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Everything posted by sudden

  1. Oh, yes, again! ;-)) "Russian" soldiers with AK-74M, AK-105, AK-107, RPK, Pecheneg, SVU, SVDS, KSVK, VAL and VSS. Badguys with AKM, SVD, RPG-7 Items: suppressors TGP-A, TGP-B, 1p29, Krechet and Cobra collimators, PSO1 and PSO4 Optics. Vehicles: BTR100, Retextured KA-60, Mi-48, Kamaz trucks, T100, BTR-K CurrentVer: 3.62 You'll find the soldiers in the editor under Independent -> Russian Classes listed in readme.txt Have fun! Download from Armaholic ~421Mb YES, THERE IS AN AKMS IN THIS ADDON!!! :p
  2. This is an East vs West mod for Arma3. I really missed the spirit of old good OFP so I decided to edit some BIS models and see what happens. :-) Also this mod features Russian Radio Protocol edited by me for Arma3. Now it's in version 0.99 (beta). Classnames are in the readme.txt file. At the moment mod contains: Units: For both USSR and NATO: Rifleman (AK74 and M16A2) Grenadier (AK74 GP25 and M16A2 M203) - grenade launchers have adjustible sights from 100 to 300 m with 50m step. Autorifleman (PK and M60) AT Rifleman (RPG7V and Carl Gustaf) - launchers also have adjustible sights. HAT Rifleman (Metis and M47) AA Rifleman (Igla and Stinger) Crewman (AKS74U and XM177) Engineer (AKS74U and XM177) Sapper (AKS74U and XM177) Recon Scout (AKS74UB and XM177 silenced) Medic (AK74 and M16A2) Team Leader (the same as Grenadier, but has Binoculars). Vehicles: USSR: UAZ Ural Ural Open Ural Refuel Ural Reammo Ural Repair BRDM2 BTR-60 BMP-2 T-72B ZU-23-4 (Shilka) SU-25 MI-8 MI-24 NATO: 5T TRUCK 5T TRUCK Open 5T TRUCK Refuel 5T TRUCK Reammo 5T TRUCK Repair HUMMWV HUMMWV with M2 M113 M2A2 M1A1 M163 A10 UH-60 AH-1W Most of the credits go to BIS, cause I've used the models from their released packs. SH-68 helmet model was made by Vladimir (aka _boby_) The license is APL SA. Thanks and enjoy! If you like this mod, please support it on the Make Arma Not War website. Thank you! Download ~812Mb
  3. sudden

    ACE for OA 1.13

    If you have "no ammo in tanks" problem it's the CBA. In my case CBA version v1.0.1 didn't work. Go to the http://dev.withsix.com/projects/cca/files website and download previous version. I have installed v0.8.3, now everything's fine.
  4. Same thing. If you have a mission in the editor with tanks and run it twice, at some point all the vehicles are stuck. Running the game without mods.
  5. Cheers everyone! Merry Christmas, Happy New Year and I wish you all the good stuff! :-))) I'm back from my trip (damn it was long!) and already started making new things for the mod. I'm also working on the RPT spamming issues. Next update will feature Marksmen rifles and assault rifle optics for both sides. _____________________________________________________________________________________________________ About other mods. EvW was designed to be a thing in a box to preserve balance, so the first priority for me is always how the EvW mod plays with EvW mod. :-))) If you use other mods together with EvW there could be (and should be) issues with gameplay balance. I just don't have time to check the weapons hit values or armour hitpoints compatibility with all other mods and I also would like to keep the right to change things if I want to. :-)))) In all other aspects I'm doing my best to make EvW as other mods friendly as it could be. All the classnames are unique, and I'm trying to avoid using scripts where possible (the only alltime running script in EvW now is the RangeFinder script for tanks). But if you have an issue when playing EvW with other mods, please understand that reports like "Your mod is incompatible with XXX mod" tell me nothing, but "Mod XXX gives an YYY error when ran along with EvW" or "Can't use XXX mod's weapons when using it with EvW" reports could be a good starting point for me, so please be more specific. Thanks for understanding!
  6. Sorry, guys. I receive a lot of PMs, but I'm traveling a lot at the moment, so I just have no time to work on the mod. Cheers!
  7. Thanks a lot! ;-)) ---------- Post added at 10:18 PM ---------- Previous post was at 10:15 PM ---------- No, they aren't direct ports. There's a PhysX LOD present and all the features of A3 are implemented except the latest DLC, which I plan to implement in the next update. This includes the sling loading.
  8. Don't know yet. All I know for sure there will be marksmen for both sides. I always spend some time playing the mod before releasing a new version, just to catch obvious bugs and sometimes I can suddenly decide that mod needs something... and just throw it in. That's why I don't make any announces. It is just what it is. :-))))) P.S. Oh yeah, I forgot the new features like "fire from vehicles" and helicopters. :-))) They should be in a new update.
  9. sudden


