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Found 56 results

  1. Dear Developers! I send this request here, because I don’t want to wait for years until it is noticed on the feedback, There are always more chances to be noticed. Please reduce fire accuracy of subordinate AI-gunner vs air-targets: I'm not saying that a tank cannot shoot down a helicopter, but such a scheme - one shot - killed, one shot - killed, one shot - killed - is not normal. The player inside the tank (commander) has the ability to kill helicopters from the first shot (120mm cannon), while other tanks (AI) will not shoot at 120mm a helicopter in generally! It turns out that when a player is in a tank and his opponent is a AI-helicopter, then the player has the advantage before AI (player can destroy the helicopter from the one-two shot). Or when a player in a helicopter and attacks a AI-tank, he again has the advantage! (since the AI in the tank will not shoot him) As seems to me - All you need to do is to adjust the fire-accuracy (much lower) of the AI-gunner in the tank, against air targets, then it will explain why the AI does not attack the helicopters with the help of 120 mm - this is not effective. Or set it up so that the AI can also use ability fire helicopters. If I am mistaken and such sniper-accuracy is possible in real life, then give the AI the same ability! This will correct the deformation of abilities - Player/AI Repro steps: 1. place in the map your tank (player commander) 2. place in the map enemy helicopters (must move in your direction) 3. run game and order to your gunner attack them
  2. When I received news that the tank control on the commander's position had been changed in the test, I hoped that this would be just a test. But today I received an update of 1.78 and I saw that the new control on the commander's position looks disgusting. Excuse me for this word, but I can not find other words. This is not in the style of Arma. main troubles of the new control-system: 1. There is no feeling that the tank is controlled by another person. The player feels the opposite, namely as if he is a tank driver! It just spoils the sensation of the sim-game. 2.There is no difference in the control of the tank from the commander/driver positions. The only difference is the presence of voice orders. Otherwise, it is the same. Thus commander == driver. Then for what driver is need? Only for the fact that it's necessary to gameplay, not more. 3. The game automatically forces the player to stop the every rotation/movement of the tank, (when player release the A/D/W/S buttons). It looks arcade. In the old control-system, to stop the tank was needed a special order (s-button), which need in spent time as in reality. 4. The sound of voice commands does not match some orders and irritates the player. infinite "stop", "stop", "stop"... 5. Even after this update, the tank controls is not accurate. Many scolded AI-Drivers, because they could not be exact, but the new system is not better! If the player tries to stop the tank, it will continue move about another 10 meters before stopping. Or if you drive forward, hold down the W button and then release it, then some more distance the tank will go further. It's not like inertia or something adequate. In this sense, the old control-system was more accurate, since the AI driver stopped the tank's movement/ rotation exactly at the current position. Among other things, this does not correspond in any way with the voice commands of player character. Why does the character of the player after each order must say "Stop"? After each turn right/ left player character says - "Stop". Now the player automatically says "Stop" and does not choose when to stop the tank! Every few seconds the player hears - "Stop", "Stop", "Stop", "Stop"! It looks irritable to the player's ears. Among other things, a normal, adequate Stop command does not sound exactly when it's needed! For example, when player as commander accelerate tank forward (hold the W key) and press "S"-button, player hear not "Stop , player hear "Backward". Note! Yes, player says "Backward", but if In this case, the tank does not go back, it just stops! Why "Backward"!??? In order to actually go back, you need again to press the "S" button and again hear "Backward! OMG I do not want to hear this! @Bis you broke the old and unique Arma tank-control (which was not in any game!) and replaced by this arcade control. Please complete your test! I want to believe that this was just a test! May be some users will say, that the new tank control looks more convenient. Blah, Blah...Yes, yes, yes! perhaps it is more convenient, but this is less realistic for a sim game and this does not sound adequate (voice commands of player character). Arma never looked for more convenient ways, Arma always oriented on realism. New tank-control It looks arcade, I think this is more suitable for other games, such as Battlefierd or COD. @BIS please return the previous control of the tank to the position of the commander or give the player some choice in the game settings! Player would not want to spoil impression of the Arma game.
