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Pathy
Oct 4 2009, 18:41
UKF Challenger 2, Version 1.0

http://www.volcbat.com/pictures/Challyfinal_s.jpg (http://www.volcbat.com/pictures/Challyfinal.jpg)

Included:
UKF_chally2.pbo
Readme

Requires:
UKF_Misc.pbo
UKF_Shared.pbo

This addon will give you Woodland and Desert versions of the following;
FV4034 Challenger 2.
FV4034 Challenger 2 w/ Layer 1 Armour.
FV4034 Challenger 2 w/ Layer2 Armour, inc RPG fencing.

For various reasons this addon is incomplete, and has been released in an 'as is' state. At this point in time, there will be no future updates and fixes after the initial release.

A Note on Armour Values:
In real life combat situations, the Challenger 2 has been known to have taken hits from 40+ anti tank weapons (including, rumour has it, a Milan) and come out the other end without too much damage and a safe crew. It is considered by some to be the best protected tank in NATOs arsenal. However, because BIS doesn't model penetration, making the Chally able to take 48 RPG hits in ArmA2 also means it ends up taking a T72 15+ rounds to kill it, which needless to say is ridiculous.

Striking a balance between gameplay, realism, and at the same time trying to compensate for BIS' crappy damage system has been a headache all along, and was one of the focuses of our now infamous internal testing. In ArmA1 we'd settled on having the Challenger easy to K kill (knock out the gun, tracks, view ports, etc), but hard to destroy. Unfortunately, I cannot for the life of me reproduce the same damage effects in ArmA2 - it's impossible to take out the Main Gun, for example.

I am not sure whether I am missing something, or ArmA2 is, but regardless, the result is that our previous balance position is no longer tenable; you can no longer K-kill it, aside from taking out the tracks, and it just ends up being tough with no real drawbacks. I've tried to settle on a midground, where like it's real life counterpart it's not easily killable by RPGs, however it can't stand up to more than a couple of KE 120mm rounds (dependant, of course, on the version).

Long story short is, I know in advance the toughness will come up for debate. It's a pointless debate to have, because you cannot model realistic armour values into this game with the current damage system. The best we can do is settle for a compromise, and i've tried to be as reasonable as possible whilst still maintaining the spirit of the beast that is the Challenger 2 - ie, one tough mother****er!

Known Bugs and issues:
Unfortunately there are....lots.
I'm actually not going to list them, because once you notice them they'll annoy you forever :) It's best you don't see em! ;)

I will actually do quick fixes (read, config updates) for any game breakers that pop up, but it should be OK. *fingers crossed*

The main issue is of course, that it looks ugly as sin and could use a new model and new textures!

Credits:
Chris (Pathy) - Model tweaks, LODs, UV unwrapping and Textures, Sounds, Config & Animations.
Jtec - Main Model & Wheel Textures.
Messiah - GPMG
RKSL - General help.
DK - General help.

Special thanks to Gaz for invaluable advice and feedback along the way.

EULA:

By downloading this content you agree to the following End User License Agreement:

1) Ownership and Permissions.
1.1 The content of the download is sole intellectual property of P:UKF and it's creators.
1.2 You shall in no way modify, repackage or reserve engineer any of the content of the .pbo files included in this download, without first receiving prior permission from P:UKF.
1.3 You agree with this EULA that, should you modify said content without permission or otherwise breach this EULA, you are liable to prosecution in a UK Court of Law, under the Copyright Designs and Patents Act, 1988.
1.4 This content is provided for entertainment purposes. You may not use this addon for commercial, military or teaching/training purposes.

2) Distribution.
2.1 You may distribute the .pbo files within this download freely, so long as the .pbo files are unmodified (see 1.2), and the Readme File, including this EULA, is attached.

Mirrors:
VOLCBAT - Challenger 2 (http://www.volcbat.com/ukf_chally2_1_0.rar)
VOLCBAT - UKF Misc (http://www.volcbat.com/ukf_misc.rar)
VOLCBAT - UKF Shared (http://www.volcbat.com/ukf_shared.rar)
Chally and Support files Combined Mirror @<hidden> RKSL Studios (http://www.rkslstudios.info/downloads/pukf/258-ukf_chally2_1_0_plus_shared_files.html)
Armaholic Mirror (http://www.armaholic.com/page.php?id=7749).


As always, enjoy.

Drew
Oct 4 2009, 18:44
neat first comment muahahah

Edit: NICE :D

Pathy
Oct 4 2009, 18:45
And you waste it by not saying anything nice ;)

Edit: Much better! :D

STALKERGB
Oct 4 2009, 18:49
Well done Pathy, DLing as I type, looks absolutely brilliant even if there are bugs, even if the armour values made the CR2 the worst tank in ARMA i'd still take it over anything else :)

EDIT: lol at the other edits :D

DMarkwick
Oct 4 2009, 19:19
Nice release :)

I know you know more than me on this subject, but is the penetration issue really unsolvable? I mean, if it were possible to intercept or otherwise prevent the current hit system from controlling the destruction, or the hit boxes were made up/surrounded by a compound object(s) and script controlled, even if that meant a large CPU hit, do you really think there is literally no solution?

da12thMonkey
Oct 4 2009, 19:49
Nice release :)

I know you know more than me on this subject, but is the penetration issue really unsolvable?

Scripted solutions are possible with ArmA 2, but the members of UKF who have been active over the past two or three months aren't much in the way of scripting geniuses.

Nice Boat's penetration system appeared too late to really effect Chris' work on the CR2's armour (which as stated is a transference of what was tested for ArmA 1, a game that lacked such authority over projectile impacts). However, something along the lines of his system would almost certainly have been pursued, had development continued in ArmA 2: as would a proper gunnery system, and additional defensive systems such as smoke-screens.

Chris was pretty keen on looking to include anything that would help to incorporate the capabilities of the real Challenger 2; which is why BIS's default damage system is so maligned in his post.

Dmahon
Oct 4 2009, 19:53
Lovely tank, now with stalkers RMC's, the new UKF weapons, and this chally, we're pretty damn close to having a respectable British presence in the game :)

Mr Burns
Oct 4 2009, 19:54
:eek:

...... cant type. ....

Binkowski
Oct 4 2009, 20:03
Awesome work! I love the Challenger, thanks for this!

Tantal
Oct 4 2009, 21:19
Thanks for this addon :)

DMarkwick
Oct 4 2009, 21:27
Keep getting a persistent "Chally file is corrupt" message on de-RARing.

Pathy
Oct 4 2009, 21:39
Hmm, it's fine for me, try redownloading?

RKSL-Rock
Oct 4 2009, 21:42
Chally and Support files Combined Mirror @<hidden> RKSL Studios (http://www.rkslstudios.info/downloads/pukf/258-ukf_chally2_1_0_plus_shared_files.html)

Daniel
Oct 4 2009, 22:14
Excellent, works perfectly for me.

Just need a decent replacement for these bloody MARPATs...

Dmahon
Oct 4 2009, 22:21
I've been playing with it for a while and the tank it's self is great, but the AI keeps acting really weird :/

I give the tank a waypoint and one guy always jumps out of the chally and runs with the tank, then at the waypoint they all get out and stare into the abyss... lolwut

Lhowon
Oct 4 2009, 22:56
Thanks a lot for this!

Pathy
Oct 4 2009, 22:56
Hmm, curious problem you have. Can anyone else reproduce this AI problem? I just tried my end and they follow waypoints no problem, same for group orders.

