hcpookie 3770 Posted May 16, 2015 Hopefully last round of Pandur fixes I'm sure there will be at least one more based on MP play testing :) Share this post Link to post Share on other sites
eggbeast 3673 Posted May 16, 2015 yeah, so can you make he shovel work? you put one on the side but it has no function. maybe we could use it to dig latrines... Share this post Link to post Share on other sites
kazimierz 2 Posted May 17, 2015 Nice HAWX-like effect, but that seriously takes away the realism of the mod. Especially in Turbofan-engined aircraft like the A-10, the flame is ridiculous since it will never be seen in real life as it has no re-heat. In short; you should get rid of any flame-like animations, except for afterburner effects. Share this post Link to post Share on other sites
eggbeast 3673 Posted May 17, 2015 yeah the su34 and f15 are ok, but the czech planes, su25 and A10 all have zero flames viewable in all the footage i've been watching. we'll see if we can use this in the engine fire system we're planning instead. Share this post Link to post Share on other sites
eggbeast 3673 Posted May 19, 2015 added pooks grenade launcher pack to the mod http://forums.bistudio.com/showthread.php?134330-RG-6-and-Heavy-Grenadier-units with these changes to our pack [b]Crazy weapons:[/b] - Sawed-off Shotgun Pistol (Added recoil) - Sawed-off M79 [b]Grenade Launchers:[/b] - RG-6 (aka 6G30) Russian 6-shot rotary grenade launcher - GP-25 standalone grenade launcher - GP25 pistol version - GM-94 3-shot thermobaric (FAE) grenade launcher - GM-94 Pistol version - M32 rotary GL with gas grenades - Mk13 GL with gas grenades - Mk13 Pistol version - M79 GL with gas, airburst, HEDP ammo etc - M79 Pistol version - MkV Flare pistol [b]Rocket Launchers[/b] - MRO single-use launcher - Thermobaric, incendiary, smoke ammo - RPO single-use launcher - Thermobaric, incendiary, smoke ammo - RPG-7 with 40mm frag, and up to 105mm HEAT, smoke and FAE rounds - SMAW HEAA, HEDP, Smoke, NE (thermobaric) - MAAWS HEAT, HEDP, Thermobaric, Smoke [b]Other features[/b] - NLAW, RPG18, M136, RPO and MRO are single-use only, with rockets taking up a single pistol ammo slot. - NEW OG-7 rocket model (replacement for default BIS model) - wide range of authentic 40mm grenade types - many changes to ammo cargo sizes ---------- Post added at 02:41 PM ---------- Previous post was at 02:17 PM ---------- now this lot can get given to the new IS units Share this post Link to post Share on other sites
hcpookie 3770 Posted May 19, 2015 Can't wait to run into a shotgun-wielding officer :) Share this post Link to post Share on other sites
eggbeast 3673 Posted May 20, 2015 lol I've just opened the config up to start editing, and that's the first unit i'm gonna add "3, target that pookie-nemesis at 12 o clock" BLAM!BLAM! Share this post Link to post Share on other sites
eggbeast 3673 Posted May 21, 2015 (edited) New faction in the works: Tyrian forces Based on the fictional country of Tyria (much like Takistan was) The idea is to create a full-spectrum middle-east based faction with civilians, armed militias, insurgents and modern armed forces including PMC advisers. This is what we play with already on our server, but i'm planning to tidy it all up as one faction so we don't have lots of different factions milling about. Thanks S@ndbob for allowing me to patch your awesome units, and thanks pook, von knudenberg franze, vilas, myke and wld427 for your amazing models! DEMO: Example of IS-type vehicles (with sandbobs current IS units shown) http://s162.photobucket.com/user/eggbeast/slideshow/ARma%20IS%20units some of the units Units: Tyrian SF--------------Based on Takistan SF units (done) Tyrian SF Advisers-----Based on PMC units Tyrian Army-----------Based on Takistan army units (done) Tyrian Insurgents------Based on Sandbobs IS units (done) Tyrian Militia-----------Based on Takistan Ins units Tyrian Armed Civilians--Based on Takistani and Sandbobs arab civ units (done) Tyrian Men------------Based on Takistani and