  3. Notice of Cancelation At this time I regretfully have to announce the cancellation of this project. The team we had has lost interest and moved onto other projects. Unfortunately at this time I am not skilled enough to make a mod like the one intended. I am sorry to have let everyone down. The Mech Superiority Project The mech superiority project is a mod project intended to bring mechs from some of everyones' favorite animes to ArmA. Currently in production we have the Humanoind autonomous Knight, also known by fans of Code Geass as the Knightmare frame. This project has several goals before its completion; first to make functional mechs capable of not only participating in combat, but being a serious tactical weapon. Second is to make an effective and realistic pilot system, this goal comprises of multiple things; effective switching of weapons for mechs, defensive systems (shield usage, interceptors, etc), cockpit design and functionality. Third is to work on maneuverability (Flight, boosting). 4th goal is to have awesome giant mech battles. We intend to use the knightmare frames as a proof of concept before moving onto the much larger Mobile Suits from various Gundam series. Armaments To help accomplish the first goal two sets of armaments have been chosen to be both as faithful to the source material, and as effective as possible. The Knightmare is the equipped with a Knightmare Assault Rifle -2 (Name below was a typo). Mounted on top of the missile launcher which holds 4 90mm HEAT rockets, and underneath is a 5.5 machine gun. The slash harkin is a bonus for precise alternate fire, although it's firing will be limited it is a powerful weapon. This weapon system allows the knightmare to fight a variety of enemies effectively. The second sent makes use of an 120 mm cannon capable of taking out even more heavily armored targets from greater distances. Current Progress We have progressed to the configuration phase along with some texturing. We've hit a hiccup in the configs and it is slowing down our progress somewhat but we continue forward. Seeking Help/ or Join us in the fight We are currently looking for modders interested in being a part of this project to help us complete this project and achieve goals. If interested in helping or joining us in the good fight join us on our discord at: https://discord.gg/YK7wDmQ Our Mod Team Zephyrsouza
  4. Hello. I want to keep the reload sound of the tank from outside. I have been looking for a way to do this for 5 months, but I could not find a solution because I am not good at English. The current situation is where Leopard2's reloadsound from BWMOD can be heard from both inside and outside. Other addons are not (e.g. RHS M1, T-Series, Arma3 Basic Tank etc..) I want to find a solution to this problem. I checked to see if the Sound.cfg of the other addons was different, but I didn't see any difference. There are many experts here, so I ask you a question. Please help me. What I want: (Reload Sound will not be heard from outside (3 person)
  5. Hi all, Remember FURY? An American Sherman, lost in core of Germany, surrounded by Nazi troops. STEAM link: https://steamcommunity.com/sharedfiles/filedetails/?id=1560958858 Here, the scenario takes place at Zargabad, (a fine CUP map). Your crew of 4 plus a US soldier are stuck in the middle of a Taliban's nest. Your Abrams is out of order and out of gas. Challenge is simple: Repair the Abrams, refuel it and escape!... Perhaps. The mission is SP or MP up to 5 players, with HEAL & REVIVE feature for AIs and player(s)! You can heal or be healed in both SP MP but it's preferable to play in "MP one player" for mission parameters. You will be leader what ever the slot you choose. In SP, you don't die. AIs fellows can heal you as you're unconscious. If not, you'll respawn after 2 minute bleed out. You can heal them as well. You can enable/disable Arsenal crates for players. So, required mods are CUP only (+CBA as dependency). I recommend also: - enhanced movement (even if this is not the best corner of map for using it); - MGI tactical pack, for beginners or smart players (not using the whole stuff, but you can stick charges on vehicles) Have fun!
  6. nenzeo

    Hoovering tank

    Hello, I`m making a Norwegian version of the Leopard 2A4. Only have a few bugs left to iron out, but I have hit a wall with this one. I have tried: - Adjusting every physX setting I can think relates to this. - Main PhysX are as follows (weight 62000kg) sprungMass=4428.5714; springStrength = 324000; springDamperRate = 36000; - All LODs should be centered - All related memory points have been rebuild many times. - I have tried settings from BI Example tank, Burns M1A2, BW mods Leopard. With no same results as seen above. I cannot for the life of me find the issue. Thanks in advance for any help!
