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Found 9 results

  1. I was trying to make an amphibious assault mission using the LAV-25 and the AAVP7/A1 from the CUP mod pack. When I placed the units in the ocean and gave them waypoints and started the mission they were unable to go anywhere in the water or move at all. The LAV-25 was able to move forward at a decent speed but I soon noticed that it couldn't turn in the water at all. I can drive the vehicles in the water just fine but the AI are unable to. I was wondering if there was a config to fix this or anything else I can do to make them move in the water so I can make this mission. Thank you in advance for any assistance. Much appreciated!
  2. Hi, since the update, the tracked vehicles are slipping and sliding all over the place far too excessively. This is true of all original Bohemia Arma 3 tracked vehicles on any map, including the original Arma 3 maps. Something to correct pretty quickly.
  3. Hello everyone! I've been working with UK military vehicles in Milsim communities for about a year now and having recently changed to using the Warrior we had to resort to the default Arma variant and it's partial re-textures so a week ago I decided that I will try and learn how to model a new vehicle into ArmA from scratch and I have been spending a lot of time since then watching tutorials, reading forums and asking questions just about everything. I downloaded Blender and started to learn how to use it and this is where I stand after a week: My intent is to create a better and more immersive version of the one currently available with a fully modelled interior not just for the passengers like they do now but also for the crew and with opening hatches like the rear door as seen above and the top hatch. I'm learning as I go, discovering fast ways to do something that took 30min of manually moving each vert with one shortcut but I enjoy it! :) This thread is for me to keep you guys updated on the progress and ideally, if people are willing to ask some of the more technical questions and possibilities as besides the base model I have no idea haha! As you can probably see I'm currently working on the driver's hatch and with me wanting to give it an interior there has to be an inside view where he can manually look out the viewing ports which afaik I will have to accomplish by making them simply openings with glass to look through instead of the periscope it has IRL. The only other possibility I see is using PIP to simulate the periscope but I don't think that is a good idea as the quality is very subject to the client's settings. The problem I currently have is that if they are just viewports the driver his head will be a lot higher than it is IRL (he will have to be able to see outside with his own eyes directly) which I think will make the helmet clip through the top of the hatch and making the hatch taller isn't really an option as it will just look unrealistic from the outside. Any ideas? Thanks in advance for the feedback!
  4. With Tanks DLC one of our priorities is to improve the feeling of driving a tank or any other tracked vehicle. Refine how the vehicles perform, handle or simply how enjoyable they are. What do the improvements consist of: updated PhysX libraries to 3.4 and switched wheel contact queries from raycast to sweep. We believe the precision and reliability of terrain traversal has improved quite significantly. On the other hand it's been a change that undoubtedly affects already released content. Especially the n-wheeled vehicles and tanks. Watch out for new issues with us, please. Report anything suspicious. And if your own mod got negatively affected by the update - get in touch with us asap ;) revisited physics configuration of individual vehicles, their engines, drivetrains and suspensions. Together with new config. properties and options. revisited sound configuration, with new samples and new approaches AI tank driving - AI driving feedback topic, following up on previous AI car driving refactoring player tank commanding changed to direct control over the vehicle (test) Most of these changes are WIP, to test things and get feedback from you!
  5. MesserWolfs