Sandbobs arab civ units (done) Tyrian Women---------Based on Takistani and Sandbobs arab civ units (done) Weapons (done) Units will have a wider range of weapons found in the Syrian conflict including: AKS/M, AK74 series, SA58 series, FAL, SVD inc. ironsight, hunting rifle, lee enfield, PK, pecheneg, RPK, DP28, M16s, G36, sterling, ksvk, osv-96, etc glock, makarov, hi-power, sa61, sawn-off, etc new grenade launchers: GP25, RG6, GM94 new grenades: stones, molotovs, RGD5, RKG3, RG33, Type 67, RG42, RDG2, RDG3, IED's new rocket launchers: RPO (3 types), MRO (3 types), RPG7 (6 types), Metis (2 types) Vehicles: Technicals many types inc M18, M40, SPG9, Dshk, PK, KPVT, ZPU4, Zu23, mortar, S5 rocket, S8 rocket, Grad rocket Landrovers Pickups Offroads UAZs BTR40 HMMWV Armour BTR60, BTR90 BRDM-2 BMP1, BMP2, BMP3 T34, T54, T55, T72 AAA: Shilka, Sparka Zu23 static, truck, btr40 and new technical S60 static, truck ZPU4 static, btr40 and new technical Dshk, 2x Dshk, PK SAMs SA3 SA9 SA10 SA11 SA15 SA17 SA19 SA22 Artillery: D30, D20 Mortar SPG9, M18, M40, Metis, TOW Grad truck, new technical, new static Fast Air: Mig-23 Mig-27 Mig-29 Mig-35 Su-22 Su-25 Su-27 Su-30 Su-34 L-39 L-59 Rotary: UH-1H Mi-17 Mi-24 Mi-28 Ka-52 Edited May 22, 2015 by eggbeast Share this post Link to post Share on other sites
eggbeast 3673 Posted May 22, 2015 2.7 patch released http://forums.bistudio.com/showthread.php?181303-BAFX-and-Rangemaster-mod-packs-released&p=2940058#post2940058 Share this post Link to post Share on other sites
eggbeast 3673 Posted June 8, 2015 (edited) ok some work to do this week: FIXES 1. fix brdm2 broken texture link (my bad) 2. add reload to scud 3. CZ75 pistol mag name 4. edit MG3 zeroing to 1200m 5. check btr40 viewgunner proxy locations 6. fix driver hatch on btr40s 7. T55 exploding turret - remove transportfuel (inherited) NEW 1. add pooks SAM update 2. Tyrian man 1 has a CZ550 and akm mags 3. test new female fighters from von knudenberg 4. add updated statics inc new ones from pook and wld427 Edited June 8, 2015 by eggbeast Share this post Link to post Share on other sites
eggbeast 3673 Posted June 8, 2015 more pics of armed Tyrian females Share this post Link to post Share on other sites
eggbeast 3673 Posted June 10, 2015 (edited) tons of progress today sorting out the statics features - a full weapon pack for each faction (BAF, US, USMC, RU, INS, CDF, GUE, TK, TK_INS, TK_GUE, ACR, UNO, TYR - in this order going down the lines in the pic) - all have rangemaster ammo, zeroing and naming. - A2 versions have packs to disassemble - full 360 turn on weapons like spg9 and metis - no more dumb enemies - crewdisembark eventhandlers on relevant weapons that cannot fight nearby detected enemies weapons: - AGS30, GMG , Mk19 - Dshk (hi and lo), NSV or Kord (hi and lo), - Twin Dshk with searchlight - M2 (hi and lo) - M240 low, m240 nest - Stinger, Igla (SA16), Grinch (Sa24), RBS70 - M252, 2B14 mortars - TOW, Metis, - Fagot 9M11 AT4, Malyutka 9M14 AT3, Malyutka-P 9M14P, Konkurs 9M13 AT5 - D30, M119 - Searchlight - ZPU4, Zu23, S60 - PK tripod with searchlight, pk nest - SPG9 Spear 73mm, M18 57mm recoilless rifle, M40 106mm recoilless rifle so to come next: - wld427's D20 and 37mm AAA from PRACS - crash's Mk48 mount - fix the artillery system for the mortars and cannons - add missing anims to the AGS30 and Mk19 statics? test mission in editor shows the full range of kit: Edited June 12, 2015 by eggbeast Share this post Link to post Share on other sites
eggbeast 3673 Posted June 14, 2015 (edited) added VIFF (vectoring in forward flight) action to harriers here a Mig is engaging at 3 o'clock, about to pass behind the harrier and turn right onto its tail for a missile or gun kill so I hit VIFF action and the mig turns right, but it is now passing in front of the harrier, which has decelerated rapidly to 125kts, perfect for a missile kill. http://www.cavok.com.br/blog/wp-content/uploads/2014/12/VIFF-1.jpg (627 kB) Edited June 14, 2015 by eggbeast Share this post Link to post Share on other sites