  7. Hey people. I'm working on config for a tank, using other tanks as references to make sure my values hit at least close to workable. Trouble is...I can't seem to get the damned thing past about 28km/h. I can't seem to figure what's holding it back since everything I've checked seems to be at least similar to values for the two tanks above that both work fine. Here are my related entries in vehicles.cfg: accelAidForceCoef = 1.5; accelAidForceSpd = 1.4; brakeDistance = 12; brakeIdleSpeed = 0.1; changeGearMinEffectivity[] = { 0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95 }; changeGearOmegaRatios[] = {1,0.424242,0.454545,0.333333,0.984848,0.424242,0.984848,0.606061,0.984848,0.575758,1,0.545455}; changeGearType = "rpmratio"; //Have also tried "effective" with similar issue. clutchStrength = 45; dampersBumpCoef = 4.5; dampingRateFullThrottle = 1.0; //1.4: T100 0.8: Kamysh dampingRateZeroThrottleClutchDisengaged = 0.65; //0.8: T100 0.5: Kaymsh dampingRateZeroThrottleClutchEngaged = 0.45; //5.0: T100 4.0: Kaymsh driveOnComponent[] = {"Track_L","Track_R","Slide"}; engineMOI = 12; //12 - T100 7 - Kamysh enginePower = 1119; //kW engineStartSpeed = 5; //common value epeImpulseDamageCoef = 18; //Same for T100 and Kuma gearBox[] = {-7,0,11,8,5.7,4.2}; //Same in T100 and Kuma idleRpm = 1200; latency = 0.5; maxOmega = 335; maxSpeed = 80; minOmega = 140; normalSpeedForwardCoef = 0.75; numberPhysicalWheels = 16; peakTorque = 5300; redRpm = 3200; sensitivity = 2.5; simulation = "tankX"; slowSpeedForwardCoef = 0.25; switchTime = 0.3; tankTurnForce = 950000; tankTurnForceAngMinSpd = 0.7; tankTurnForceAngSpd = 0.76; thrustDelay = 0.5; torqueCurve[] = {{0.424242,0.8},{0.545455,0.95},{0.606061,0.99},{0.636364,1},{0.666667,0.98},{0.727273,0.93},{0.878788,0.76},{1,0.6}}; tracksSpeed = 1.35; class complexGearbox { driveString = "D"; //String displayed in HUD for Forward Gear neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. gearBoxMode = "auto"; GearboxRatios[] = {"R1",-3.4,"N",0,"D1",4.4,"D2",3,"D3",1.75,"D4",1}; //KUMA //GearboxRatios[] = {"R1",-4.5,"N",0,"D1",7.8,"D2",5.6,"D3",4,"D4",2.9,"D5",2.1,"D6",1.5,"D7",1.1}; //ANGARA moveOffGear = 1; transmissionRatios[] = {"High",11.5}; }; Can't seem to figure this on my own, so help would be appreciated! I've checked vehicle mass and it seems to be as expected (about 52 tonnes) Cheers, Law
  8. Squad name: 7th Cavalry Regiment Timezone/location : All US/EU Gamemode preference (eg coop or pvp): Coop/PVP/PVE, Mil-Sim Contact email: My 7th Cavalry Profile Website address: 7th Cavalry Website Short description: The 7th Cavalry Regiment is a military simulation clan primarily focused on Arma 3. The Regiment was founded October 15th, 2002 and remains committed to military simulation today. This means that when you enlist, you will earn your place as a trooper in one of the oldest gaming regiments online. For the majority of people in the CAV, this unit isn't just somewhere to play, it truly is a brotherhood in which all are respected and supported by their brethren. We have over 220+ Active Arma 3 members spread across 1st Batallion. We have three Company's: Alpha, Bravo and Charlie. Alpha contains Fixed & Rotary Wing for Transport and Attack. Bravo consists of Mechanized Infantry, Armor, Cavalry Scouts (Ground Recon) and our Medics. Charlie Company, the tip of the spear, is the main Infantry element, with Airborne Infantry & Heavy Weapons. The 7th Cavalry is best known for their in-depth training schools & courses (over 34 different classes!!!) and our high-attendance, detailed, immersive Operations. Want to learn more? Start your 7th Cav Career today! Click the link and choose your Career path ---> 7th Cavalry's Arma 3 Career Pathway For more info, visit Detailed 7th Cavalry Recruitment Post Language: English Signed, =7Cav=Lucius.M
  9. Date: August 8, 2036, 09:40 Place: Stratis island Situation: NATO forces displace the remaining enemy forces to the north and west coast of the island. It is necessary to carry out the last decisive attack until AAF and CSAT forces are entrenched in their positions. Features: Game Modes - Singleplayer, 3 Player CO-OP; Walkthrough duration - medium; Difficulty - medium; No required addons; Voice acting - no; Titers and descriptions - eng | rus; Arcade Mode - each player controls his own tank; Fast and fun gameplay scenario. Links: Steam Workshop MediaFire Armaholic