    Yeah, Russians are like that! :-))))))))) Well, I haven't changed anything in the config since Arma3 Alpha, and all the characteristics were taken from BIS config at the time so maybe this part needs tweaking. Does the situation remain the same with vanilla weapons? If so, my mod is guilty, if not... You know who's to blame, then. :-)))))
  10. I've checked it yesterday. Everything seems to be ok. Got any problems?
  11. Not a problem and thanks a lot for investigating. That's what makes us a community, right? Next update should be very soon. I've got some great stuff from my friends _boby_ and kuokenken. ;-)))
  12. Thanks, mate! I've just tried EvW and RHS together. Everything works! So it's not RHS for sure. :-)))))
  13. My helicopters don't use any scripts. All ammo, magazine, weapon names are unique. So I guess it's RHS, who's guilty. :-))) P.S. Or it could be any other mod as well.
  14. I can't cause there's no radar on AH1W. The only vehicle from the mod that has a radar in real life is Shilka. In EvW radar also was given to m163 to make a pilot's life harder. :-))) Anyway, thanks for the feedback. It's appreciated! ;-)
  15. AI is not the best, that's right. :-))) I meant I'm not sure if UAZ with MG was used in Soviet or Russian army at all. Just because I never saw it. Actually, this mod is more about 86-91 era, I even plan a small campaign about the alternative history of USSR brakedown, where instead of the peaceful change of power KGB finds out that CIA stands behind the freedom movements in Soviet republics and in one night arrests a whole network of agents. US tries to free them, but the operation fails. As "a punishment" US president issues an order to use nuclear weapons against soviet bases across Europe and WWIII starts. You can select target for gunner from radio (2) menu and issue a fire command (ctrl+left mouse by default). Gunner will fire at the target. Yes that's a known issue. :-)))
  16. 1. This was made to remove superior powers from air vehicles. You have to work hard to hit a target. And if you have small view distance on the map, air vehicles become unusable (which is true in real life). 2. Who said it was about the Cold war era? I just said this mod was inspired by... 1. No it's not. :-))) In my mod it is exactly AH-1W (in service till 1986). And in CWR2 they have an AH-1F. 2. Yes, because missiles should be guided by the gunner. You should track them until they hit the target. No cheater locking... ;-))) 1. Arma3 bug. It's a pity, but in Arma3 tracked vehicles can't move in water. 2. Vehicle's parameters, the damage system and balance will be tweaked on the way.
  17. Oh, yeah! It was also my favorite! :-))) ---------- Post added at 09:58 PM ---------- Previous post was at 09:56 PM ---------- Yes, same impressions! But the thing I didn't like mostly was the floating zone of a weapon. It took me time to see the advantages of this. ---------- Post added at 10:05 PM ---------- Previous post was at 09:58 PM ---------- It's in the plans, actually, but not a high priority stuff. I think it will come with the desert part, because T55 were used in Afganistan.
  18. I suppose it was a first OFP mission for most of the players. For me it was the first one and... I didn't like the game at all and turned it off. But shortly after that I came back and even now it's still installed on my computer.
  19. Thank you very much for your support! If you could suggest your own missions, or convert some from OFP, I would be happy to add them to the mod.
  20. Thanks, mate! :-) ---------- Post added at 04:50 AM ---------- Previous post was at 04:49 AM ---------- Sure, mate! Added to the requested features list. :-)))
  21. Yeah. I see a lot of annoying things in the mod that I want to change, but until I finish everything I have planned my number one rule is "Don't look back, just make new stuff!" But after that I'll have to start from the start... fixing. :-))) ---------- Post added at 02:27 PM ---------- Previous post was at 02:26 PM ---------- It's ok! Please report bugs if you find some. I do my best to fix it on the fly! Thank you!
  22. Yeah! Thanks! All the small details are to be fixed on the final stage. The plan of the further development is: Rifle optics (Day and Night), Marksmen and Snipers, Static weapons, Mobile Artillery, Radio >> v. 1.0 >> Gun sounds, Reload anims, Materials, damage, penetration, armour, blood textures...etc, etc, etc... AND MISSIONS (that what mods are for, right?)
  23. sudden


    Cheers! Thanks for the report! :-)) I'm making an update now, this will be fixed. ---------- Post added at 10:38 PM ---------- Previous post was at 10:12 PM ---------- sud_ru
  24. Cheers and thanks! No, this mod is not associated CWR in any way (or it would have the Jeep in the first release :-)))). I don't know about porting the OFP missions, but I have a lot of mission ideas of my own. And I'm going to bring them to life shortly. ---------- Post added at 08:04 PM ---------- Previous post was at 08:01 PM ---------- Thank you, my friend. If you have really good missions, I would love to include them with the mod. I'm going to make missions for the U.S.S.R. side, but I also would need the N.A.T.O. scenarios. ---------- Post added at 08:06 PM ---------- Previous post was at 08:04 PM ---------- Man, are you reading the changelogs? v0.99Beta fixes the vanilla optics bug!!! Just checked it again... every scope is on it's place. :-))))) ---------- Post added at 08:07 PM ---------- Previous post was at 08:06 PM ---------- Yes, there's a mess with my NVGs. Will be fixed. Thanks for the report! ---------- Post added at 08:14 PM ---------- Previous post was at 08:07 PM ---------- Thank you very much! The bug is confirmed. AI is using guided rockets against infantry instead of the machine gun. I'm investigating. ---------- Post added at 08:19 PM ---------- Previous post was at 08:14 PM ---------- Confirmed. This is because of the NVGs. If you put the Binoculars to ammobox, put the NVGs(which doesn't have a picture, BTW :j:), you will be able to take a weapon, and after that you can even take NVGs back. -)))))) Thanks a lot for the report!!!