that you can adjust it in the same way to the game environment. For example, these photos show good how it is overall much darker than MC, and also has way higher contrast (i.e. the brown is very dark, but the green is quite light, and the sand tone of course, too): http://usarmy.vo.llnwd.net/e2/c/images/2012/06/07/250528/original.jpg http://usarmy.vo.llnwd.net/e2/c/images/2012/09/04/262650/original.jpg And there are quite often or more often ANA soldiers in tan boots than in black boots, so maybe you should shift it completely, or maybe you put some soldiers in tan and some in black boots. http://media.dma.mil/2014/Mar/17/2000786585/-1/-1/0/140312-M-MF313-038.JPG (again also a good reference against MC and desert marpat) http://blogs.blouinnews.com/blouinbeatworld/files/2013/01/afghan-troops-afghanistan-asia-pacific-world.jpeg Another point of critisism, albeit just a minor issue, are the flaps and pouches, the pattern should not run over it continuously, after all those are different pieces of fabric that are sewn together. Relatively easy to fix, you just need to cut out the pocket and another pieces from a slightly different piece of the original pattern layer. The helmet needs to be changed, too, they usually use a plain olive helmet (that can have a bit of dust added to it) https://ukforcesafghanistan.files.wordpress.com/2010/10/jmoc-cct-2010-009-282.jpg You could also differentiate certain units with coyote instead of woodland vests. And because they don't seem to put any pouches and other stuff on the vests, you can't use any of the default vests from A3. The woodland tactical vest you used in the photo is the only viable way, but if you need something with armor, you need to look elsewhere. I'd kindly ask the maker of the CSAT modification project whether you can use his Azad vest that he custom-made for his Iranians. Looks pretty similar to the ones the Afghans wear on a bunch of photos, at least closer than the ones provided by vanilla A3.
  5. Brainbug

    [SP/MP] Putin's Dream

    when reading the tile, I first thought this mission was about riding on a bear, naked, wielding a railgun...
  6. Brainbug

    [SP] Operation Ghoul

    Cool mission, especially because it allows to play covert and finally uses uniforms as disguise (something I wait for since A3 introduced wearable uniforms). I noticed two small issues, not really bugs, but maybe improveable nevertheless: - It is possible to snatch the documents from outside of the building, actually even from outside the wall, on the road. This should not be possible of course, the pick up range is obviously just too large. Maybe it already helps to just turn the object so the interaction "sphere" is completely inside the house. Or you have to block some area outside. - And I wonder if you could add a way to disable the alarm, maybe by several steps of sabotage (e.g. use a fuse box on the corner of the building, which is however guarded by a soldier who is not killable due to the other soldiers around, so he needs to be lured away somehow)
  7. Brainbug

    EricJ Release thread

    I think you could improve the JAWS skin if you desaturate it by quite a bit. In reality there were variances between the planes, but none was so bright/saturated. The yellow should rather be a sand tone, not like a lemon. And it would receive more camo value in game if you shift the color a small bit into the red (which does NOT stray off the real example). http://www.cybermodeler.com/aircraft/a-10/images/jaws_258_01.jpg http://www.cybermodeler.com/aircraft/a-10/images/jaws_260_02.jpg
  8. Brainbug