  10. Hey I'm trying to add some additional damage simulation to tanks and was trying to figure out how to disrupt sensors and displays. DISPLAYS: I've found the render targets for the example vehicle; "commander_display" and "driver_display", but I can't quite figure out how to modify them. I don't know how to refer to that render target for that vehicle when using a command like setPipEffect. SENSORS: So some vehicles have incoming missile warnings and such. Is there a way to disable these? I'm thinking I might also be able to disable data link send/receive. Are there any other sensors or electronics I may be able to disrupt? Cheers
  11. MGI ENHANCED TURRET Last update 09/05/2018 Hi all, Here is a little script allowing AI gunners to fire HE shells on infantry. I hoped Tank DLC will improve some AI features about targeting and ammo firing possibilities, but it seems not. So, running this script makes gunners load some accurate shells to fire with cannon. It's complementary to MGs. On the other hand, I tried to overwrite the targeting engine as far as the present BI one consider a team leader more dangerous than an AT soldier... The result is disastrous, of course. I gave up with this idea. If it's easy to choose the best threat to be shot, it's impossible to override the engine to order the gunner to watch, aim, fire at the chosen target. Engine has its own life... as usual, commands do nothing persistent (working) on that. parameters: none (at this time) Script can be added in init.sqf or initServer.sqf 0=[] spawn { while {true} do { uiSleep 4; _allCannonVehicles = vehicles select {local _x && isNil {_x getVariable "admitVeh"} && !(_x isKindOf "WeaponHolderSimulated") && (getText (configfile >> "CfgVehicles" >> typeOf _x >> "editorSubcategory") in ["EdSubcat_APCs","EdSubcat_Tanks","EdSubcat_Artillery"])}; { _x setVariable ["admitVeh",true,true]; _x spawn { params [["_tk",objNull],["_tgt",objNull]]; private _wpnTrt = _tk weaponsTurret [0]; private _cannon = (_wpnTrt select {getText (configfile >> "CfgWeapons" >> _x >> "nameSound") == "cannon"}) select 0; if (isnil "_cannon") then {_cannon = ""}; if (_cannon != "") then { _cannonMags = getArray (configFile >> "cfgweapons" >> _cannon >> "magazines"); _cannonReloadTime = getNumber (configfile >> "CfgWeapons" >> _cannon >> "magazineReloadTime"); _magsDetail = magazinesAmmo _tk; _magsDetail apply { _class = (configfile >> "CfgAmmo" >>getText (configfile >> "CfgMagazines" >> _x select 0 >> "ammo") >> "aiAmmoUsageFlags"); _usage = if (istext _class) then [{(getText _class) splitString " + "},{[str(getNumber _class)]}]; _x pushback _usage;_x }; while {alive (_tk turretUnit [0])} do { _gunner = _tk turretUnit [0]; if (!((_tk targets [true,700]) isEqualTo []) && !isPlayer _gunner) then { _tgts = (_tk targets [true,700]) apply {[_tk aimedAtTarget [_x],_x]}; _tgts sort false; _tgt = _tgts select 0 select 1; _magsDetail = _magsDetail select {(_x select 1) > 0}; if (((_tgt isKindOf "landVehicle") or (_tgt isKindOf "CAManBase" && diag_tickTime mod 30 <= 6)) && _tk currentWeaponTurret [0] != str _cannon) then { _tk selectWeaponTurret [_cannon,[0]] }; call { if (_tgt isKindOf "landVehicle" && !(_tgt isKindOf "car")) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("512" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (secondaryWeapon _tgt != "" && diag_tickTime mod 30 <= 6) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("64" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags && !(_tk getVariable ["loaded64",false])) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (_tgt isKindOf "landVehicle") exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("128" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; if (_tgt isKindOf "CAManBase" && diag_tickTime mod 30 <= 6) exitWith { for "_i" from 0 to count _magsDetail -1 do { if ("64" in (_magsDetail select _i select 2) && (_magsDetail select _i select 0) in _cannonMags) exitWith { _tk loadMagazine [[0],_cannon,_magsDetail select _i select 0]; }; }; }; }; uiSleep _cannonReloadTime; } else { uiSleep 2; }; }; }; }; } forEach _allCannonVehicles; }; }; Feedback welcome.
