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keeway

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Everything posted by keeway

  1. keeway

    September'39 @ Arma 3

    Particularly, we need 2d artist and the person who completes the infantry and port it to the A3
  2. You are funny thought, but if you want to lick his balls its not a good place to do it. I know Alduric far better than you do and I'm sure of it. Trust me he's just a kid. Please dont forget to donate ! Beggar.
  3. And I said hope not, coz cooperating with Alduric is not good choice.
  4. After a long time I can allow Volga to community! http://cloud-2.steampowered.com/ugc/597035495648363574/E77020CC09434C67DEC344A84C1A984A487E23E6/ (319 kB) http://cloud-4.steampowered.com/ugc/597035495648360933/A34027E05DBBF926BC5ED44FE06C673A7D4369E6/ (247 kB) http://cloud-4.steampowered.com/ugc/597035495648362242/EC129DAFB471D87D83A76844445FF415DE4E0453/ (187 kB) Known issues: Front wheels may raise sometimes In progress: Historical awesomeness License: License: http://creativecommons.org/licenses/by-nc-sa/4.0/ Want non binarized one - add me on steam Credits: Reyhard, zGuba (outstanding help) Varanon, Alwarren, Raid (answered serval questions) Whole CUP Download link - http://speedy.sh/Wtbr6/CUP-Volha.rar
  5. keeway

    Volha in A3

    Just wait for an update, I need to focus on some other things as well.
  6. keeway

    Volha in A3

    Yes, but please check the license http://creativecommons.org/licenses/by-nc-sa/4.0/ Going to do update in like 1 week so better wait a bit.
  7. keeway

    Volha in A3

    In next update I will make it compatible with ZEUS and I will try to fix some issues for example the one with wheels positions
  8. Hello guys, I'v just successfully ported Volha to Arma 3, few things still need to be done. I decided to make bigger pack called "Arma Car Pack" to increase the number of vehicles in Arma 3. WIP screenshots: 16.04 http://i58.tinypic.com/35lgt9v.jpg (340 kB) 19.04 http://cloud-4.steampowered.com/ugc/598160297163060407/2D211BB55F9A124EEAD398768E02D0DFB7C93F34/ (479 kB) Situation: * Volga - some animations still waiting to be fixed * SUV - fixing psychX, need some model fixes, *will containt custom textures* * Next vehicle? Ikarus? Credits: * Aplion for guide * Raid for being patient to me * Alwarren answered serval questions * Reyhard outstanding help with configs and physX * BadHabitz for sharing with me "core" to port SUV * Python for giving me an permission to use his http://forums.bistudio.com/showthread.php?137017-SUV-Recolours
  9. Thanks for the proposition I'v just pm'ed you. Now Im having problem with SUV and the wheel, could anyone help me? I bet it's psychX fault so here check it please. normalSpeedForwardCoef=0.9; enginePower=140; maxOmega=471; peakTorque=350; idleRPM=600; redRpm=5400; terrainCoef=2.3; turnCoef=2.5; precision=10; brakeDistance=3; acceleration=20; fireResistance=5; thrustDelay=0.2; brakeIdleSpeed=1.78; maxSpeed=170; fuelCapacity=119; wheelCircumference=2.4; antiRollbarForceCoef=0.5; antiRollbarForceLimit=0.5; antiRollbarSpeedMin=20; antiRollbarSpeedMax=80; changeGearMinEffectivity[]={0.94999999,0.15000001,0.94999999,0.94999999,0.94999999,0.949999999,0.94999999,0.949999999}; class complexGearbox { GearboxRatios[]= { "R1", -3.5, "N", 0, "D1", 3.5, "D2", 3, "D3", 2.5, "D4", 2.0, "D5", 1.5, "D6", 1.0 }; TransmissionRatios[]= { "High", 4.111 }; gearBoxMode="auto"; moveOffGear=1; driveString="D"; neutralString="N"; reverseString="R"; }; simulation="carx"; dampersBumpCoef=0.3; differentialType="rear_open"; frontRearSplit=0.5; frontBias=1.3; rearBias=1.3; centreBias=1.5; clutchStrength=15; dampingRateFullThrottle=0.08; dampingRateZeroThrottleClutchEngaged=0.35; dampingRateZeroThrottleClutchDisengaged=0.35; torqueCurve[]={{0.000, 0.000}, {0.178, 0.800}, {0.250, 1.0}, {0.461, 0.900}, {0.900, 0.800}, {1.000, 0.300}}; switchTime=0.01; latency=1; class Wheels { class LF { boneName="wheel_1_1_damper"; steering=1; side="left"; center="wheel_1_1_axis"; boundary="wheel_1_1_bound"; mass=15; MOI=3.3; dampingRate=0.1; maxBrakeTorque=1500; maxHandBrakeTorque=0; suspTravelDirection[]={0,-1,0}; suspForceAppPointOffset="wheel_1_1_axis"; tireForceAppPointOffset="wheel_1_1_axis"; maxCompression=0.15; MaxDroop=0.05000001; mMaxDroop=0.05000001; sprungMass=700.0; springStrength=17500; springDamperRate=2800; longitudinalStiffnessPerUnitGravity=10000; latStiffX = 25; latStiffY = 180; frictionVsSlipGraph[] = { { 0.2,0.8 }, { 0.4,0.6 }, { 1.0,0.4 } }; }; class LR: LF { boneName="wheel_1_2_damper"; steering=0; center="wheel_1_2_axis"; boundary="wheel_1_2_bound"; suspForceAppPointOffset="wheel_1_2_axis"; tireForceAppPointOffset="wheel_1_2_axis"; maxHandBrakeTorque=3000; latStiffY=180; }; class RF: LF { boneName="wheel_2_1_damper"; center="wheel_2_1_axis"; boundary="wheel_2_1_bound"; suspForceAppPointOffset="wheel_2_1_axis"; tireForceAppPointOffset="wheel_2_1_axis"; steering=1; side="right"; }; class RR: RF { boneName="wheel_2_2_damper"; steering=0; center="wheel_2_2_axis"; boundary="wheel_2_2_bound"; suspForceAppPointOffset="wheel_2_2_axis"; tireForceAppPointOffset="wheel_2_2_axis"; maxHandBrakeTorque=3000; latStiffY=180; }; };
  10. keeway