    I think you can reduce the addon size by a great deal (probably way below 100 MB) if you don't put in all texture files (normal map, sdmi map, rvmats), which you did not change in any way, but only the color maps that you painted differently. The config has to be changed though. Now you have e.g. class PersianHead_A3_01_BWTarn : Default { author = "$STR_3Jgkp_Author"; displayname = "$STR_A3_TakistaniMen_LastNames11_jgkp_bwtarn"; texture = "\jgkp_camofaces\Heads\bwtarn\PHA301\m_persian_01_co.paa"; head = "PersianHead_A3"; identityTypes[] = {"Head_TK"}; material = "\jgkp_camofaces\Heads\bwtarn\PHA301\m_persian_01.rvmat"; materialWounded1 = "jgkp_camofaces\Heads\bwtarn\PHA301\m_persian_01_injury.rvmat"; materialWounded2 = "jgkp_camofaces\Heads\bwtarn\PHA301\m_persian_01_injury.rvmat"; }; instead you should inherit from each un-camoed default face and only change the color map (and author and displayname of course), so upper example should become class PersianHead_A3_01; // external class reference, you need to list all default face classes here. class PersianHead_A3_01_BWTarn : PersianHead_A3_01 { author = "$STR_3Jgkp_Author"; displayname = "$STR_A3_TakistaniMen_LastNames11_jgkp_bwtarn"; texture = "\jgkp_camofaces\Heads\bwtarn\PHA301\m_persian_01_co.paa"; }; and then you can delete all data files except for the *_co.paa ones. In general, if one copies anything in an addon that is already exactly the same in game (be it files or config lines), then you did something wrong/unnecessary. Only put in what is changed.
  9. Awesome! Does this mean I can finally uninstall A2OA for good (to free 50+ GB of my SSD)? All the old missions will work (including e.g. CRW2 stuff?)? Everything I played years ago, thinking "great mission, but the lighting at night looks shitty" will now look much much better? Is this the holy grail?
  10. a bit south of the "boats" marker, not far (less than 100 m).
  11. Brainbug

    [CP] FIREWORKS by Surfer

    Played this as SP. I must say, I rather prefer to set the equipment in the briefing, so it would be better to start with proper equipment and not fiddle with a crate at the start and loose time. I shot down the chopper with an AA Titan that I found on the patrol walking through the fields on the right flank, later I discovered that the officer died in the chopper crash. The officer objective never switched to "done" though. I've put the mines on the launcher crates and shot them (from the next hill) to blow them up, but I couldn't avoid the hospital to turn into rubble (maybe it was already "scratched" from the chopper crash?). Some voiceovers didn't make sense, I think the triggers are wrong. I had already destroyed the tanks and emptied the whole map when the line "need air strike" came. Seems to be triggered by walking through a certain area. Mabye you can make it trigger by spotting the tanks.
  12. Please look into the loadout settings again. It is very tedious if I have to sort the equipment when the mission has already started. Better would be to do that in the briefing screen, i.e. drop all the useless shit like laser designators, nvg, smokes, lights and whatnot, change weapons (in SP, maybe I want to use the mg or the battle rifle). In your first version that was possible, but now something is mixed up. I started as bravo team (why?), had to teamswitch to alpha asap, but on both teams the loadout wasn't like I had set it in the briefing. Obviously some script set it differently at mission start. And there was no mg available at briefing, unlike in last week's version. Another issue is that the guys on the rocks tend to sink in, in my playthrough today one of the parachute bombers was competely inside a rock and I couldn't shoot or bomb him out of there, the rock saved him. Luckily but for some unknown reason, after I had killed the last other guy on the island, this guy decided to blow himself up (thus ending the mission), and I wasn't even close. Better place them somewhere away from the rocks directly on the map surface. Also I haven't really found out what to do with the ship, I saw it traveling by, with some guys on it, but do I have to shoot them, blast the ship completely away or what is it good for? In the earlier version, I didn' see it at all. Sorry I've only looked at it from a SP perspective, not MP as you wished for. But concerning balance, I'm afraid for ten players this is not so much of a challenge, I did this alone and found it quite easy, as the opponents are relatively weak. Maybe make this a coop for 4 players at most (2x alpha, 2x bravo), that is already enough. Or put more resistance in it (more opponents or harder ones, statics etc.).
  13. Brainbug

    ArmA 2 Stryker Pack

    I'm wondering if it would be possible to have an additional set of lights on a vehicle: the usual headlights switched on/off by the driver, and independent from that a searchlight that is attached to the commander turret, i.e. can turn around (even greater if up and down, too), and is switched by the commander. Preferrably something with a more narrow light cone but farther range.
  14. Then put a remote operated mg on it. Something with 7.62 (or the weird 6.5) and thus less anti-armor capability and less range but in turn much more ammo would be interesting as alternative to the usual .50 with relatively low ammo for extended firefights.
  15. Brainbug

    [Campaign] Operation Aegean Spear

    don't forget to update the Armaholic file, that goes still only until mission 20.
  16. Brainbug

    [SP]Resistance: The Invasion

    good mission, I played this twice, once by slowly eliminating all enemy forces completely and once by just e&e'ing along the shoreline without killing anyone (I admit the latter was less fun^^). No errors found so far. Hope to see the campaign continue (and don't forget to implement the weapon pool, so I can reuse all the CSAT goodies I collected^^)!
  17. Brainbug

    what rifle is this?