  12. Hello there, I've been making some player+AI vs AI tank-on-tank scenarios for quite some time and lately I'm getting somewhat tilted by the fact that in a head-on engagement NATO vs CSAT tank-on-tank scenarios, the results are often heavily skewed in favour of the CSAT t-100. I was sure the problem wasn't due to the tank per se. I've seen some partial unbinarized MLOG p3d of both the Slammer and t-100 and found that the slammer does have overall more armor thickness in the fire geometry. So I did some testing and I found out that when going up against the Slammer, an AI, especially a 100% skill one will converge its aim around the turret ring of the slammer, which is its weakest spot from the front, while when an AI goes up against the T-100, its aim converges around the upper plate, the strongest part of its frontal armor. My question is, how does the AI determine the point of aim against tank targets? Is this set in a cfg file somewhere? Is there any way to tweak AI's point of aim at all? Cheers.
  13. Hi Devs! Just some impressions of gameplay in the Heavy Armor Interiors. For me, unfortunately, playing inside the tank interiors, I got a big disappointment. On the one hand, the player sees beautifully modeled interiors. Yes, from the visual point of view, it looks great, but on the other hand, when you play inside, there is not even the slightest simulation which is necessary, according to the current interior. The my first problem - the player teleports through the bulkheads of the vehicle. I hope that there are people for whom this is also a problem. Soldier can change his position (driver/gunner/commander) in half a one second and go through any walls not taking into account the current interior. This point already leaves a not good impression for player. Next, I continued to play and noticed that the internal simulation inside the any tank or APC is just zero! After all this, I do not understand what the interior was for? It only looks nice but does not carry any functionality. Devs and users, please look at these screenshots. This is a interior of criticaly damaged tank: You can see that this tank is damaged by 90-98%. "HULL", "ENGINE", "GUN", "LEFT TRACK", "RIGHT TRACK", "TURRET" - they all have critical damages , but inside tank, there is not even the slightest visual sign of any damage! a) where is the smoke inside the cabin? b) where are the sparks? c) why do all the devices work as if the tank is not damaged? d) when you play in the cockpit there are no alarms! (alert sound, flashing light bulbs etc) e) when players tank get heavy hits, player not observe any slightest shaking/sway f) when players tank get heavy hits, player not observe any slightest sound of this heavy hit g) at any damages the glass of observe windows do not have cracks Devs, I hope after release TnaksDLC, you'll add at least a some simulation to beautiful interiors of all armored vehicles. If a tank of player get hit 120 mm or Missile Hit, then the player must feel it - there must be a sway and sound of hitting! If the tank is critically damaged, then the player cabin should have smoke, sparks, the screens must have picture interference or even lost vision, there must also be alarms
  14. Due to 3den enhanced editor allows to set fuel amount in liters (fuel cargo volume)in vehicle attributes and due to there is, for example, static wagon tanker (Land_wagon_tanker is classname) who operates as refueling point, I am searching for a way to refuel that somehow. -Situation on the field looks like: There is transport base sector with those wagons installed and every of them have working refueling ACE system. There are trucks who need to enter this base and transports fuel on the field to helicopters, boats and other vehicles involved in separate operations accros the map. Once the truck cistern or wagon volume of fuel is depleted, is there a way to refuel that? -Setups and tried solutions: 1. Trigger activated by radio Alpha onAct: MyFuelTruck setFuelCargo 1; (don't work-it stays the number of liters what I put in editor 1000 and if I refuel some vehicle with, for example 100 litres there is 900 left in truck/wagon due to I set it to 1000) then I fire the mentioned trigger or in debug console put this setFuelCargo 1; or MyFuelTruck setFuelCargo 1 ; while sitting it that vehicle - nothing happens. (not added fuel in cistern tank). 