GD Mast
Oct 4 2009, 22:59
Thank you for the release. :cool:

Drew
Oct 4 2009, 23:33
I've been playing with it for a while and the tank it's self is great, but the AI keeps acting really weird :/

I give the tank a waypoint and one guy always jumps out of the chally and runs with the tank, then at the waypoint they all get out and stare into the abyss... lolwut



lol thats a hilarious bug, I havent seen this yet so far its fun :D

R0adki11
Oct 5 2009, 10:10
thanks for the great release, even with the bugs :)

Defunkt
Oct 5 2009, 10:55
It's a very beautiful model in motion, really impressive. Is there any hope that you or someone you nominate will complete the configuration? With the HandleDamage event we can now model any penetration system we want.

Foxhound
Oct 5 2009, 11:33
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=7749).


http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=xxxx)
Challenger 2 v1.0 (http://www.armaholic.com/page.php?id=7748)

http://www.armaholic.com/skins/Blaster07/img/required_addons.png
UKF Shared
UKF Misc

BigJonnyC
Oct 5 2009, 11:35
That is amazing! Will download immediatly!

Pathy
Oct 5 2009, 12:13
It's a very beautiful model in motion, really impressive. Is there any hope that you or someone you nominate will complete the configuration? With the HandleDamage event we can now model any penetration system we want.

Well if anyone feels they can complete what i've started, feel free to sling me a PM. I had actually planned to release the Chally for ArmA1, but at around the same time as I started talking about releases, I had an offer of some scripting. Alas, he promised me the world, took me on romantic cruises, then fled into the night. Well, not quite, but you get the picture. All promise, no results. Anyway, point being that if anyone feels like putting in a fire control system, penetration, engine smoke generators, or any of that fancy stuff that was meant to be in it, come and have a chat as i'd be 100% behind it.

Schancky
Oct 5 2009, 15:43
amaizing work as always guys! looking forward to the rest of your releases, especially the jackels! :D

Madus_Maximus
Oct 5 2009, 20:21
UKF Challenger 2, Version 1.0

1.3 You agree with this EULA that, should you modify said content without permission or otherwise breach this EULA, you are liable to prosecution in a UK Court of Law, under the Copyright Designs and Patents Act, 1988.


Doesn't the agreement you have to erm... agree to, to use the mod tools remove this right from you seeing as BIS are given ownership of whatever is done with their tools?

da12thMonkey
Oct 5 2009, 20:46
BIS are given ownership of whatever is done with their tools?

Nothing in BIS's EULA for the tools implies they have ownership of content created with their tools, by another party.

This was clarified by with regards to the OFP tools, and hasn't changed since:

http://forums.bistudio.com/showthread.php?t=44973


Anything you create with our tools belongs to you entirely, you’re free to use it however you wish as long as you use it in a non-commercial way. You’re also free to allow someone else to use it or to refuse them permission to use it.

The only exception is if you wish to create something with our tools for use in a commercial venture, in that case you must contact BIS or BIA, or a company authorised to represent our rights in such matters to acquire a license.

Pathy
Oct 5 2009, 21:21
Doesn't the agreement you have to erm... agree to, to use the mod tools remove this right from you seeing as BIS are given ownership of whatever is done with their tools?

If BIS owned the Challenger 2 via default, they wouldn't have bothered to have brought the rights to use the model in VBS2 off us, now, would they?:j:

Schancky
Oct 5 2009, 21:24
told :P

Landdon
Oct 5 2009, 22:05
I hope you reconsider and complete the fantastic work you all have started. Though I'm am an American, I have always admired the UK equipment and the Tommies that used them when I was fortunate to work with them. I have waited a long time in the hope of finally seeing the UK forces well represented a sorta equipment bonanza. The last time I saw a lot of UK equipment, it was back in the old OFP days. I can't remember the groups off hand but they produced the warrior, Landrovers and various other equipment. There was one group that made some UK soldiers and by inputting a script into the INIT Line of the unit. would change the Beret to the appropriate regiment. They even worked with the "Chain of Command" and intergrated the radio into the Artillery module. I can't think of the radio or the groups that made them. Wish I still had those files and I doubt they are still available. As I still have my old OFP disks. Any forgive me, as I digress, anyway I had been hoping that RKSL, some others and you would be able to complete your work. It would have been nice to make some missions were we could have various Allies represented.

Chrisgs
Oct 5 2009, 22:51
There's some great stuff coming forward now and well welcomed it is. Thanks for the hard work and an excellent job.

Jeza
Oct 5 2009, 23:26
Great work mate, thanks for the effort, love this beast! :)

da12thMonkey
Oct 6 2009, 10:51
I can't remember the groups off hand but they produced the warrior, Landrovers and various other equipment. There was one group that made some UK soldiers and by inputting a script into the INIT Line of the unit. would change the Beret to the appropriate regiment. They even worked with the "Chain of Command" and intergrated the radio into the Artillery module. I can't think of the radio or the groups that made them. Wish I still had those files and I doubt they are still available.

All that was by Project: UK Forces. You can still get all our OFP addons from our site:

http://www.pukf.net/forum/index.php?action=tpmod;dl=cat1

Jtec
Oct 6 2009, 11:06
Great to see her pushed out the door Chris! Shame it was under the sad circumstances of you guys leaving, been a blast chaps!

ckolonko
Oct 6 2009, 11:52
Hi, Has anyone got any idea if the Jackal works in ArmA 2. It was a great addon for arma.

Alex72
Oct 6 2009, 12:29
First of all, great tank Pathy! Thanks a bunch for the hard work.

Second, is the main gun not working with BIS "FCS"? When i right click the optics do jump down, but i wont hit. Tested 850 meters away on a T90. When right clicking the optics jump down. And if i shoot from where it is i miss. If i move the aim up after "locking" - i miss. So either im doing it wrong or this tank isnt setup to work with that?

Anyway, great tank. Very nice model & fun to operate. :)

Alex

ade_mcc
Oct 6 2009, 13:41
Nice work fellas, great to see these quality items out in the world.

RCMW
Oct 11 2009, 19:49
Got to say I love the model and have been waiting for it for some time, amassing work.

I know you said the penetration values are shot but at the mo but with the tracks so week I keep getting immobilised by machineguns and all my crew jumps out… Is there anyway to simplify it and make it just slightly tougher than the other tanks already in game? I’m having problems at the mo getting missions to work with it.

Looks awesome and thanks again for making it.

Aelin
Oct 25 2009, 02:09
shame on thieves.

Gungoren
Oct 25 2009, 20:51
gonna try it now.

CBFASI
Nov 3 2009, 10:38
Is it me or can you hear the tank at louder volumes than expected at distance (I have been to British Military bases with Challengers operating and its not this bad from away from them) other than that great!!

Jtec
Nov 3 2009, 20:49
UKF Challenger 2, Version 1.0



For various reasons this addon is incomplete, and has been released in an 'as is' state. At this point in time, there will be no future updates and fixes after the initial release.



As Chris stated, the model is incomplete and just released to the public instead of being kept on our harddrives. ;)

RUDOLF
Nov 5 2009, 23:41
Very nice, a little pity, few UK infantry and AFV could be used now in ARMA2 to match it.

welshtrigg
Nov 8 2009, 15:38
wow,got to say,chally is a evil looking thing even in a Game!!

Jingle
Dec 27 2009, 16:39
Hi guys just wondering if the challenger 2 will be updated at some point - I realise why it was released but it would be nice to increase the armour values in relation to the m1a2 tusk or maybe better, perhaps its not the armour values but the crew bailing out is an annoying occurance for such a beautiful piece of work.

BennyBoy
Dec 31 2009, 15:09
CR2 is unlikely to be looked at for a while.

Jingle
Jan 1 2010, 17:24
Thx for reply, and best of luck in the new year.

thedudesam
Jan 6 2010, 18:23
"However, because BIS doesn't model penetration"

Wow is this true, yet this is hailed as one of the most realistic games yet? what? :confused:

Simon C
Jan 6 2010, 18:27
"However, because BIS doesn't model penetration"

Wow is this true, yet this is hailed as one of the most realistic games yet? what? :confused:

BIS models it for penetration of walls, fences etc. Vehicles are only penetrable in ACE AFAIK.

da12thMonkey
Jan 6 2010, 18:40
Since 1.05 introduced 'minimalhit' and activated 'passthrough' values for vehicle fire geometry, the ability of the engine to simulate armour has improved quite dramatically actually.