    SUV

    In general I'v just finished my Volga so If you give me permission I could fix and add SUV to my pack.
  11. File acp_cars\volha\model.cfg, line 269; /CfgModels/Car/Animations.wheel_1_2_Damper_Damage_BackAnim Undefined base class 'wheel_1_1_Damper_' Alduric thanks for invitation, I will visit your team speak for sure.
  12. Model.cfg class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle : Default {}; class Car : Vehicle { skeletonBones[]= { "drivewheel","", "wheel_1_1_damper_land","", "wheel_1_2_damper_land","", "wheel_1_3_damper_land","", "wheel_1_4_damper_land","", "wheel_2_1_damper_land","", "wheel_2_2_damper_land","", "wheel_2_3_damper_land","", "wheel_2_4_damper_land","", "wheel_1_1_damper","wheel_1_1_damper_land", "wheel_1_2_damper","wheel_1_2_damper_land", "wheel_1_3_damper","wheel_1_3_damper_land", "wheel_1_4_damper","wheel_1_4_damper_land", "wheel_2_1_damper","wheel_2_1_damper_land", "wheel_2_2_damper","wheel_2_2_damper_land", "wheel_2_3_damper","wheel_2_3_damper_land", "wheel_2_4_damper","wheel_2_4_damper_land", "wheel_1_1_steering","wheel_1_1_damper", "wheel_1_2_steering","wheel_1_2_damper", "wheel_1_3_steering","wheel_1_3_damper", "wheel_1_4_steering","wheel_1_4_damper", "wheel_2_1_steering","wheel_2_1_damper", "wheel_2_2_steering","wheel_2_2_damper", "wheel_2_3_steering","wheel_2_3_damper", "wheel_2_4_steering","wheel_2_4_damper", "wheel_1_1","wheel_1_1_steering", "wheel_1_2","wheel_1_2_steering", "wheel_1_3","wheel_1_3_steering", "wheel_1_4","wheel_1_4_steering", "wheel_2_1","wheel_2_1_steering", "wheel_2_2","wheel_2_2_steering", "wheel_2_3","wheel_2_3_steering", "wheel_2_4","wheel_2_4_steering", "wheel_1_1_unhide","wheel_1_1", "wheel_1_2_unhide","wheel_1_2", "wheel_1_3_unhide","wheel_1_3", "wheel_1_4_unhide","wheel_1_4", "wheel_2_1_unhide","wheel_2_1", "wheel_2_2_unhide","wheel_2_2", "wheel_2_3_unhide","wheel_2_3", "wheel_2_4_unhide","wheel_2_4", "wheel_1_1_hide","wheel_1_1", "wheel_1_2_hide","wheel_1_2", "wheel_1_3_hide","wheel_1_3", "wheel_1_4_hide","wheel_1_4", "wheel_2_1_hide","wheel_2_1", "wheel_2_2_hide","wheel_2_2", "wheel_2_3_hide","wheel_2_3", "wheel_2_4_hide","wheel_2_4", "OtocVez","", "OtocHlaven","OtocVez", "damageHide","", "damageVez","OtocVez", "damageHlaven","OtocHlaven", "ukaz_rychlo","", "ukaz_rychlo2","", "ukaz_rpm","", "mph","", "rpm","", "fuel","", "fuel_1","", "fuel_01","", "fuel_2","", "fuel_3","", "prop_01","", "prop_02","", "prop_2","", "prop_1","", "glass1","damageHide", "glass2","damageHide", "glass3","damageHide", "glass4","damageHide", }; }; class civil_car: Car { skeletonInherit="Car"; skeletonBones[]= { "reverse_light","", "daylights","damageHide", "door1","", "door2","", "glass5","damageHide", }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default { sections[] = { "cislo", "grupa", "side", "sektor", "clan", "clan_sign", "podsvit pristroju", "poskozeni", "L svetlo", "P svetlo", "zasleh" }; }; class Car: Vehicle { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 180; // Maximum half-cooling time (in seconds) afMax = 100; // Maximum temperature in case the model is alive (in celsius) mfMax = 8; // Maximum temperature when the model is moving (in celsius) mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 150; // Metabolism temperature of the model (in celsius) sections[]= { "ammo", "zadni svetlo", "brzdove svetlo", "spz", "motor", "body", "clan", "clan_sign", "zasleh", "Light_R", "Light_L", "podsvit pristroju", "glass1", "glass2", "glass3", "glass4", "glass5", "glass6", }; skeletonName="Car"; class Animations { // destruct START class damageHide { type="hide"; source="damage"; selection="damageHide"; hideValue=1.0; }; class damageHideVez:damageHide { selection="OtocVez"; }; class damageHideHlaven:damageHide { selection="OtocHlaven"; }; // Wheels START // Wheels Complete Destruct START class wheel_1_1_destruct { type="hide"; selection="wheel_1_1_hide"; source="HitLFWheel"; minValue = 0; // upravit na 0.99 maxValue = 1; // upravit na 1.0 hidevalue = 0.99999; }; class wheel_1_2_destruct:wheel_1_1_destruct {source="HitLBWheel";selection="wheel_1_2_hide";}; class wheel_1_3_destruct:wheel_1_1_destruct {source="HitLMWheel";selection="wheel_1_3_hide";}; class wheel_1_4_destruct:wheel_1_1_destruct {source="HitLF2Wheel";selection="wheel_1_4_hide";}; class wheel_2_1_destruct:wheel_1_1_destruct {source="HitRFWheel";selection="wheel_2_1_hide";}; class wheel_2_2_destruct:wheel_1_1_destruct {source="HitRBWheel";selection="wheel_2_2_hide";}; class wheel_2_3_destruct:wheel_1_1_destruct {source="HitRMWheel";selection="wheel_2_3_hide";}; class wheel_2_4_destruct:wheel_1_1_destruct {source="HitRF2Wheel";selection="wheel_2_4_hide";}; class wheel_1_1_destruct_unhide { type="hide"; selection="wheel_1_1_unhide"; source="HitLFWheel"; minValue = 0; maxValue = 1; hidevalue = 0.00000; UnHidevalue = 1.00000; }; class wheel_1_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLBWheel";selection="wheel_1_2_unhide";}; class wheel_1_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLMWheel";selection="wheel_1_3_unhide";}; class wheel_1_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitLF2Wheel";selection="wheel_1_4_unhide";}; class wheel_2_1_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRFWheel";selection="wheel_2_1_unhide";}; class wheel_2_2_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRBWheel";selection="wheel_2_2_unhide";}; class wheel_2_3_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRMWheel";selection="wheel_2_3_unhide";}; class wheel_2_4_destruct_unhide:wheel_1_1_destruct_unhide {source="HitRF2Wheel";selection="wheel_2_4_unhide";}; // Wheels Complete Destruct END #define DamageOffset 0.2 // Wheels Damage START class wheel_1_1_Damage:wheel_1_1_destruct { type="translation"; axis="Basic_Damper_Destruct_Axis"; memory=1; selection="wheel_1_1_damper"; source="HitLFWheel"; minValue = 0.0; maxValue = 1; offset0 = 0; offset1 = DamageOffset; }; class wheel_1_2_Damage:wheel_1_1_Damage {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damage:wheel_1_1_Damage {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damage:wheel_1_1_Damage {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damage:wheel_1_1_Damage {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damage:wheel_1_1_Damage {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damage:wheel_1_1_Damage {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damage:wheel_1_1_Damage {source="HitRF2Wheel";selection="wheel_2_4_damper";}; class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;}; class wheel_1_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";}; class wheel_1_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLMWheel";selection="wheel_1_3_damper";}; class wheel_1_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLF2Wheel";selection="wheel_1_4_damper";}; class wheel_2_1_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";}; class wheel_2_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";}; class wheel_2_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRMWheel";selection="wheel_2_3_damper";}; class wheel_2_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRF2Wheel";selection="wheel_2_4_damper";}; // Wheels