2. All trucks have correct variable names same as ones in the onAct field of trigger 3. I know that I can place 10000 liters in Fuel Cargo Volume field and be good with fuel for upcoming 10 years but I search for some realistic environment of that base and also set up some addAction things which moves wagons by line of rails from big fuel reservoars to station logistical points in the middle of the base to simulate logistical operations inside base so I need refueling system to set up somehow. Thanks guys I hope I am writte this understandably.
  15. maxl30

    Tanks DLC 152 mm ShKH DANA

    Hello, i had see in the Dev-version of A3 the Zamak MLR and im really disapointed. I mean special for the AAF is a wheeled Howitzer better and much real than a MRL ... Dana Howitzer https://en.m.wikipedia.org/wiki/152mm_SpGH_DANA Zamak Titan MRL Im really interested what you think about !
  16. Komesar_Ristanovic

    Problem with tanks

    Hello i found long ago one great addon for arma 2 so i decide to import it to arma 3 and it work. But problem is when i drive a tank and when try to use break or just stop holding move key vehicle raises the rear and can overturn on other side. How to fix this problem ? By the way other staff like trucks and light mechanized armor dont have this problem. If somebody know how to fix this pleas help
  17. Hi to all! How can I assume, the Tanks DLC will have to add not only new tanks, but also new anti-tank weapons and I would like to talk about it. Today (v1.76) in Arma3, very few anti-tank weapons for the infantryman. Before, I was inspired by the topic by @SuicideKing in which he suggests expand the AT - infantry weapon. I fully support him on this issue, but he did not mention the new AT-weapons for FIA/Syndicate factions. The FIA and Syndicate has very little military potential before enemy armor. Yes they can use AT's infantry weapon from other factions, but I would very much like them to have a unique anti-tank weapon based on Offroad! They have for this purpose all the prerequisites. I would like to see Anti-Tank Offroads, for example which we can see in the trailer of the game Squad Before, I saw such weapons in the middle east and this is suitable for the FIA or Syndicare factions. As seems to me, It will be unique vehicles, which can diversify the gameplay of Arma3, because it will be very mobile and powerful to use, while remaining weak in the area of armor. Since this will not require much work (We already have Offroads for which it only remains to add AT weapons) with the least cost to the developers, these AT-vehicles could be an excellent addition to the Tanks DLC. Who likes this idea, please support me.
  18. Greetings all, i have a small problem some of you may be able to help me with. Im currently making a tank in Arma 3, and everything is complete bar texturing. however after doing some testing i discovered that the main gun isn't zeroing properly. It acts as if it doesnt get any range value from the rangefinder when T is pressed. And when manually zeroed its sometimes on point, sometimes off by 100's of meters. No matter what i try, moving the memory Lod points, tweaking the discretedistances and discretedistanceindex; my tanks main and coaxial guns are always of target. Here is a photo of my FCS in the vehicles config. https://gyazo.com/6eb4844c8832d2427d3a5a3208a82762 And here are the memory points that are used (the point at the end of the barrel is excluded from the image) https://gyazo.com/7a8ebf07a5cf434ca30b9e02d85194eb https://gyazo.com/a227d8e8552c7ee23237a5352db5465f all the memory points are in the correct place, and the gun elevates and depresses, just not in perfect sync with the gunnersview; i assumed this was the problem initially but after moving the gunnersview around i couldn't get them to sync up. Not that it should matter if its just draws a line from the barrel to intersect the line the gunnersview draws. :-/ I have run out of ideas for what it might be, hopefully someone here can give me a hand. Cheers in advance.