It's not perfectly implemented into the core game yet IMO, but has added a lot of potential for the community.

Jingle
Jan 6 2010, 21:19
Noticed on the Challenger 2 that when you recieve very little damage the crew bail out and get mowed down by gunfire. Just kinda find it annoying, as the challenger is supposed to be one of the most powerful combat tanks in the world, the m1a2 can take more damage before the troops bail and it is by all standards an outdated vehicle compared to the challenger 2. Is there a specific config settin that can be altered perhaps so the crew dont bail, perhaps passthrough? dont mean to hijack but any ideas may be useful.

BennyBoy
Jan 7 2010, 11:32
There quite probably is something that _could_ be done, but as stated above it's not something we'll be looking at in the near future - we're quite busy putting the finishing touches to some other vehicles at present so keep an eye on the forums for some imminent releases ;)

Aeneas2020
Jan 7 2010, 12:08
would you mind terribly if i took a bash at fixing things on this a little? I won't release anything of course just for my own idle curiosity. If i can do anything to address some of the issues on the forum i will pass the model etc back to you.

SteveVCB
Jan 7 2010, 12:21
I've just been having a fiddle, and I reckon the bailing problem is a result of the tracks being very easily damaged (i.e. two mags of 5.56 will render one useless). Once one goes, the crew go "fuck, we're immobile" and dive out, even though the turret and hull are still tip-top.

BennyBoy
Jan 7 2010, 12:26
@<hidden>, cheers I'll take a look in the next couple of weeks and if it's driving enough people nuts put out an interim fix. (Although the tracks used to be very hard to damage... perhaps it's related to the 1.05 changes?)

SteveVCB
Jan 7 2010, 13:22
I think it's always been like that. I remember the AI diving out well before 1.05.

Pathy
Jan 7 2010, 16:03
Neggers Steve, it used to be tough as boots, although the AI would bail well before the tank was ready to brew up. However, I did play with passthrough alot and I suspect with recent patches some value I played with before that had no effect at the time is probably now allowing easy destruction of the tracks.

BennyBoy
Jan 7 2010, 19:58
will look at it when I get chance.

Jingle
Jan 7 2010, 20:41
Looking at the config values of the M1A2 then i noticed passthrough is set to 1 also the armour is 1600... compared to the T90 which is 900 (T-90 still nails the challenger 2 btw - but not the T72, Tusk also nails it (sigh), these are based on a one to one airfield shoot out on UTES, possibly the TUSK armour values could be upgraded on as a basis for the CR2 (only an idea) - noticed also the main gun on the CR2 is abit underpowered - seemingly the only CR2 killed in action in the gulf war was a Blue on Blue by another CR2. Not trying to make the challenger godlike ( although I am biased ) just a bit of input hope it helps. And thx bennyboy for making the time to take another look at it - it is an awesome piece of kit. Thanks again.

SteveVCB
Jan 8 2010, 06:00
It's worth noting that the Chally 2 that was knocked out by friendly fire was the victim of an incredible fluke; if I remember correctly, a HESH round struck the commander's hatch lid, which was open.

Stand_To
Jan 8 2010, 07:49
It's worth noting that the Chally 2 that was knocked out by friendly fire was the victim of an incredible fluke; if I remember correctly, a HESH round struck the commander's hatch lid, which was open.



There was also that CR2 that got shagged by an EFP IED, by all accounts it was a bloody big one though. And it's nothing compared to the amount of IEDs/RPGs/HMG rounds soaked up by CR2 callsigns throughout Op Telic.

Pathy
Jan 8 2010, 13:08
Looking at the config values of the M1A2 then i noticed passthrough is set to 1 also the armour is 1600... compared to the T90 which is 900 (T-90 still nails the challenger 2 btw - but not the T72, Tusk also nails it (sigh), these are based on a one to one airfield shoot out on UTES, possibly the TUSK armour values could be upgraded on as a basis for the CR2 (only an idea) - noticed also the main gun on the CR2 is abit underpowered - seemingly the only CR2 killed in action in the gulf war was a Blue on Blue by another CR2. Not trying to make the challenger godlike ( although I am biased ) just a bit of input hope it helps. And thx bennyboy for making the time to take another look at it - it is an awesome piece of kit. Thanks again.

Really? When this addon was released, the Chally was tougher than any BIS tank, and the main gun was just about as powerful (the KE rounds are slightly less effective than from the M1A1's Smoothbore gun due to the rifling, I can post a very long, technically detailed explanation of this but i'd prefer if you'd just take my word.)

What addons/modifications are you running to have these results? As according the BIS config values in my folder the M1A1 has 850 armour, & the TUSK is configged with 900 armour, not 1600.....t90 (found it) is 800. I'm afraid if you're using some other addon, and the maker has decided to 'trump' the CR2s values with their addons, i'm not going to 'up' mine to match. I'm scaling according to BIS values.

Edit: On a hunch I depbo'd ACE's vehicle settings config and found the aforementioned 1600 armour value for the TUSK M1A1. I don't wish to sound cold but frankly if you're measuring off of ACE values, then it's not my problem, it's ACE's. Take it up with the ACE team. I can't config the Chally to fit in with ACE and as a result, make it so tough for none-ACE users that it's unusable in missions.

Jingle
Jan 8 2010, 13:52
Fair enough pathy. Yes ofc I double checked and I was looking at ace values so Ill leave the subject matter alone. Best of luck with future releases, and thanks again for such a nice addon.

Pathy
Jan 8 2010, 14:53
Cheers. We may still look at fixing any issues with relation to default ArmA2 (ie, tracks being too weak), but as you understand, it's impossible to make this fit in with every other addon out there, and still be reasonable in vanilla mode.

Daniel
Jan 8 2010, 14:57
Would it be plausible to make two versions? For groups that predominantly use either vanilla ArmA2 or ACE2?

Pathy
Jan 8 2010, 16:05
Theres nothing stopping you from making a seperate PBO containing just a config that "calls" the model and redefines the armour values. Kinda like how ACE modifies stuff. ;)

Cossack8559
Jan 8 2010, 16:26
Yeah i had to stop using the tank since ace came out :( its very weak first shot from enemy tank disables tracks and my crew bail on me... if anyone fixes the values please release them i have no idea what any of it means :D

verde13
Aug 1 2010, 08:00
The weapon's pack update was absolutely awesome, hopefully there'll be something for the Challenger as well ?

Xeno426
Sep 29 2010, 04:32
I haven't seen anyone mention this yet, but the treads are flipped; when you move forwards, the treads spin in the opposite direction. The road wheels are fine, though.
Kinda makes me feel like I'm moonwalking. :D

TomatoArden
Sep 29 2010, 11:38
Since someone already bumped this I thought Id ask as well if there's gonna be a n update for OA or if PUKF are working on a new model or something?

sabelzahntiger
Dec 4 2010, 09:55
Just saw this bad boy...

That Chally that took the Milan... That was Cyclops Sqn, 2 RTR, Callsign 31... I had to take the fuel bags out of it in Germany when we sent it home... Vickers was pissed that it penetrated... My mate was the gunner and the only thing that they saw was smoke and crap in the turret... I was in C/S 31, Falcon Sqn...

Hoofin good time...

Once our internet Nazi is asleep I'll be DL this badger as soon as! NICE!!! Looks so shiny and clean! Like we had em before that shi**y fleet management came onto the scene, stupid pencil jockeys...