    I think here are enough "gun nuts" ;) around, so I hope to get an answer to my question: What rifle do we see here? I saw this on a low quality tv series, it was "sold" to the viewers as a M200 sniper rifle, which is of course totally wrong (that series is so full of errors that it hurts to watch it^^). I first thought for a second it might be a Walther WA2000, but quickly found that to be untrue as well. So my interest was awakened, what is this? Unfortunately, there are no more hints available, I checked the whole episode, couldn't spot manufacturer writings etc. But it is obviously not just a cheap mockup that should look like a rifle, it is only shown for a few seconds, and the series' producers wouldn't have made any effort to invent a fantasy rifle with that detail. Here we see the shooter assembling the weapon, so barrel and scope are still missing on the first two pics: Does anyone have a clue?
  18. I already shot 34 people in the scenario where the AAF shoot the demonstrators (I got a rifle from a Leopard, then shot every AAF guy), so I had helmet, vest, sniper rifle, nvg and pcml then. In the "new firepower" mission I wasted the CSAT forces in the north, so I got better stuff like a zafir, rpg etc. (but I unfortunately lost my RPG32 because it was in the wrong vehicle, which I only noticed when I couldn't reload that last savegame before the mission ended, DAMN!). I however didn't have a bandolier, that is below my standards, I only take real vests^^ btw., in "a few weeks later", I found a lot in the crate in the hideout beside me when I spawned, it just wasn't available at briefing time. I assumed I could leave this in the crate. But neither this stuff nor the stuff in the other three stashes was seen again. too easy. I might start the mission without weapon and see how long my enemies survive, maybe get a car, drive someone over, get a grenade, waste more people etc. *evilgrin*More to add: In the mission "contact", I didn't go directly towards the flashlight signal, but rather recon'ed the marked areas in the east, and I also found the convoy on the road in the south. It would have been less easy if the convoy wouldn't have been set to neutral (I just walked up to the Fennek and shot the guys out, afterwards I had a nice car to drive around) and if the CSAT guys in town weren't frozen with simulation disabled (shooting fish in a barrel is harder, as those at least move^^). Then when I was on the peninsula, no AAF forces were alive anymore to cut me off obviously, but your scripted HE shells forced me to use the amphibious feature of the "found" Fennek. I guess I've played this mission quite a bit differently then you had hoped for^^ Maybe it is better to spawn the convoy at the appropriate time rather than to put it there from start, as you should expect other players to take a look around first as well. And set the CSAT in town alive so they have a chance to fight back. EDIT: I'm now done with "the picture", I did indeed start without weapons, just to see what happened... Without spoilering too much for other people here, I just grabbed the two grenades that Zisis had in his backpack, killed a two-men patrol with it and worked my way from there. In the end I killed pretty much everything in the map (including 6 armored vehicles), except for a few csat guys in the barracks that survived, couldn't kill them before the end trigger sat in. That was mean by you^^ The death zone in the center was a nuisance as well, that was hard (felt a bit like an anomaly in Stalker, invisible but deadly), but I managed to get the PCMLs and the Fennek out of it by letting Zisis take the stuff and drive a bit forward. AI pathfinding around that area is really silly³ *lol* And that all in aother mission where I'm probably not supposed to kill anyone :D I found another bug in the cutscene afterwards, there were three times the line "you are trying to set an empty loadout" or something like that. Might be good to check that too, whatever that means (maybe it is just a loadout inside the sutscene and therefore not really an issue). Looking forward to see the "98 percent fatfree beans" man being tortured, killed and then revenged by us :) When the compaign is done, I'll play it through again, but with the least possible kills, see how that goes.
  19. Brainbug

    what rifle is this?