  19. Finally, a weeks ago Israel released IFV version of Namer and armed with a turret of 30mm bushmaster II if in the upcoming tank DLC we can have some new IFV, this is the best option Slammer (Merkava) chassis has already been used on multiple vehicle in the game,such as panther APC(Namer APC) If we have Namer IFV, the blufor can finally have a tracked IFV upcoming tank DLC have very high possibility include a tank design based on T-14 armata which we see BI's art designer checking the picture of T-14 in 7:08 so we just leave it, it's already like half-confirmed but i don't have any idea what blufor and independent could get to use it could be some abandoned project of 140mm gun Abrams, ATAC. the two prototype become CATTB and THUMPER but they all abandoned long ago also they are no match to the unmaned turret design T-14 the one could be used for blufor is the M1 block III,but not even prototype been made people are sick of seeing Merkava as NATO MBT a long time, so i guess the new blufor MBT can based on this two U.S project for independent, honestly Puma (Leopard2 Revolution) is already one of the top rank of tank that you can get for independent if there gonna be new tank for independent, it could be similar performance but more eastern design T-84M Oplot-M is a decemt choice, or a Chinese VT-4, Russian T-90MS, French LecLerc but tank itself are not really that important, what i would like to see in tank dlc is some counter tanks and more fun ground vehicles for example, the Russian BMPT BI can mix the design of this thing with current T-100 vursk (Object640) chassis in the game and it will become a game changing vehicle Tiger-M armed with 8 rounds of Kornet-EM ATGM,this design can simply put it on top of Ifrit (ZiL Punisher) we need some real ATGM in the game,not that stupid Titan (Israel Spike) launcher. The missile which are not being jammed by smoke. some of the new active protection way (IR jammer\ laser counter Aerosol) can be develop for counter it LOSAT and Spike NLOS can add based on Hunter chassis and give to Blufor Independent can have Strider(LGS Fennek) armed with titan launcher this is one good way to stop the non-stoping tank hill camping in KOTH and any situation. OLD TANKS i really would like to request some old tanks in the game, some good old fashion T-72M1 with kontakt-1 the AKM and RPG-7 in apex DLC is a suprise, and absolutely gorgeous to see them. i was thinking what if we have some old tanks as well. No thermal imaging,no fancy new FCS, no remote weapon station , but with still decent protection and fire power. i knew i can just load RHS but i want to play this in KOTH as well. It's a shame if we only receive 3 MBT for each side, such a waste.
  20. scavenjer

    Tank elevation angles

    This is my first forum post here so if this is not in the right place feel free to move it, I, and probably others, have noticed that the gun depression values on some tanks are incorrect as compared to their real-life counterparts. This includes the MBT-52 Kuma (Leopard 2 revolution) and the Slammers (Merkava MK4). I have looked into the files and for the Kuma it appears to have -9°, this however isn't what we have in game because they changed it in patch 1.58. The cannon was clipping the back end of the vehicle (and still is) so they gave it -5° to stop it from clipping. But because elevation angles are uniform this overrides the -9°.... I suggest making two "gun depression variables", one for the "maximum" minimum elevation (-9°)and one for the "minimum" minimum elevation (0°).There should also be a transition between the two. Below I have a link to the feedback ticket, of you want Bohemia to fix this or take a look at it, please comment on that feedback ticket so it can get some traction :) https://feedback.bistudio.com/T123481 Thank you for your time!