---------- Post added at 03:55 AM ---------- Previous post was at 03:41 AM ----------

"and the main gun was just about as powerful (the KE rounds are slightly less effective than from the M1A1's Smoothbore gun due to the rifling, I can post a very long, technically detailed explanation of this but i'd prefer if you'd just take my word.)"

Arg!?

The L30 CHARM is in no way shape or form weaker then the stupid Yank tank and it's smoothbore mate... Never... I worked on CR2 for six years and deployed on Telic one in 2003...

In Lulworth I watched one of our wagons fire over the side decks through a 200m berm and still hit dead center of the target...

Furthermore... The reason we don't use trace on our FIN rounds is because they go faster then stink and you couldn't see it anyways... If your standing in the range tower in Germany on a cold day you can see the grass burn behind the rounds... I can't talk about all the details and the muzzle velocity, but trust me when I say the L30 CHARM would eat any stupid smoothbore crap for breakfast...

The only reason Yanks and Germans turned to smoothbore is for one piece ammo to increase speed of loading and to fire missiles... They don't fire missiles and when I was an Operator I could load a 3 piece round in 3 seconds!!! That's faster then any gunner can sort out his engagement sequence...

On paper the M1 series is the best tank ever to grace our fine earth, but on the battlefield... They eat way too much, fire soft rounds, go up in flames like the old Shermans and are crewed by mongs who need winets to sort out any problems they have!

I've seen it with my own two eyes... As I write this from the Middle East's 'loudest' area...

I was a gunnery instructor on CR2... You need to know anything, (within reason) and taking COMSEC and PERSEC into consideration I can help you out...

Other then that... Can't wait to try this out... Mind you ACE 2 will more then likely make it unworkable... Maybe I'll mess around with some values...

Oh... here's a good one... fired a FIN through the front plate on a '72... It went through the front out the back into the front of the one we put behind it and through the back of that one too... Absolutely stellar!

Jingle
Jun 8 2011, 12:27
Sorry to dig this one up from the old tombs but it is one of my favourite addons ever. I havent been able to find it in the editor as there is no UKF Tracked entry. Could anyone help me please. I am using arma 2 CO with the latest official patch.

DaveP
Jun 8 2011, 16:05
If I remember right it's under uk armed forces > ukf tracked

I recently finished an internal upgrade to oa/ace standards for this tank (ace FCS, primary + aux gunners sights, togs, smoke launchers, etc) we're unsure on what to do with it release wise as Chris has recently been quite busy, but hopefully people will get to have a go

Jingle
Jun 8 2011, 18:11
Thats the problem I get no subheading of ukf tracked under uk armed forced only get ukf wheeled..

sabelzahntiger
Jun 8 2011, 18:21
@<hidden>

I you need any info mate on the Chally 2 that isn't "Secret", I did almost seven years on the beast... Let me know... Cheers!

Munger
Jun 8 2011, 18:34
If I remember right it's under uk armed forces > ukf tracked

I recently finished an internal upgrade to oa/ace standards for this tank (ace FCS, primary + aux gunners sights, togs, smoke launchers, etc) we're unsure on what to do with it release wise as Chris has recently been quite busy, but hopefully people will get to have a go

Release, release... :D

Xeno426
Jun 8 2011, 18:36
Release, release... :D
I second this. An updated Chally would be great.

Jingle
Jun 8 2011, 18:42
Yes a release would be nice but I am still not getting anywhere with my question .. Is there a reason why I am getting no UKF-Tracked entry under uk armed forces in the editor. I dont mean to sound impatient its just I have very limited pc time with job, kids family and would like to be able to use the addon I have. Please help.

niall0
Jun 8 2011, 18:47
Have you got the mod running then? Because it definatly is in Blufor < UK Armed Forces < UKF Tracked for me.

Jingle
Jun 8 2011, 18:50
I have them all under @<hidden> mod folder - I was previously able to run this addon no problem under that folder - i have tried re downloading the files including ukf shared and misc but still no joy.

Jedra
Jun 8 2011, 19:28
So, you have...



@<hidden>
Addons
ukf_chally2.pbo
ukf_misc.pbo
ukf_shared.pbo
.
. other RKSL stuff
.


They are in the Addons folder right? Do your other RKSL mods work OK?

Jingle
Jun 8 2011, 19:35
So, you have...



@<hidden>
Addons
ukf_chally2.pbo
ukf_misc.pbo
ukf_shared.pbo
.
. other RKSL stuff
.


They are in the Addons folder right? Do your other RKSL mods work OK?

Yes that is correct I have it structured as so and other addons work, just wondering if there is a conflicting addon - its probably something stupid - btw appreciate the help.
Its almost like it isnt recognised..but no error reports - not even an empty vehicle to place - just dont understand..:confused::confused::confused:

Also when i try to load a mission i have had a challenger 2 in it says addon has been deleted yet its defo in the folder...

Jedra
Jun 8 2011, 19:47
Yes that is correct I have it structured as so and other addons work, just wondering if there is a conflicting addon - its probably something stupid - btw appreciate the help.
Its almost like it isnt recognised..but no error reports - not even an empty vehicle to place - just dont understand..:confused::confused::confused:

In that case, if I were you I would put the Challenger stuff in a folder on its own.

@<hidden>/Addons/

Then just run with the @<hidden> mod. You will know then if there is a conflict.

I downloaded and added them for the first time today after reading your post and they work fine for me (and I have 42 other mods loaded at the same time!).

If this does not work, then please post your launch string.

Jingle
Jun 8 2011, 20:01
Thanks - that worked - appreciate the help just need to filter through other mod folders to figure where the problem is..Thanks again and sorry for being a bit of a pain. Just for reference my launch string is

"C:\Program Files\Bohemia Interactive\ArmA 2\arma2oa.exe" -mod=BAF;PMC;@<hidden>;@<hidden>;@<hidden>;@<hidden>;BWMod;@<hidden>;@<hidden>;@<hidden>;@<hidden>

Jedra
Jun 8 2011, 20:15
Well, the only two of those I am NOT running with at the moment are BWMOD and DAC - start with those!

Glad you got it working though -it's a nice tank!

DaveP
Jun 8 2011, 20:20
w5ThufVJHWE

Please note it's improved from this point

verde13
Jun 9 2011, 11:54
That's amazing. Please release.

wolfbite
Jun 9 2011, 13:15
Dave thats awesome..

MrStregatto
Jun 9 2011, 15:59
Nice to see!

But can you release also a non-ACE version?

pleeease! :)

Xeno426
Jun 9 2011, 16:26
Nice to see!

But can you release also a non-ACE version?

pleeease! :)
Another second for this. A regular version would be great.

wolfbite
Jun 9 2011, 16:31
Another second for this. A regular version would be great.

And a third...

DaveP
Jun 9 2011, 16:47
Nice to see!

But can you release also a non-ACE version?

pleeease! :)

And so, why it will take a while ;)

verde13
Jun 13 2011, 13:13
So a release is forthcoming ?

DK||SES||
Nov 4 2011, 11:05
here is a new little update on pathy's chally2

http://img577.imageshack.us/img577/9373/ch3k.th.jpg (http://imageshack.us/photo/my-images/577/ch3k.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

http://img689.imageshack.us/img689/6558/ch2od.th.jpg (http://imageshack.us/photo/my-images/689/ch2od.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

http://img15.imageshack.us/img15/1959/ch1n.th.jpg (http://imageshack.us/photo/my-images/15/ch1n.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

added new drivesprocket idlerwheel and roadwheels plus making the TES version... gonna add the CROW system for the loader at some point... but right now this is how it looks...

GD Mast
Nov 4 2011, 14:58
Sweet! :cool:

verde13
Nov 4 2011, 16:43
Nice to see that this project is still alive.

Xeno426
Nov 4 2011, 21:28
Nice to see someone taking up the torch again on this project. :)

rhaggan
Nov 4 2011, 22:54
Was that ace version ever relased ?