    interesting to know! These inaccuracies are obviously all due to budget constraints (like a "police" helicopter that was the wrong model and had the wrong color and had an aircraft id number I could track to a private firm that is leasing choppers for film productions^^), and thus I understand that this has to be made this way. BUT what I don't understand is that if you start planning a series that depicts police criminal investigators, why don't you hire e.g. a pensioned police academy teacher, give him a few hundred Euros and ask him to have a look at their script and the production as technical advisor. It is often the case that police run into a situation carelessly and are then forced to shoot people or get shot, and you know that this was dumb but needed to let person x die for story reasons. With a little more thought in the script, this could have been solved much smarter. But this shows that the film production people just don't care at all to do their job properly to deliver a good result, which should be embarrassing for everyone with a bit of work ethics. Another problem of this is that, because most people know police only from movies and tv series", they start to think that police are really like that. TV police are unable to collect evidence, they always need a confession to make their case, they stumble carelessly across a crime scene destroying evidence, jump to conclusions, and too often there are cases of mistreatment, like hitting a suspect out of personal rage, that never leads to serious consequences. While in reality, just telling a suspect that he might receive a blow if he doesn't talk is already a good way to end your police career. Lawyers are always portrayed as sleazy, arrogant assholes, rich people always have a mental problem, unsocial family life and live in a weird square-shaped uncomfortable Bauhaus house with insane large windows, big shine empty tables etc. I'm just afraid that this utter bullshit changes the society slowly over time and we get US conditions where people are afraid of police and expect to be mistreated, so it doesn't help if I just refrain from watching such crap. *sigh*
  20. here is what I collected so far (I've proceeded until the start of "the picture"): An issue with the weapon pool is that the savegames of one mission are instantly deleted when you proceed to the next mission of the campaign, but only afterwards you see what made it in the pool. So in one mission I had put my beloved RPG in the wrong vehicle, and it was then gone and I couldn't get it back (except by completely reverting and playing the whole previous mission again). Some objects do not make in into the pool due to game bugs/issues (like vests etc.) So my advice to all players: Make backups of the folder with the savegames and the campaign files, then you can roll back to the last savegame from shortly before the mission ends, so that you can correct weapon placements if need be! In the mission "contact", the weapon pool seems to be bugged, I did not get all the weapons I collected and staffed out my teammates and me with in the mission "a few weeks later" before, but instead I had the loadout with which I had started said previous mission. The same with the next mission "the picture", Zisis also got only the stuff that he started with into "a few weeks later" (i.e. what I gave him in "new firepower"). I doubt this is what you wanted, after all, what are all the stashes for that I had meticulously filled with all the goodies? Another, more serious loadout issue in "the picture": I have no weapon, no items, I can only grab an empty zafir and empty bandolier from the pool, but no ammo. And there is an error message appearing that says something about "pavlos loadout m8" or something. Sure I can take away the weapon from Zisis and let him be unarmed, but I guess it's better to wait with progressing the campaign until you've fixed this. And also in "contact", you should better call that area "peninsula", not island, as it is connected by a narrow land bridge. "Leaving the island" would be misunderstood as leaving Altis at all, so people would drive somewhere else with the boat, usually in most missions this means just driving out into the ocean to reach the end trigger. That is also a problem, the end trigger is only in the south, but the land bridge makes it relatively improbably that people would choose the way south to just get away, because they are on the north side, and there is no trigger, so people would actually endlessly drive around until the fuel is empty. Better would be to either make a circular trigger that you have to leave, or at least tell the player to reach a certain spot by boat that is in the south, so that he takes the extra work to drive all around the island. typos: - zs00intro2.altis, STR_perzaehlt2: "or course the government..." -> "of course..." - 02pointofnoreturn.altis, STR_alttreffpunkt: "...auf der Karte markert." -> "markiert." - and I remember another one in the cutscene "talking with Linos at the beach", couldn't pinpoint it though. - in the cutscene in the Malden Bar, it once says "MANN" in the english version. - in mission Grief Afterwards, the term "wirepuller" is a too literal translation from German "Drahtzieher", correct only in the technical sense, i.e. a smith who is heating a thick wire and pulling it thinner, but here you are looking for the term "mastermind" or "the man who pulled the strings".
  21. Found a small typo in the replacement config, the ammo bearer's classname is missing an "i", i.e. it says O_Solder_A_F, which should of course be O_Soldier_A_F. This leads to the ammo bearer not being replaced properly. oh and btw., just a tip regarding version nomenclature: the name "1.4.1" would have been better here to signal a full version with a small incremental change (which it is), because the "1.4.0 fix" generally (in the software business) means that it would be an incomplete patch (i.e. just one or two pbos) that needs to be copied over the previous version, or that it is a re-launch of the previous, but wrongly launched (e.g. corrupt archive or similar) version. In any case, it is much better to just increase the version number, regardless how big or small you think the changes are.
  22. Brainbug

