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zTanks Merge

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zTanks.jpg

Version 0.9

MLODs INCLUDED! FEEL FREE TO USE THEM UNDER BI LICENSE

with exception of Vilas' NSV

Update 0.9 fixes:

- damage textures

- turret fx improved

Description:

This mod merges community made tank unit features such as blown turret FX and firing control system into single continous and MP compatible mod. It replaces original T-72 and M1A1.

Contents:

- NWD_TankFCS.pbo

Refer to contents of NWD Tank FCS v0.2 readme file. MP fix and compatibility with S-Hole's DEH by zGuba.

Requires ZGB_TankModels and XEH. Supports DEH included in the archive.

Not needed on server.

- ZGB_TankBallistics.pbo

Based on NWD_TankBallistics. Contains ammo definitions and correct ballistics for shells.

Required by ZGB_TankLoadout.

Should be running on server.

- ZGB_TankFX.pbo

Main feature: blown turret FX. Solution by Sebastian Mueller.

Requires ZGB_TankModels.

Can be running on server.

- ZGB_TankLoadout.pbo

Based on NWD_TankLoadout. Correct loadout settings for tanks.

Requires ZGB_TankBallistics.

Can be running on server.

- ZGB_TankModels.pbo

Contains models that merge features of NonWonderDog's tank optics and SmurfC T-72.

Required by NWD_TankFCS and ZGB_TankFX.

Due to custom model animations should be running on server.

Known issues:

major

- T-72 periscope is not working. Status: MIA/ToDo

- T-72 ready light is not working in some cases - connected to init I suppose. Status: MIA/ToDo

minor

- Warfare dialogs are disabling distance displays

- glitches in models

- multiplayer issues connected to model animations (ArmA networking system relies on model's order of animation classes heavily) - needs reordering

- custom crew animations might throw error message for other clients in MP

fixed

- missing damage textures. Status: Fixed

- M1A1 turret flies up instead of simply disconnecting. Status: Fixed

- T-72 horizontal speed meter is not working. Status: not a bug, it's working...

Requirements:

- Armed Assault v1.14 or later

- Extended EventHandlers by Solus and Killswitch

Supports displayEventHandlers by s-Hole

Credits

Tank FCS:

NonWonderDog

Please refer to NWD_TankFCS_0.2_Readme.txt file for details.

Open Source T-72A with NSV:

modEmMaik

Sigma-6 and Red Hammer Studios

Aaron Ash

Burns and King Homer

Mateck

Sebastian Mueller

Maruk, Urki and Loneship crCTI clan

binary, T_bone, CameronMcDonald, hamis, Gedis, A.T.R.F. special: Marijus

Rellikki

piranha-dl

Vilas

WGL mod team

ACE team

Solus & Killswitch

Bohemia Interactive Studios

Download from The Workshop (9.9 MB)

Download from ArmAholic.com

Download from ArmedAssault.info

Edited by zGuba

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hey sabre just dl and try! ;) ...

but when i start it with ace it has no reticules?

Maybe i did something wrong... but with vanilla arma its already just funfunfun! ... turrets popping off and reticule adjusting to range etc... just lovely ... i use the tanksFX for my next javelin video.. ok? :D

hope to test that soon in MP!

PS:

as for FX, in steelbeast the turrets pop off with considerable more force... havent seen one real CK though...

Edited by PhilippRauch

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hey sabre just dl and try! ;) ...

but when i start it with ace it has no reticules?

Maybe i did something wrong... but with vanilla arma its already just funfunfun! ... turrets popping off and reticule adjusting to range etc... just lovely ... i use the tanksFX for my next javelin video.. ok? :D

hope to test that soon in MP!

PS:

as for FX, in steelbeast the turrets pop off with considerable more force... havent seen one real CK though...

It probably only works with BIS tanks and possibly a few others. Not sure what he's done with the "model" aspect of the original FCS in this current version. But v0.4 didn't work with ACE either.

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Now we must just pray that this makes it into ACE in future somehow....

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good job zguba and everyone else involved

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ACE dev (don't remember who :E) wrote some time ago that FCS will be integrated in ACE as soon it will be MP compatible... Now it is. So we must just wait... ;D

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Now we must just pray that this makes it into ACE in future somehow....

Hear hear !

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it`s nice but also dissapointing..the turret dissapears after while with a small explosion and the tanks have no damage textures only the turrets.

I only played with the racs T-72`s btw.

For MP you can let the whole tank dissapear but in single player/editor it would be nice to have the turret laying around on the battlefield with ammo explosions from the tank and turret.

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hey sabre just dl and try! ;) ...

I wish I could! I haven't access to ARMA right now :( Sounds like you've done a great job, though ;)

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it`s nice but also dissapointing..the turret dissapears after while with a small explosion and the tanks have no damage textures only the turrets.

I only played with the racs T-72`s btw.

For MP you can let the whole tank dissapear but in single player/editor it would be nice to have the turret laying around on the battlefield with ammo explosions from the tank and turret.

Thanks for pointing out these issues, I owe one for You!

I have no idea where these damage textures have gone, it's mysterious :beam: I have checked it triple and still no idea what's wrong. EDIT: got it, model.cfg bug

I'm removing turret disappearing unless the tank is deletevehicled/respawned.

Edited by zGuba
resolved bug

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Is it realistic that M1 Turret also blows away?

I thought to have read that only early and Export T72 Series were victims of that...

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Is it realistic that M1 Turret also blows away?

I thought to have read that only early and Export T72 Series were victims of that...

Sorted it out, in next release Abrams turrets would at most disconnect from the tank instead of flying up high.

Edited by zGuba
ah, so that's how multiquoting works...

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Now we 'just' need a version that works with ace :)

But nice work any way, i love it :p

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the t72s rangefinder or the munition ballistics seems to be off for me.

Only tested it for HEF, HEAT and Sabot (althoguh i coulnt see the impacts for sabot) and non of them seem to be hitting for me..

I am following the nwd manual and am able to work the Abrams FCS correctly.

6-Sabot, H-Heat, 0-HEF

Make sure correct FCS mode is on (matches with loaded munition)

Lase with red hexagon on target

Bring the tip of the big chevron to the target and fire.

The FCS does adjust the range, but not enough it seems.

Using Queens Gambit, and latest beta patch, -mod=DBE1;beta;ztanks

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T-72 sights are a bit off the target (possible misplacing of optics model), that's the reason.

I'm aiming with the top of vertical ]-shaped distance aimer instead of ^, and it works quite successfully...

anyway I can try improving it so it'll work as stated in manual ;)

Edited by zGuba

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So am i right i goes now like this:

NWD Tank FCS -> zTanks Merge -> Community Armor Project (see dev-heaven.net) -> Inclusion/compatiblity with ACE?

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MLODs INCLUDED! FEEL FREE TO USE THEM UNDER BI LICENSE

except NSV - it is given here , but not to all mods

anyway - interesting features with this addon, i wonder is Arma 2 will have such things by default ? or once again ZGuba will fix developers job :)

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