Damage END // Wheels END //Glass Damage START class Glass1_destruct { type="hide"; selection="glass1"; source="HitGlass1"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Glass2_destruct:Glass1_destruct{selection="glass2";source="HitGlass2";}; class Glass3_destruct:Glass1_destruct{selection="glass3";source="HitGlass3";}; class Glass4_destruct:Glass1_destruct{selection="glass4";source="HitGlass4";}; class Glass5_destruct:Glass1_destruct{selection="glass5";source="HitGlass5";}; class Glass6_destruct:Glass1_destruct{selection="glass6";source="HitGlass6";}; //Glass Damage END // destruct END class Fuel: Rotation { source="fuel"; selection="fuel"; axis="fuel_axis"; maxValue=1; memory=1; angle0="rad -110"; angle1=0; }; class IndicatorSpeed: Rotation { source="speed"; selection="mph"; axis="mph_axis"; memory=1; maxValue=38.900002; angle1="rad -265"; }; class IndicatorFuel: Rotation { type="rotation"; source="fuel"; selection="fuel_1"; axis="fuel_1_axis"; memory=1; minValue=0.000000; maxValue=1.000000; angle0=-0.087266; angle1=-1.658063; }; class IndicatorRPM: Rotation { source="rpm"; selection="rpm"; axis="rpm_axis"; memory=1; angle1="rad 80"; }; class DrivingWheel: Rotation { source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; minValue=-1; maxValue=1; angle0=(rad 80); angle1=(rad -80); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.047198; angle1=-1.047198; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; angle0=1.047198; angle1=-1.047198; }; class Wheel_1_1 { type="rotationX"; source="wheel"; selection="wheel_1_1"; axis="wheel_1_1_axis"; memory=1; sourceAddress="loop"; minValue=0; maxValue=1; angle0=0; angle1="rad -360"; }; class wheel_2_1: Wheel_1_1 { selection="wheel_2_1"; axis="wheel_2_1_axis"; }; class wheel_1_2: Wheel_1_1 { selection="wheel_1_2"; axis="wheel_1_2_axis"; }; class wheel_1_3: Wheel_1_1 { selection="wheel_1_3"; axis="wheel_1_3_axis"; }; class Wheel_2_2: Wheel_1_1 { selection="wheel_2_2"; axis="wheel_2_2_axis"; }; class Wheel_2_3: Wheel_1_1 { selection="wheel_2_3"; axis="wheel_2_3_axis"; }; class Wheel_1_4: Wheel_1_1 { selection="wheel_1_4"; axis="wheel_1_4_axis"; }; class Wheel_2_4: Wheel_1_1 { selection="wheel_2_4"; axis="wheel_2_4_axis"; }; class Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; }; }; class volha: Car { skeletonName = "volha"; sectionsInherit = "Car"; sections[]= { "Camo1", "body", "motor", "palivo", }; class Animations: Animations { class wheel_1_1_Damage: wheel_1_1_Damage{offset1=0.18000001;}; class wheel_1_2_Damage: wheel_1_2_Damage{offset1=0.18000001;}; class wheel_2_1_Damage: wheel_2_1_Damage{offset1=0.18000001;}; class wheel_2_2_Damage: wheel_2_2_Damage{offset1=0.18000001;}; class wheel_1_1_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_1_2_Damper_Damage_BackAnim: wheel_1_2_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_2_1_Damper_Damage_BackAnim: wheel_2_1_Damper_Damage_BackAnim{offset1=-0.18000001;}; class wheel_2_2_Damper_Damage_BackAnim: wheel_2_2_Damper_Damage_BackAnim{offset1=-0.18000001;}; class DrivingWheel { type="rotation"; source="drivingWheel"; selection="drivewheel"; axis="drivewheel_axis"; memory=1; minValue=-1; maxValue=1; angle0=(rad 70); angle1=(rad -70); }; class Steering_1_1 { type="rotationY"; source="drivingWheel"; selection="wheel_1_1_steering"; axis="wheel_1_1_steering_axis"; memory=1; minValue="rad -90"; maxValue="rad +90"; angle0=1.0471981; angle1=-1.0471981; }; class Steering_2_1: Steering_1_1 { selection="wheel_2_1_steering"; axis="wheel_2_1_steering_axis"; angle0=1.0471981; angle1=-1.0471981; }; class