    what rifle is this?

    ahh, that's it! very interesting! There is even the possibility that is even the exact same prop from the Bourne movie, as that was a coproduction with a German company, so maybe they sold or leased that prop to the company that makes Soko Leipzig, or both companies hired the same prop provider. For an expensive cinema movie, they certainly construct props, but not for this tv series, so it is something that was re-used - and if it is a prop prototype, then quite probably only one exists at all. Proof for that theory: the slightly lighter wood color on the handguard than on the other wood parts is the same in the Bourne and the above pics, also a few scratches on the buttstock are the same. And I'm sure they used this one because they could get it easier and cheaper than ordering an airsoft remake of a real weapon. I just don't know why they let the forensic say "this was an M200", just letting him say "don't know, might be a custom model, as pro killers often have" would have been equally good for the plot. But then again I don't understand a lot of the unnecessarily unrealistic details in TV series. Anyway, thanks very much for clearing that up! :)
  23. well actually I only used that vest as a quick+dirty proof of concept because it has only one texture and was easier to adapt than the new custom vest (which explains TEC's reluctance to work on it), it was just a way to show how a tan vest would fit to the camo uniforms. TEC, I still hope to have planted the seed of an idea in the back of your head, maybe if you have some spare time in the distant future you might think of a tan vest variant again :) The coolness of black is undisputable (though I think in the desert sun, it probably becomes quite hot^^), but also the better camo value of tan in arid/desert regions. ISIS fighters probably prefer to die faster and thus keep the black, but a mentally sane soldier would probably opt for the better camo. So an idea would be to have garrison troops, patrol troops etc. in the brown camo with shiny shoes, clean black vests and unsubdued flags to show off and intimidate, and additionally to that some special forces with the brown or semiarid variant (or combinations thereof or with uni-colored shirt), tan vests, subdued flags, a variety of cool headgear, beards and an overall dirty/dusty look for units that are in the field for some time. But I'll stop nagging you about it now ;)
  24. Brainbug

    what rifle is this?

    well, just for completeness sake, this was yesterday's episode of "Soko Leipzig", video link is here: http://www.zdf.de/ZDFmediathek/#/beitrag/video/2250032/%22Allein-gegen-die-Mafia%22 But only available for a week after airing and maybe only in Germany for copyright reasons (not sure). But that won't help you, as I said, there is no further footage of that rifle (took the pics from around 3:15). And in the story, they had someone shot dead with a small headwound (like from a .22 pistol or so), but then said it was a "M200 rifle", and I doubt there is much left of a human head if hit by a .408 Cheytac, so this is totally nonsense. And everything else is also made up and doesn't fit at all (they obviously don't have any technical advisors, so the series like a lot of TV productions have a lot of blatant errors, e.g. a policeman working the slide of his pistol when he enters a room, then again after they found it to be empty, but no cartridge drops on the floor, so that are three errors already, and I'm not even talking about the suicidal movements he makes when clearing the apartment - just sad^^). So no, looking at the episode thoroughly won't help at all, because muzzle sounds, shooting distance etc. are totally made up by the film crew, who don't know shit and don't give a shit about detail accuracy either. Not a good sign :( However, that makes it an even more interesting puzzle^^