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xeno426

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Everything posted by xeno426

  1. The Zulfiqar-1 is indeed a real tank. It likely isn't terribly power in real life, and I'm pretty sure an Abrams would have little difficulty taking it out. Iran's best tank in the mod is likely the T-72S. BTW, I managed to fix the "drifting" bug of the 9M14P static launcher. :)
  2. I'll try anyway. :D New small arms: SKS, RPD (with animations!), several AK-47 variants, Al Kadesiah, Zastava M76 New BRDM-2 variants (DShK, AT-3C (9M14P), UB-32A-57) T-62A T-55 L-39 9M14P Malyutka-P L-118 Howitzer Ka-32 In general, we have several of new static launchers for both the NLA and Iran. These include Aforementioned 9M14P launcher 9K111 Fagot Tosan-1 MGD (licensed DShK copy) Toophan-2
  3. It's not finished yet.
  4. More specifically, Left CTRL is the default Mando key for switching between different Mando-guided weapons. "F" is the default key for switching between regular weapons (i.e. unguided ones).
  5. xeno426

    WarFX : Blastcore

    That's because most people create completely new weapon classes for their weapons that only inherit from the base vanilla weaponclasses (CannonCore, etc) instead of building off existing weapons. The only way to fix this is to create your own mod that modifies those new weapons with the BlastcoreFX code entries.
  6. The same people that would care if you called the F-35 an F-22, or a T-80U a T-90S, or an M1A2 an M2A2.
  7. I know, it's rather bugged me that BIS keeps calling the Russian ATG missiles "Ch" instead of "Kh". The Russian letter "Ð¥" is best Anglicized as "Kh" since that's the sound it makes. Even the Russians agree; play any of Eagle Dynamic's (a Russian flight-sim company) games like Lock On: Modern Air Combat or DCS Black Shark. And, of course, everyone else keeps calling the damn thing "Ch" in their mods as well. As for weapon loadouts and actual weapon ranges, take them with a grain of salt when it comes to ArmA. The distances ArmA plays in just aren't big enough to really make use of the actual engagement envelopes of real missiles, and BIS didn't make their rocket pods part of the proxy system. :(
  8. xeno426

    P:UKF Challenger 2.

    I didn't know they focused on recruiting Chally crews from Liverpool.
  9. xeno426

    P:UKF Challenger 2.

    You mean they don't have them in real life? What the heck? The commander's supposed to be the one with all the situational awareness! Someone in the government derp'd. Does the gunner have thermal sights? (IRL, of course) Based on all those "Updating base class" entries, I'm guessing part of the issue is that the configs are defining more than they need to. IMO, I'd base the vehicle config off an existing vehicle class so that it inherits most of the sounds and configs you already want. That'd cut down on the amount of extra code you need to put it, and it would make it compatible with sound mods, like J.S.R.S.
  10. xeno426

    P:UKF Challenger 2.

    Too oversized? You mean too high poly, or the file size is too large?
  11. It's not publicly available, since it's not quite finished yet. We haven't completely finalized all the NLA units, so it's rather pointless at this juncture. It also includes several new vehicles that'll appear in the next version, so releasing it now would just lead to all kinds of errors. :p
  12. Though it looks considerably wider, if not longer. I wouldn't be surprised if its amphibious capabilities are also missing. It can probably hold more infantry inside as well.
  13. So, what do the values in ["p85_PALmag_HE", 10, 80, 1, -1000, 1000, 200] represent? I know the first is the magazine name, but what of the other values? Do they follow the same order as your description (minimum gun elevation, max gun elevation, elevation step, min height delta, max height delta, and height step)? What exactly do the values "elevation step, min height delta, max height delta, and height step" mean? I understand the first two (minimum gun elevation, max gun elevation), but the rest I'm a little fuzzy on.
  14. Unfortunately, no. However, this is because I've never tried.
  15. I don't know about the FireAt command, but I can send you the configs I use for the M109 and the 2S1 so that they work with the Arty Comp. I'd also be interested in the tables you created for the M109. How does one go about creating tables, by the way? We've got a unique rocket artillery piece in the Iranian Forces mod, and it would be nice to use something other than the 122mm ballistics table.
  16. We're going to need a bigger picture than that...
  17. The Zulfiqar-2 (and 3) are easily noticed by the extended chassis, with a seventh road wheel added. This is a pretty good description of the Zulfiqar-3. Yeah, I would really like to see the Chieftain (and the Mobarez) added to the Iranians, but there's no good model for it. The one on Armaholic is ArmA1 quality, and has lots of issues. That's because the original mods that provide those vehicles are used wholesale. However, we've now got permission to use the MLODs, so future versions (not the next one, but hopefully the one after) will not have those extra vehicles. [EDIT] Oh, derp. Already answered. I guess I shouldn't have left my computer with a partially-completed post, only to come back a couple hours later and finally hit "post" when I got back.
  18. xeno426

    Ddam rdaf eh101

    Could this be updated with OA thermal maps for model? It'd be great to see this in CO.
  19. They were all removed due to issues with ANZAC Steve. http://forums.bistudio.com/showpost.php?p=1968464&postcount=838
  20. xeno426

    FFAA MOD Spanish army

    Has anyone had any luck contacting Lobo? I've tried without any success.
  21. xeno426

    Improved BRDM2 units

    I noticed that for the rocket-armed BRDM-2, you are using the S-8 80mm rockets as the base. However, the rocket pod on top has 32 tubes; this would indicate that it's a UB-32 pod, not a B-8M pod. The S-8 rockets come in B-8M and B-8V20A pods, which only hold 20 rockets each*. S-5 rockets come in UB-16 and UB-32 pods, with 16 and 32 rockets in each, respectively. A few other bugs I've noticed: when firing the DShKM-armed BRDM-2, the muzzle flash always comes from the DShKM barrel, regardless of whether or not you are firing the DShKM or the PKT. After you've fired all the missiles in the first magazine on the 9M14-armed BRDM-2, the missile models do not reappear when you've reloaded the magazine. *for those interested, the B-8M (and its variants, B-8M1 and B-8-0) is the aerodynamic version that's seen on fixed-wing aircraft like the Su-25. The B-8V20A is the kind seen on the Ka-50. Since helicopters cannot reach the speeds of fixed-wing aircraft, the extra drag from the B-8V20A's design was considered negligible, and it was outweighed by design's advantage of being much cheaper to produce.
  22. Ok, figured it out (thanks to Max Powers for help on this). I used the animation provided by Max Powers, but I just had to add an extra bone between "otochlaven" and "missile_hide". This is what worked: In the CfgSkeletons, "OtocVez", "", "OtocHlaven", "OtocVez", "missile_control", "otochlaven", "missile_hide", "missile_control", And in CfgModels, class missile_fired_hide { type = "hide"; selection="missile_hide"; hideValue = 1; }; Now I just have to work on plugging this in to the config.cpp and setting up the script.
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