DK||SES||
Nov 5 2011, 07:58
only for private use... in vcb.

pressytcn
Nov 8 2011, 16:32
nice :-D

DK||SES||
Nov 8 2011, 22:24
besides still trying to tweak the stuff pathy made on it.. so it looks abit more 3d model wise:P but there is still stuff to do..

Tankieboy2
Nov 11 2011, 15:38
besides still trying to tweak the stuff pathy made on it.. so it looks abit more 3d model wise:P but there is still stuff to do..

Good work fella. Watching with much interest.

Higgings.
Nov 12 2011, 14:57
Looks bloody good.
Hope you have the time etc, to update the sound to :)
In the last ½ of this video thers a good sound.
I have tryed the Challenger MK1 from the British Army of the Rhine addon series trb did.
They sound awesome to, so maybe you could get some there :)
http://www.youtube.com/watch?v=p4JkeegSjx4&feature=related

DaveP
Nov 12 2011, 15:48
My ace upgrade will be integrated in to this update, there was more done than the videos shown

Bogart
Nov 13 2011, 12:19
I would love to see a basic challenger 2 without skirts like this one:

http://www.youtube.com/watch?v=bpv7roY7J6Q

da12thMonkey
Nov 13 2011, 13:35
I would love to see a basic challenger 2 without skirts like this one:

http://www.youtube.com/watch?v=bpv7roY7J6Q

I think the lack of any skirts has to do with them driving that one over a Mondeo and a Polo: to stop bits of metal getting wedged in the tracks no doubt. The little skirts seem to be fitted on CR2 normally - or sometimes with just the rear-most section of the skirt removed to clear the sprocket. Tankieboy will know better than I though ;) (alright Paul?).

Also, removing the skirts would mean DK would have to put a load more effort into the detailing parts of the running gear that are normally hidden (returner wheels, torsion bars etc). Otherwise, it could be done fairly simply with a bit of model.cfg work to write hide animations for the skirt sections, and a little entry in the init line when it comes to using the tank in the mission editor.

verde13
Nov 15 2011, 09:13
Looks bloody good.
Hope you have the time etc, to update the sound to :)
In the last ½ of this video thers a good sound.
I have tryed the Challenger MK1 from the British Army of the Rhine addon series trb did.
They sound awesome to, so maybe you could get some there :)
http://www.youtube.com/watch?v=p4JkeegSjx4&feature=related

Totally agree, updated sound would be great.

Tankieboy2
Nov 24 2011, 21:09
I think the lack of any skirts has to do with them driving that one over a Mondeo and a Polo: to stop bits of metal getting wedged in the tracks no doubt. The little skirts seem to be fitted on CR2 normally - or sometimes with just the rear-most section of the skirt removed to clear the sprocket. Tankieboy will know better than I though ;) (alright Paul?).

Also, removing the skirts would mean DK would have to put a load more effort into the detailing parts of the running gear that are normally hidden (returner wheels, torsion bars etc). Otherwise, it could be done fairly simply with a bit of model.cfg work to write hide animations for the skirt sections, and a little entry in the init line when it comes to using the tank in the mission editor.

Herrrrroooo! The standard is to have the "bazooka plates" fitted and/or to have the rear removed as you say mate.

Dynamo11
Dec 14 2011, 20:51
Will this get a much needed OA update soon? Love the Chally and love this mod to bits

friznit2
Dec 14 2011, 22:23
Herrrrroooo! The standard is to have the "bazooka plates" fitted and/or to have the rear removed as you say mate.

Until the bloody end connectors work loose and ping the whole lot off. Took me an hour to find them all again...in the dark, with no lights. Gotta love BATUS :o

On that OA update - DK was working on finishing off the Sounds, ECM fit and updated L2 turret armour. Not sure how he's got on with it but it was making good progress on the last version we tested.

Dynamo11
Dec 15 2011, 19:26
On that OA update - DK was working on finishing off the Sounds, ECM fit and updated L2 turret armour. Not sure how he's got on with it but it was making good progress on the last version we tested.

Ah good well atleast there's one in the works :D

Messiah
Dec 16 2011, 09:00
Will this get a much needed OA update soon? Love the Chally and love this mod to bits

Not so much of the Mod left, however.

Sweet work DK, nice to see good work being continued and updated, flot klaret ;)

Bogart
Jan 11 2012, 18:39
I think the lack of any skirts has to do with them driving that one over a Mondeo and a Polo: to stop bits of metal getting wedged in the tracks no doubt. The little skirts seem to be fitted on CR2 normally - or sometimes with just the rear-most section of the skirt removed to clear the sprocket. Tankieboy will know better than I though ;) (alright Paul?).

Sorry I didn't see you replied to me, I know but the tank in the video is gorgeous instead of the one fully protected.


Also, removing the skirts would mean DK would have to put a load more effort into the detailing parts of the running gear that are normally hidden (returner wheels, torsion bars etc).

DK doesn't have to do it, wheels are well made, he has just to erase skirts and protections.


Otherwise, it could be done fairly simply with a bit of model.cfg work to write hide animations for the skirt sections, and a little entry in the init line when it comes to using the tank in the mission editor.

Could you explain to me how to do it, please?

friznit2
Jan 11 2012, 22:00
There's more to CR2 running gear than just wheels. What you don't see hidden behind those boz plates is the hydrogas suspension units and top rollers, which I'd hazard a guess aren't modelled.

Spotters splurge, for those interested: on a regular tank without Dorchester armour bolted on, the boz plate ('skirts') are mainly there to channel dirt and crap dragged up by the tracks to the rear. Sharp eyed spotters will have noticed that the RDGs learnt to take the rear plates off during EX SAIF SAREEA II in Oman, to let the excess dust and sand egress (they went out there un-desertised originally and quickly learnt all the nasty things heat and sand can do to a 70T MBT). Hence the up armoured CR2 on TELIC had a canvas skirt at the back - almost like a mud flap. What da12thMonkey says about removing skirts for driving over cars is spot on - metal gets wedged behind the boz plate, craps up your end connectors and your track falls off. Pain in the arse digging it all out again, as we learnt to our cost after snagging some barbed wire outside Al Amarah.

DK||SES||
Jan 22 2012, 22:37
oki lads cant release the chally 2 because its apparently too oversized.. so atm i gotta keep it off for the rest of u... sry

Xeno426
Jan 22 2012, 22:38
Too oversized? You mean too high poly, or the file size is too large?

DK||SES||
Jan 22 2012, 22:41
no the tank is too large apparently 140% too big.. so have to leave it off sry

BigMorgan
Jan 23 2012, 02:32
no the tank is too large apparently 140% too big.. so have to leave it off sry

DM hath ordained it to be so. :j:

DM
Jan 23 2012, 07:50
DM hath ordained it to be so. :j:

DM hath measured it to be so...

The yellow outline is made from a combination of blueprints (not model kit ones mind) and measurements taken from the real vehicle, the red outline is the UKF model.
http://delorted.net/forum_nonsense/cr2.png

If DK decides that means he cant release it, thats his choice, not mine.

Oh, and I was wrong about the wheels, its more like 125% :j:

DK||SES||
Jan 23 2012, 07:52
hehe was a joke dude:P well see still working on some stuff but well see what happens.. but know how the work u did on the VBS2 models dm seen them, looking good dude..
and just looked at the model compared to the real info.. seen about the size of it.. yeah its just ½ a meter longer than supposed to be... ill see if ill fix it or not at some point :P not too difficult..

DK||SES||
Jan 23 2012, 11:19
might come a release today

Erasmus
Jan 23 2012, 11:57
might come a release today

Sounds pretty damn good, chap! :yay

Spooky Lynx
Jan 23 2012, 12:30
Really? Sounds good!

Archosaurusrev
Jan 23 2012, 12:59
Yes.

YES.