hcpookie 3770 Posted June 17, 2015 (edited) So between the typo error making the light stay on, poor armor on wheels, and all around need for improvement, I decided to spend the evening fixing the BTR-60. Yep! - Driver hatch - Commander hatch - Center of mass adjusted lower, meaning it floats higher, and it doesn't tip over as easy - Working trim vane - Working rear propeller and doors - FIXED "dead" vehicle light (FINALLY) - All textures, etc. will be updated since the Taki's and others finally found a can of paint to touch up the paint job. - New texture sets (Duala brown, CDF forest, etc). - Sit-on-top extra cargo slots - TO-DO: Research random clutter, determine clutter efficacy - TO-DO: Research random spare tire mount - TO-DO: Research real-life glass... is it armored or just plain like my car windshield? VERSIONS! "Standard" PB model, but also researching -PA model (open turret), and MWS upgrade model w/ 2A42 cannon (yep), and various command/AT/AA models based on real life data. They even stuck a 9K35 (SA13) turret on one!http://www.ausairpower.net/APA-9K35-Strela-10.html Edited June 17, 2015 by hcpookie Share this post Link to post Share on other sites
hcpookie 3770 Posted June 18, 2015 (edited) 16 - !!!! cargo positions 8 internal, 8 external. I need only to build texture sets and she's going to be ready to roll! :) New paint! Edited June 18, 2015 by hcpookie Share this post Link to post Share on other sites
hcpookie 3770 Posted June 20, 2015 (edited) BTR-60 Update... not bad for 3 evenings' worth of work! :D - Driver and Commander hatches with turn out/turn in function - Center of mass adjusted lower, meaning it floats higher, and it doesn't tip over as easy - Working trim vane - Working rear propeller and doors - FIXED "dead" vehicle light (FINALLY) - Tire "patch kit"... you can patch the tires a few times :) - Tire armor improved due to standard use of "run flat" tires - Glass armor improved since it is armored "bullet proof" glass. Latest... - Added the antiwater parts so the WORKING hatches don't show water on the inside - Fixed pilot view zoom settings to normal zoom - Added driver seat adjust for window use. - Adjusted driver/commander views to window view... periscopes now optional - New sit on top cargo positions... 8 internal, 8 external (internal filled first, then external for the "extras") - External cargo positions with correct view of exterior - Updated texture sets - brown, cdf mix, jungle green, taki improved - random numbering that is MP-synched based on same scripts as other vehicles - climbable ladder, walkable exterior (like the Pandur's have) - all textures, rvmats, etc. local to addon. The only external references are the optics and the penetration rvmats. VERSIONS: New improved version labeled "BTR-60PB" which is the correct designation. Map icon slightly enlarged. Improved models... here is a vid showing the "modernization" packages: 2A42 model w. 30mm cannon MWS improved turret with 23mm cannon and AGS17 PU12 antenna mast used as acquisition radar for Shilka, SA9, and SA13 batteries... another AAA and SAM site coming soon :) Edited June 20, 2015 by hcpookie added pic of prop! Share this post Link to post Share on other sites
bars91 956 Posted June 20, 2015 Niiice! Since you got that turret anyway, can you get a BTR-80 from Vilas and slap that turret on it (and a wild BTR-82A look-a-like would appear) :confused: Share this post Link to post Share on other sites