    Most_xs

    The project is temporarily not available
  6. Description:Unhappy with the ingame Mora IFV, we have decided to edit it with the aim of making it more true to its real-life counterpart. We basically nerfed the hell out of it to make it more realistic. As I'm doing all this on my HP Probook, I'm not able to provide a demonstration video (of decent quality) at this time. I'll do my best to sort something out in the near future. Features: - Woodland and Desert retextures (reworked Grace's textures) - Added Woodland and Desert SLAT armour and camouflage nets- Autocannon (L21A1 RARDEN) has 6 round magazines and a lot slower rate of fire- RARDEN uses correct ammunition and a realistic amount (27 HE-T and 15 APDS-T magazines)- RARDEN doesn't reload automatically (the gunner has to press R or select the ammunition type)- Tweaked reload times - Coaxial machine gun (L94A1 Chaingun) has 11 magazines of 200 rounds and also a lot slower rate of fire- Turret traverse and gun elevation has also been slowed down to a realistic level- Turret stabilisation removed- The gunner can traverse (and fire) when turned out - Weapon safety- ACE inventory for a full section replen- And other small tweaks... On the RARDEN... The weapon has a pretty unique reload system that we, due to engine limitations, were not able to simulate fully. In reality it uses 3 round clips, two of which can be loaded in the magazine at the same time. Now the trick is, you can fire all six rounds in automatic, however the reload will be slower because the next round has to be manually cranked into place by the commander (we also couldn't get the commander to reload and select ammunition type, seems to be hardcoded to the gunner). But, if you fired just the first three rounds, the commander would be able to put another clip in the magazine and cranking wouldn't be necessary. In short: we had a choice between reloading every three rounds or having a slower reload every six. In the end, we've decided that it was more important to have 6 rounds ready to go if the situation requires it. On ACE 3 dependency... I honestly have no clue why it depends on it... The vehicle breaks completely when launching without it. It seems to be an inheritance issue, which is strange because it inherits from the vanilla APC_Tracked_03_base_F, autocannon_30mm and LMG_coax. I would love to make it vanilla friendly, but for the time being we've put in ACE items in the inventory since it already depends on it. If anyone could provide assistance with the reload system or the ACE dependency it would be greatly appreciated! Installation:Unpack and copy the @20th AIB Realistic Warrior folder into your game folder.Included files:20AIB_Warrior_Public.pbo20AIB_Warrior_Public.pbo.20AIB_Gundich.bisign 20AIB_Gundich.bikey Media: http://i.imgur.com/TMPzTIV.jpg https://i.imgur.com/TeRs99M.jpg https://i.imgur.com/4zDxHvF.jpg https://i.imgur.com/uRDPNML.jpg https://i.imgur.com/FamkuYt.jpgNotes:ACE is required (the mod completely breaks without it, unsure why)We fully recommend that Grace's Real FV510 Handling and power mod is used in conjunction with this one, as it provides realistic handling.Credits & Thanks:20th Armoured Infantry Brigade Mod Creation Team:Gundich (Choffix) - Configs and texturesKeown - Provided most of the information on the WarriorDexter - Configs With - Media Rory Murphy for starting this project two years ago Grace for his textures. and Bohemia Interactive for the Mora 3D model, configs and the game to rule them allChangelog:v1.00- Initial release v1.02 - Added compatibility with Tanks DLC - Tank DLC features such as SLAT and camo nets fully functional in both woodland and desert colour scheme - Merged woodland and desert variants into one vehicle, textures can be changed through the garage feature - Added safety - Tweaked inventory - Various other minor tweaks v1.03 - Fixed weapon inheritance Known issues: - Turret magically stabilises itself when in cockpit freelook (seems like an engine limitation) - Gunner MFD not displaying fully correct information regarding ammunition - "unknown animation source muzzle_hide_cannon" (unsure what causes it, shouldn't affect gameplay) Requirements:Advanced Combat Environment 3 (ACE 3) Community Base addons A3 Download links: Armaholic Steam Workshop Google Drive
  7. I´m pretty sure Bohemia will add a few sliders to their graphics menu sooner or later, but for the time being, be my guest Preview Pictures: with mod without mod Get it on the Steam Workshop
  8. Description: This mod adds greenish textures to the pacific version of the NATO vehicles. The base content is shown automatically on all Tanoa-vehicles. Mission makers will have to make sure their missions are using the right classnames. The additional content is only useable if included in the mission by the mission maker or somebody able of mission editing. Base Content: Tropic camo (based on FS 34086 "I.R. Dark Green") for the following vehicles and variants: - Slammer - Scorcher - MLRS - Panther - Cheetah - Marshall - Hunter - HEMTT Additional content: Tropic camo (based on FS 34086 "I.R. Dark Green") for the following vehicles and all variants and derivative vehicles, and new variants. Requires scripting to work (see included Readme): - Stomper - Marshall unarmed - Strider - Gorgon - Gorgon unarmed Download: On Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=770918686 Armaholic: http://www.armaholic.com/page.php?id=31711 Requirements: Apex DLC Changelog: - 1.0 inital release Future features: - Quadbike on which the textures are not applied for some reason - Editor preview icons - A better base color - Dirt. All tropic vehicles will get a nice layer of dust and dirt once BIS decrypts the APEX-files, so I can get the average dirt-color. - NATO Markings (the chevron etc) for all NATO vehicles, including the tan variants. - Release of the templates for public use. Known issues: - The hull mounted smoke launchers of the Cheetah are tan, I have no idea why. - Unarmed Marshall and Gorgon are having accessible commander seats. The commander seats seem not to be lockable. - Roof hatch of the unarmed Marshall looks very flat. This is probably not really resolvable (for me). - The Gorgon has some texture issues due to AAF-textures beeing shown in some parts. This is probably not resolvable. There are also NATO-markings from the Czech-Army DLC for ARMA2 from wich the model and texture templates BIS used are originating. - The covered and open HEMTT are having tan beds. This is probably not resolvable. Feedback is highly appreciated :)
  9. Hi, i have this problem since ages, all tanks in random moment seems to have unexpected manner to jump like Hulk in the random direction. I know that most of ussers have the same issue with TRACKED vehicles, my question is - does anybody fix it somehow? Problem is totally ruining gameplay, it happen with all tracked vehicles with and without mods. Problem seems to be totally ignored by feedback tracker, and player need to face with the problem by himself. I see Bohemia is doing some changes, but most annnoying is, they marked solved the issue with tank reversing and it is not fixed. So we have now tanks jumping and crew which cannot reverse the vehicle. What is this, HOW IT COULD BE NAMED SIMULATOR?! Simulator of hulk vehicles? Lets paint all of them green and it will be better lookin.... All tracked amphibious vehicles cannot swim, but developers promissed that will be fixed with Tanoa I am not trolling, i'm just angry that devs are ignoring most gamebreaking issue since all Arma series (yes i know about FPS, but untill new expansion will come out, it will not be fixed), and keep pushing new stuff instead of fixing the basics. And now all RHS Escalation vehicles freeze as well and there is no way to move them. I'm not sure about vanilla tanks Arma version 1.52 Gigabyte Radeon R9 270 oc [2GB] i5 4690, 4 x 3,5 Ghz [3,9Ghz in turbo] 8GB RAM 1600 Mhz [ 2 x 4 GB HyperX in dual mode] 1 TB HDD, 7200rpm All drivers up-to-date (as allways, full version, no beta)
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