DK||SES||
Jan 23 2012, 14:23
hope u guys will like the updates made to it.. please let me know if there is any bugs that u can see.. and thx for the patiense all..
and again thx to the P:UKF Lads for an awesome wagon.. makes a tankie happy :P

http://img16.imageshack.us/img16/8489/chally2.th.jpg (http://imageshack.us/photo/my-images/16/chally2.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

link for the P:UKF Challenger 2 Tank

https://rapidshare.com/files/1703900141/UKF_Challenger2.rar

credits:

Trouble: Engine sound
DaveP: sorting out the ACE stuff for the wagon
Rockape: for helping me out when i ran into trouble.
Dar12thmonkey: for helping me just as much with alot of other stuff:D
Friznit: for reference guidence
And ofcourse to the P:UKF lads for making this awesome vehicle...

Archosaurusrev
Jan 23 2012, 15:15
hope u guys will like the updates made to it.. please let me know if there is any bugs that u can see.. and thx for the patiense all..
and again thx to the P:UKF Lads for an awesome wagon.. makes a tankie happy :P

http://img16.imageshack.us/img16/8489/chally2.th.jpg

Uploaded with ImageShack.us (http://imageshack.us)

link for the P:UKF Challenger 2 Tank

https://rapidshare.com/files/1703900141/UKF_Challenger2.rar

credits:

Trouble: Engine sound
DaveP: sorting out the ACE stuff for the wagon
Rockape: for helping me out when i ran into trouble.
Dar12thmonkey: for helping me just as much with alot of other stuff:D
Friznit: for reference guidence
And ofcourse to the P:UKF lads for making this awesome vehicle...


Fukken downloaded, finally, a good Chally.

Foxhound
Jan 23 2012, 15:35
Updated version frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=7749).


http://www.armaholic.com/datas/users/news_download_a2_4.png (http://www.armaholic.com/page.php?id=7748)
Challenger 2 (http://www.armaholic.com/page.php?id=7748)

http://www.armaholic.com/skins/Blaster07/img/required_addons.png
UKF Misc (http://www.armaholic.com/page.php?id=11530)
UKF Shared (http://www.armaholic.com/page.php?id=11529)

Erasmus
Jan 23 2012, 16:21
Thank you so much! It's beautiful and perfect. Very nice addon indeed :bounce3:

verde13
Jan 23 2012, 16:34
I have been waiting for this one for a while. Thank you very much.

Really really happy with what i've seen so far. Only bug i've come across is that the commander has no zoom and no night/thermal vision.

DK||SES||
Jan 23 2012, 16:52
commander doesnt have night/thermal on his sight systemsbut will look into the zoom bit soon

verde13
Jan 23 2012, 17:48
commander doesnt have night/thermal on his sight systemsbut will look into the zoom bit soon

Are you planning to add it in the future ?

DK||SES||
Jan 23 2012, 17:53
yeah will add in the zoom bit laters...

Das Attorney
Jan 23 2012, 18:48
Thank you for your hard work updating the original, DK.

Higgings.
Jan 23 2012, 19:28
Ehh, where do I find the unit?
I have the other UKF things, but cant find the unit ingame.
Rather strange.

DK||SES||
Jan 23 2012, 19:30
Proberly under uk armed forces.. if i remebmer correct

Higgings.
Jan 23 2012, 20:04
Never mind,.... I made a Fejl40 :D

DaveP
Jan 23 2012, 20:28
UK Armed Forces -UKF Tracked

Great work finishing this up DK, I really enjoyed working on it.


Commander not having TI is standard (don't blame me, blame the M.O.D), has NV on the N key, the zoom levels I thought I'd sorted but alas, a slip!

Gilson
Jan 23 2012, 21:36
Ace job DK!

Dynamo11
Jan 23 2012, 22:03
YES! Ah this is brilliant stuff

Das Attorney
Jan 23 2012, 22:28
Random stuff in my rpt:



=====================================================================
== C:\Program files\Bohemia Interactive\ArmA 2\arma2oa.exe
== "C:\Program files\Bohemia Interactive\ArmA 2\arma2oa.exe" -nosplash -ShowScriptErrors -world=empty "-mod=C:\Program files\Bohemia Interactive\ArmA 2\@<hidden>"
=====================================================================
Exe timestamp: 2011/12/22 20:03:02
Current time: 2012/01/23 23:12:25

Version 1.60.87580
Updating base class ->Default, by ukf_shared\config.bin/CfgMagazines/CA_Magazine/
Updating base class ->MGunCore, by ukf_shared\config.bin/cfgWeapons/MGun/
Updating base class ->BulletBase, by ca\weapons\config.bin/CfgAmmo/B_762x51_Ball/
Updating base class ->BulletBase, by ca\weapons\config.bin/CfgAmmo/B_25mm_HE/
Updating base class ->BulletBase, by ca\weapons\config.bin/CfgAmmo/B_25mm_APDS/
Updating base class ->GrenadeBase, by ca\weapons\config.bin/CfgAmmo/G_30mm_HE/
Updating base class ->ShellBase, by ca\weapons\config.bin/CfgAmmo/Sh_105_HE/
Updating base class ->ShellBase, by ca\weapons\config.bin/CfgAmmo/Sh_120_HE/
Updating base class ->ShellBase, by ca\weapons\config.bin/CfgAmmo/Sh_120_SABOT/
Updating base class ->CA_Magazine, by ca\weapons\config.bin/CfgMagazines/VehicleMagazine/
Updating base class ->CA_Magazine, by ca\weapons\config.bin/CfgMagazines/100Rnd_762x51_M240/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/300Rnd_25mm_GAU12/
Updating base class ->VehicleMagazine, by ca\weapons\config.bin/CfgMagazines/30Rnd_105mmHE_M119/
Updating base class ->MGun, by ca\weapons\config.bin/cfgWeapons/M240_veh/manual/
Updating base class ->CannonCore, by ca\weapons\config.bin/cfgWeapons/M119/
Updating base class ->CannonCore, by ca\weapons\config.bin/cfgWeapons/M256/
Warning Message: Cannot load material file ukf_chally2\data\challyext_halfdestruction.rvmat.
Cannot load material file ukf_chally2\data\challyext_halfdestruction.rvmat
Warning Message: Cannot load material file ukf_chally2\data\challyext_destruction.rvmat.
Cannot load material file ukf_chally2\data\challyext_destruction.rvmat
Warning Message: Cannot load material file ukf_chally2\data\sproket_halfdestruction.rvmat.
Cannot load material file ukf_chally2\data\sproket_halfdestruction.rvmat
Warning Message: Cannot load material file ukf_chally2\data\sproket_destruction.rvmat.
Cannot load material file ukf_chally2\data\sproket_destruction.rvmat
Warning Message: Cannot load material file ukf_chally2\data\wheels_halfdestruction.rvmat.
Cannot load material file ukf_chally2\data\wheels_halfdestruction.rvmat
Warning Message: Cannot load material file ukf_chally2\data\wheels_destruction.rvmat.
Cannot load material file ukf_chally2\data\wheels_destruction.rvmat
Warning Message: Cannot load material file ukf_chally2\data\tracks_halfdestruction.rvmat.
Cannot load material file ukf_chally2\data\tracks_halfdestruction.rvmat
Warning Message: Cannot load material file ukf_chally2\data\tracks_destruction.rvmat.
Cannot load material file ukf_chally2\data\tracks_destruction.rvmat
No get in co-driver point in ukf_chally2\cr2_bare_d.p3d (cr2_based)
In Vehicle: ukf_chally2\cr2_bare_d.p3d missing gunner get in direction point
No get in co-driver point in ukf_chally2\cr2_bare_d.p3d (cr2_layer1d)
In Vehicle: ukf_chally2\cr2_bare_d.p3d missing gunner get in direction point
No get in co-driver point in ukf_chally2\cr2_bare_d.p3d (cr2_layer2d)
In Vehicle: ukf_chally2\cr2_bare_d.p3d missing gunner get in direction point
Warning Message: Cannot load texture c:\users\ejer\desktop\ukf_chally2\data\accessories2des.paa.