IndicatorSpeed: Rotation { memory=1; maxValue=66.900002; angle0=-0.052360; angle1=4.537856; }; class IndicatorRPM: Rotation { memory=1; angle0=-0.104720; angle1=4.363323; }; class fuel { type="rotation"; source="fuel"; selection="fuel"; axis="fuel_axis"; memory=1; minValue=0; maxValue=1; angle0=0; angle1="rad +55"; }; class prop_01 { type="rotation"; source="rpm"; selection="prop_1"; axis="prop_1_axis"; memory=1; minValue=1000; maxValue=7000; angle0="rad 30"; angle1="rad 35"; }; class daylights { type="hide"; source="rpm"; selection="daylights"; minValue=-0.8; maxValue=0.2; unhidevalue=1; sourceAddress="clamp"; }; class reverse_light { type="Hide"; selection="reverse_light"; sourceAddress="clamp"; source="Gear"; minValue = -1; maxValue = 0; hideValue = "0.2"; }; class damageHidedoor1:damageHide { selection="door1"; }; class damageHidedoor2:damageHide { selection="door2"; }; class Glass5_destruct { type="hide"; selection="glass5"; source="HitGlass5"; minValue = 0; maxValue = 1; hidevalue = 0.99999; }; class Wheel_1_1_Damper: Wheel_1_1_Damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 1; minValue="0"; maxValue="1"; offset0= "0.5"; offset1= "-0.5"; memory=1; }; class wheel_2_1_Damper: Wheel_1_1_Damper { selection="wheel_2_1_damper_land"; }; class wheel_1_2_Damper: Wheel_1_1_Damper { selection="wheel_1_2_damper_land"; }; class Wheel_2_2_Damper: Wheel_1_1_Damper { selection="wheel_2_2_damper_land"; }; }; }; }; And memory points:
  13. My PsychX.hpp - click "spoiler" to expand. Went from 25 to 40 and I didnt noticed the difference. And I'm still having a problem with configuring model.cfg
  14. Daily Update, sounds and animations still needs to be done https://www.youtube.com/watch?v=KmR6EUJlsPw
  15. Flying Volga ! http://cloud-4.steampowered.com/ugc/597034314856380791/FC3B361E3F222157DFD8C3CE60B697F1928AC77C/ textures and sounds are already done, now set sail on proxies then physX and we are done. ---------- Post added at 13:39 ---------- Previous post was at 11:40 ---------- Tried to fix config by copying the hatchback one and changing everything for Volga And below the result http://i57.tinypic.com/4uh05k.jpg Any ideas?
  16. Looking forward to see these in game :) btw. Raid, I would like to port some vehicles from A2 even the civilian ones. Could you help me with those? Please add me on steam
  17. Mi-24 would be nice! Ask Kaelies from South Zagorian Army Mod mayby he can give you permissions. Putting one of your factions in independent side would be cool too :)
  18. Kju check these: KSVK - Russians by sudden AK's family - HLC AK Pack M14's - WR5 M14 pack M249 - STI Weapons - Machineguns M240 - STI Weapons - Machineguns Mk48 Mod 0 - STI Weapons - Machineguns
  19. keeway

    Zeus Feature Request Thread

    I would really like to see something simple to add/remove addons in Zeus. Module called "Manage Addons" sucks hard.
  20. keeway

    East Static Weapons Pack

    Reyhard, please tell me where is pool for dontates? I heard that you accept only cash in envelopes, but you know your transfer limit is running out. Good job, hope we will see your bmp's and t-72's in any mod. I have some free time so if there is something I can help you with, just let me know.
  21. keeway

    Demo charge vs. HESCO Barriers

    Check those from A3MP, I think they are more vulnerable to explosions.
  22. /This post was deleted by Bohemia Interactive
  23. keeway

    RH M4/M16 pack

    Good idea ++++ Btw. What are your future plans Robert? I'm asking about these related to addons :>
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