eggbeast 3673 Posted June 22, 2015 (edited) coming soon... Navy SAM's (and anti-missile batteries) Weapons - RIM162 ESSM in Mk29 - RIM7 SS in Mk29 - RIM116 RAM in Mk49 - 20mm phalanx CIWS each has working radar, CIWS has airburst, they all have working optics and are mountable ALSO COMPLETE - 2 new access ladders for island weapons - action on control station: order crews to man weapon stations - full cleanup of groups and dead vehicles/bodies - recovery of men from sea trigger - boat launch option for full range of RHIB and SOC-R assault boats I have made replacement LHD_6.p3d and LHD_house_1.p3d with old dummy turrets deleted and new working turrets added by init EH. or you can manually place them like any static weapon - as seen below SAM crews deployed as air threat approaches... Research: RIM116 RAM in a 21 round mag in a Mk49 launcher http://www.designation-systems.net/dusrm/m-116.html https://en.wikipedia.org/wiki/RIM-116_Rolling_Airframe_Missile#HAS_Mode for use in HAS mode (SAM and anti missile) RIM7 sea sparrow in an 8 round mag for the Mk29 launcher http://www.fas.org/man/dod-101/sys/missile/rim-7.htm for use as SAM RIM162 Enhanced Sea Sparrow in 8 round mag for the Mk29 launcher http://www.seaforces.org/wpnsys/SURFACE/RIM-162-Evolved-Sea-Sparrow-Missile.htm for use as SAM and anti missile CIWS 20mm Phalanx https://en.wikipedia.org/wiki/Close-in_weapon_system TO DO: - UAV type remote station access (inside superstructure of LHD - add fire geometry and damage - develop interior boat bays? for launching SOC-R boats etc... needs a volunteer Edited June 23, 2015 by eggbeast Share this post Link to post Share on other sites
eggbeast 3673 Posted June 25, 2015 Rangemaster 2.8 released http://forums.bistudio.com/showthread.php?181303-BAFX-and-Rangemaster-mod-packs-released&p=2957398&viewfull=1#post2957398 Share this post Link to post Share on other sites
Chairborne 2594 Posted June 30, 2015 VERSIONS! "Standard" PB model, but also researching -PA model (open turret), and MWS upgrade model w/ 2A42 cannon (yep), and various command/AT/AA models based on real life data. They even stuck a 9K35 (SA13) turret on one!http://www.ausairpower.net/APA-9K35-Strela-10.html Cuba (and possibly Egypt iirc) also made a local variant with a T-55 turret, although i believe they have a habit of rolling over when shooting sideways. Nice find on the strela variant though, i never saw that before. Share this post Link to post Share on other sites
eggbeast 3673 Posted July 16, 2015 (edited) ok some screenies of the forthcoming F-111F Aardvark (havent done skin work yet) plans also to add this to unsung mod as an E model - desert and grey skins, 11 loadouts per faction. - MR will have dynamic rearming - working ARM radar hunting in SEAD role - working cluster munitions, GPS targeted glide bombs, runway busters and retarded bombs - working PaveTack targeting pod for WSO to dynamically fix and attack targets - removable belly cannon for emergency CAS role, with 20mm shell drop fx - new rapid burst flare system - wheelbrakes and afterburners - working drop tanks credits: Original plane: NZDF Crash, Skaircro, rico, anzacsassteve (sounds) A2 Conversion/development: Eggbeast for Rangemaster mod team scripts by Eddie, sekra and RKSL, hcpookie and eggbeast weapon models by myke, von knudenberg, eggbeast, hcpookie, unsung team config and model re-work by eggbeast additional sounds by BigPickle SEAD role - note additional shoulder AA pylons AGM role - note pavetack module on belly pavetack in action - note direction of laser is 10 o clock to bird nose - it now moves fully for dynamic targeting runway buster with blu107 and cmu's old skool CAS loadout with vulcan on belly new engine fx, and original afterburner trail bomber variant with retarded snakes GBU variant with GBU8 standing in for a GBU 15 Edited July 16, 2015 by eggbeast Share this post Link to post Share on other sites
eggbeast 3673 Posted July 16, 2015 GPS/INS targeting launching a runway buster clusterbomb attack SEAD radar targeting ---------- Post added at 02:06 PM ---------- Previous post was at 01:03 PM ---------- pooks runway busters working perfectly: GPS or manual targeting munition released on drogue chute at 100m it fires its rocket and blasts downwards to penetrate the runway surface creating a crater and a scattering of mixed cluster-mine units for area denial to prevent runway repair Share this post Link to post Share on other sites
eggbeast 3673 Posted July 16, 2015 coming soon on a Tornado and F35 near you Share this post Link to post Share on other sites