UKF Misc and UKF shared are in the same mod folder as the Chally. no other mods were running at the same time. I tested the empty Desert Variants (D,L1,L2).

No damage textures were apparent (hence above unloaded rvmats). Thought I'd pass it along.

EDIT: While I think of it, I didn't get any turret sounds either.

Xeno426
Jan 24 2012, 00:02
Commander not having TI is standard (don't blame me, blame the M.O.D), has NV on the N key, the zoom levels I thought I'd sorted but alas, a slip!
You mean they don't have them in real life? What the heck? The commander's supposed to be the one with all the situational awareness! Someone in the government derp'd.
Does the gunner have thermal sights? (IRL, of course)


Random stuff in my rpt:

*snip*

UKF Misc and UKF shared are in the same mod folder as the Chally. no other mods were running at the same time. I tested the empty Desert Variants (D,L1,L2).

No damage textures were apparent (hence above unloaded rvmats). Thought I'd pass it along.

EDIT: While I think of it, I didn't get any turret sounds either.
Based on all those "Updating base class" entries, I'm guessing part of the issue is that the configs are defining more than they need to. IMO, I'd base the vehicle config off an existing vehicle class so that it inherits most of the sounds and configs you already want. That'd cut down on the amount of extra code you need to put it, and it would make it compatible with sound mods, like J.S.R.S.

DK||SES||
Jan 24 2012, 00:45
yeah the gunner has thermal sights of course... guess MoD didnt think it was important to have the hunterkill effect during night ops:P but who am i to judge.. turret sounds i might have turned it off too much ill have a look at that later.. need a small break atm

Staff Sergeant Bush
Jan 24 2012, 07:25
good job man.is there anyway to re do the desert textures they just seem shaddy shalll a say its the only thing that bugs me about a great addon lol

friznit2
Jan 24 2012, 10:37
You mean they don't have them in real life? What the heck? The commander's supposed to be the one with all the situational awareness! Someone in the government derp'd.
Does the gunner have thermal sights? (IRL, of course)


Have some spotters stuff:

When the CR2 was built, the technology to make a fully stabilised x4/x10independent TI sight small enough to fit in the Commander's Primary Sight cupola simply didn't exist. It was scheduled for a midlife upgrade in 2005, along with the smooth bore gun, lighter running gear, upgraded FCC and new power pack (engine + gearbox). Alas, the world being what it is by 2005 we no longer really needed MBTs so the upgrades were shelved.

Want more? :p

The current TISH (TI Sight Head) is housed in that big square box you can see sitting on barrel (the TISH barbette) so it points wherever the gun points, the FCC catches up, computes the aiming mark and draws it in the display - it can be a little laggy when shooting at range (not something simulated in ArmA2 luckily!). Both the gunner and commander can switch to the TI sight in their regular head down displays or view it through a 'TI relaxed viewing monitor' (which is now called something else because they didn't like the word relaxed, but I can't recall what it changed to). But clearly only one person can control the gun / turret at once so you lose the independent search capability of the daylight CPS (usually about an hour before last light). Boo hiss etc.

Mind you, if you made sure your gunner serviced the TISH regularly the picture was bloody good. I've 'navigated' across BATUS at night by following the tracks of another tank in the TI - a good 2 hours later.

The TISH would also made a jolly good place to keep cold beer as it was kept at a constant 4 degrees centigrade. But of course we never drank alcohol on exercise. At all. Ever. Honest.

(By the way, before anyone accuses me of being a tank spotter, I spent 8 years playing on these toys as a CR2 Commander in various parts of the world. I don't know a great deal about any other tanks though.)

verde13
Jan 24 2012, 10:45
UK Armed Forces -UKF Tracked

Great work finishing this up DK, I really enjoyed working on it.


Commander not having TI is standard (don't blame me, blame the M.O.D), has NV on the N key, the zoom levels I thought I'd sorted but alas, a slip!


Regarding the night vision, pressing N does nothing for me while i am in commander's view. It works properly in the gunner position though.

DaveP
Jan 24 2012, 11:32
Honestly no idea what's happened there then; DK will have to look in to it, last I was working on it (finished up the ACE/Gun Realism Package late last summer) it was working




good job man.is there anyway to re do the desert textures they just seem shaddy shalll a say its the only thing that bugs me about a great addon lol


By all means feel free to try improving the 'shaddy' textures yourself and show us-I personally spent a month trying to do so, results were not optimal, the Lighting engine can really play silly tricks with your work and it's bloody difficult texturing something if you didn't unwrap it yourself

Furthermore, the texturing itself isn't exactly bad. While it may not suit all environs, it's simply by the nature of the compromise -what would've worked really well on Zargabad sucks on Takistan, Qom, what works there wouldn't work on clafghan, and so on

[KH]Jman
Jan 24 2012, 13:40
Great work!

Here are the errors taken from our dedi server rpt. I hope this helps.



2012/01/24, 14:12:47 Warning Message: Cannot load material file ukf_chally2\data\challyext_halfdestruction.rvmat.
2012/01/24, 14:12:47 Cannot load material file ukf_chally2\data\challyext_halfdestruction.rvmat
2012/01/24, 14:12:47 Warning Message: Cannot load material file ukf_chally2\data\challyext_destruction.rvmat.
2012/01/24, 14:12:47 Cannot load material file ukf_chally2\data\challyext_destruction.rvmat
2012/01/24, 14:12:47 Warning Message: Cannot load material file ukf_chally2\data\sproket_halfdestruction.rvmat.
2012/01/24, 14:12:47 Cannot load material file ukf_chally2\data\sproket_halfdestruction.rvmat
2012/01/24, 14:12:47 Warning Message: Cannot load material file ukf_chally2\data\sproket_destruction.rvmat.
2012/01/24, 14:12:47 Cannot load material file ukf_chally2\data\sproket_destruction.rvmat
2012/01/24, 14:12:47 Warning Message: Cannot load material file ukf_chally2\data\wheels_halfdestruction.rvmat.
2012/01/24, 14:12:47 Cannot load material file ukf_chally2\data\wheels_halfdestruction.rvmat
2012/01/24, 14:12:47 Warning Message: Cannot load material file ukf_chally2\data\wheels_destruction.rvmat.
2012/01/24, 14:12:47 Cannot load material file ukf_chally2\data\wheels_destruction.rvmat
2012/01/24, 14:12:47 Warning Message: Cannot load material file ukf_chally2\data\tracks_halfdestruction.rvmat.
2012/01/24, 14:12:47 Cannot load material file ukf_chally2\data\tracks_halfdestruction.rvmat
2012/01/24, 14:12:47 Warning Message: Cannot load material file ukf_chally2\data\tracks_destruction.rvmat.
2012/01/24, 14:12:47 Cannot load material file ukf_chally2\data\tracks_destruction.rvmat
2012/01/24, 14:12:47 No get in co-driver point in ukf_chally2\cr2_bare.p3d (cr2_layer2)
2012/01/24, 14:12:47 In Vehicle: ukf_chally2\cr2_bare.p3d missing gunner get in direction point
2012/01/24, 14:12:48 No get in co-driver point in ukf_chally2\cr2_bare.p3d (cr2_layer1)
2012/01/24, 14:12:48 In Vehicle: ukf_chally2\cr2_bare.p3d missing gunner get in direction point

DK||SES||
Jan 24 2012, 14:06
nah dave think its ur turn to fix the sights on the commander view, u dont need me u know what to do and can do it way better than me..!!!

friznit2
Jan 24 2012, 14:57
Last I checked, it was set up so 'zooming in' again took you to the TI view (Numpad + by default). N changed the ArmA2 engine default greyscale TI to the proper CR2 greenscale. It's not an ideal situation but games limitations being what they are, it's workable.