  21. Hi guys: I just realized that in both T-100 and M2A4, the HEAT is more powerful than APFDS?? For example, for T-100, HEAT had DirectHit 800, IndirectHit 40, IndirectHitRange 2, but APFDS had only DirectHit 550, IndirectHit 20, IndirectHitRange 0.5. I tested it, and HEAT round really hit armor more damage. Previously I thought APFDS is better at heavy armor. APFDS=armor piercing fin stabilized discarding sabot, it should be OK. And it is said that APFDS is targeting heavy armor. So what does HEAT mean? High explosive anti tank?? Does it mean that it uses chemical energy to destroy armor? Or it is dual purpose? It might be reasonable if it is the former, and it is amazing if it is dual purpose shell, even powerful than AP round. Also, the M2A4 used HEAT_MP_T rounds, so it indicates Multi-Purpose??? Any one could explain what is the purpose of HEAT, and why Arma 3 set such values? Finally, by the way, my custom mission AFCS SP version has been updated, which showed the data of vehicle ammo. You can check this issue easily with that mission, and I also realized this when I play it, :D. Dragon
  22. I want to randomize the damage on a car on the start of a mission, same thing with a tank and helicopter and so on. What are the codes for each part and how do I make it random? Is there some place to reference each part of a car/tank/helicopter like a website I could use?
  23. Hi there everyone so here is what i'm trying to create i want three Tanks to spawn with crew and then move to waypoints after a certain amount of time has elapsed. This is what i have so far.. major disclaimer here I've been experimenting with a lot of this just seeing how certain things work and trying to get the basic understanding of the language so Arma 3 coding veterans prepare the defibrillators because you might need to restart your hearts after seeing this. On a side note if anyone has any tips on learning how to code SQF, SQS etc in arma please let me know as im hungry to learn this language but can't find any good material anywhere. //if (isServer) then { _type = _this select 0; _mark = _this select 1; _time = _this select 2; _slaGrp = createGroup INDEPENDENT; //Sherman #1 _vehicleObject = createVehicle ["LIB_M4A3_75_Tubes", getMarkerPos "spawn1", [], 1, ""];_vehicleObject setDir 217.344; _S1vehicleName = "sherman1"; missionNamespace setVariable [_S1vehicleName,_vehicleObject]; publicVariable _S1vehicleName; //Sherman #1 Crew _s1Inf = "LIB_US_tank_crew" createUnit [ getMarkerPos "spawn1crew", _slaGrp]; missionNamespace setVariable _s1Inf; publicVariable _s1Inf; _s1Inf moveInDriver "sherman1"; //Sherman #2 Crew _s2Inf = "LIB_US_tank_crew" createUnit [ getMarkerPos "spawn1crew", _slaGrp]; missionNamespace setVariable [_s2Inf]; publicVariable _s2Inf; _s2Inf moveInGunner "sherman1"; //Sherman #3 Crew _s3Inf = "LIB_US_tank_crew" createUnit [ getMarkerPos "spawn1crew", _slaGrp]; missionNamespace setVariable [_s3Inf]; publicVariable _s3Inf; _s3Inf moveInCommander "sherman1"; //createVehicleCrew (sherman1 select 0); //Sherman #2 //_vehicleObject = createVehicle ["LIB_M4A3_75_Tubes", getMarkerPos "spawn2", [], 1, ""];_vehicleObject setDir 217.344; //_S2vehicleName = "sherman2"; //missionNamespace setVariable [_S2vehicleName,_vehicleObject]; //publicVariable _S2vehicleName; //createVehicleCrew (sherman2 select 0); //Sherman #3 // = createVehicle ["LIB_M4A3_75_Tubes", getMarkerPos "spawn3", [], 1, ""];_vehicleObject setDir 217.344; //_S3vehicleName = "sherman3"; //missionNamespace setVariable [_S3vehicleName,_vehicleObject]; // _S3vehicleName; //createVehicleCrew (sherman3 select 0); //};
  24. I thought I might as well ask someone for their expertise before I push out a play-doe colored tank because after all the time I spent making the damn thing it'd be a shame if it looked like a 2 year old colored it in with a crayon :P The tank must be UV unwrapped and textured... PM me if interested in helping.
  25. m1 abrams V0.5 Spam free mirror: ftp://ftp.ofpr.info/ofpd/unofaddons2/STGNM1ABRAMSv0.5.rar Want some action? try the mission "Breach and Clear" by -Snafu-
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