Munger
Jan 24 2012, 16:56
Great to have an update for this awesome addon, thanks guys. :)

Is it me or is the new 'three pronged' thingy at the back of the turret desert coloured on the woodland camo version? Could it be changed to woodland to match the rest of the woodland camo? Just a personal thing but I hate seeing bits of a vehicle in desert camo when the rest is in woodland camo. :D

DK||SES||
Jan 24 2012, 17:07
only seen the hold bar for the ecm in desert camo sry :) might edit it but not atm sry lads:D

DaveP
Jan 24 2012, 20:22
nah dave think its ur turn to fix the sights on the commander view, u dont need me u know what to do and can do it way better than me..!!!

Yeah let me just turn on my PC that's two counties away and fix it

:rolleyes:

Wastelander
Jan 25 2012, 13:25
Hi,

A quick run around video of the tanks.

Od_BFwXgykQ

Archosaurusrev
Jan 25 2012, 13:43
only seen the hold bar for the ecm in desert camo sry :) might edit it but not atm sry lads:D

The bar is not produced in woodland, at least by my knowledge.

DM
Jan 25 2012, 14:04
Its not produced in any colour. Its made of steel and then painted.

The only reason you only see it in tan is because it was only part of the kit fitted to CR2 when it was deployed to Iraq. Towards the end of the war it was more common to see these extra bits being added on in green or even bare metal.

Archosaurusrev
Jan 25 2012, 14:40
Its not produced in any colour. Its made of steel and then painted.

The only reason you only see it in tan is because it was only part of the kit fitted to CR2 when it was deployed to Iraq. Towards the end of the war it was more common to see these extra bits being added on in green or even bare metal.

Thanks for clarifying.

Lost_Samurai
Jan 26 2012, 02:14
@<hidden>! So I'll just go right ahead and say it.

I've played the Arma series for MANY years, having installed 1000's of addons using the modfolder method. I'm running ARMA2+OA+Reinforcements, patched to 1.60, with reinforcement's patched to their relative newest patch (not RC version, the finsl 1.60 release).

My ukf_chally2.pbo is in the right place with all my other UKF stuff. SOooooooo, I load up the game, EVERY OTHER UKF file is present and the "tracked" option simply isn't above "Wheeled" any more.

So, I have no other option than to BEG for help in fixing this problem. I'm hoping it's just the patch or something. Haven't reinstalled with 1.59 yet and checked if it works.

Ps. just so we're clear...if I was only allowed to keep ONE tank addon for Arma2 CO, this would be it. Fuck it, if I could only keep ONE ADDON, this would still be it. BAF isn't the same without this monster!

wolfbite
Jan 26 2012, 09:57
Hey guys had a quick play last night.. Real nice addon.. One thing i noticed was that I got an error message about a texture I think. Will look tonight and find out what it said...

Good job lads and sweet tank?

Higgings.
Jan 26 2012, 10:51
Lost Sam:
I had same problem, but I have made a @<hidden> and but in the Challenger and the other things that it needs, and then it works.
So all other UKF in on @<hidden> and the Cnallenger and the stuff it need in another @<hidden> :)

Munger
Jan 26 2012, 13:46
Sorry guys I haven't had chance to test the new version yet but I was wondering whether it is ACE compatible? Specifically, does it use the ACE armour values system and the 'lase' capability? The armour system in particular would make it much more realistic as I know Pathy had concerns about how to balance it when using the silly BIS armour values.

Cheers.

friznit2
Jan 26 2012, 14:46
There's an ace config included in the download.

If you're not using ACE, don't include the ACE config as this could be what's causing some of your issues

Munger
Jan 26 2012, 16:51
Thanks.

I haven't tested the addon yet so I'm not having issues. Was just asking whether it was ACE compatible. :)

DaveP
Jan 26 2012, 20:54
It's not just ACE Compatible, it's ACE Centric -the entire upgrade was built around the original plan to update to the ACE FCS after we had a VCB Tank session and its shortcomings came to the fore.

And then with that, of course had to add the different rounds -FIN, HESH and WP- and give them the right velocities..

..and then with that, of course the appropriate optics and back up systems like smoke launchers..

..and then with that, of course the right names for all the systems and fix performance characteristics.

..and then with that, of course a better sound set and other config edits..


And so on!

One of the main bits we didn't fuck with, however, was the armour system -it seemed pretty well matched as it was. Pathy made a great post on the matter in the past in this thread

In my mind, the main focus of this update was bringing this tank addon up to a standard of playability and appearance where it stood alongside it's contemporaries in the same manner as the real steel does to other MBTs

Munger
Jan 26 2012, 22:50
Okay thanks for the info.

Out of interest, from re-reading Pathy's post (link below) the ACE armour values are way higher than default BIS values. This being the case, what value has been given to the new ACE'd version of the Chally? Higher than the ACE M1A2 TUSK? ;)

http://forums.bistudio.com/showpost.php?p=1538745&postcount=62

Tankbuster
Jan 27 2012, 15:58
I'm doing something very wrong here, I can't find the units in the editor!

The game shows the addon loaded in the first screen, but I can't find it, either empty or otherwise. In fact, I don't see the UK Armed Forces faction in the editor either.

I've tried loading the two UKF dependencies before the tank and after it, but still no joy. Most odd!

Mjolnir66
Jan 27 2012, 16:04
Just a point, a lot of Chally 2 crews steal the TI system off the Warriors when they get the chance.

Archosaurusrev
Jan 27 2012, 16:06
Just a point, a lot of Chally 2 crews steal the TI system off the Warriors when they get the chance.

:rolleyes:

Damn Brits, even steal from their own military!

Xeno426
Jan 27 2012, 16:09
Just a point, a lot of Chally 2 crews steal the TI system off the Warriors when they get the chance.
I didn't know they focused on recruiting Chally crews from Liverpool.

Munger
Jan 27 2012, 16:47
I didn't know they focused on recruiting Chally crews from Liverpool.

Can't be from Liverpool - they wouldn't have any wheels either. There'd be Warrior 'bunkers' up on bricks all over the place.

Lost_Samurai
Jan 27 2012, 17:19
@<hidden>
Thanks for taking the time to reply, did like you said, but still no luck. It also still gives me the "cannot play mission...dependent on downloadable content blablabla" message because Ukf_chally2.pbo is not found, yet it's RIGHT F@<hidden>*&^ing there when I Alt-Tab out to check it AGAIN. I'm stumped. I'm starting to think it's not actually me doing anything wrong here...yet most posts here report no problem!

@<hidden> - If somewhere, somehow you fing a solution PLEASE LET ME KNOW.

If anybody can help I would be eternally grateful, 90% of my missions are using this addon and losing it would pretty much wipe the 1000's of hours spent during 2011 right of the table. And no, I'm NOT WILLING to edit the Mission.sqm to remove it all.:headscratch: Feeling like a noob sucks....

Soul_Assassin
Jan 27 2012, 17:35
for people having problems finding it in the editor: the chally2 pbo doesnt have a config. You need the ace_cfg.pbo also in the mod folder.

There is also an rvmat error.

Tankbuster
Jan 27 2012, 17:47
That's got it. You need the ace_cfg.pbo file too.

da12thMonkey
Jan 27 2012, 17:48
There's an ace config included in the download.

If you're not using ACE, don't include the ACE config as this could be what's causing some of your issues

Having a look at the addon, there isn't a config.cpp/.bin in ukf_chally2.pbo any more - so you have to use ukf_chally2_ace_cfg.pbo and the ACE dependencies.

One suspects that the people who can't find the addon in the editor are people trying to run the addon without ACE and the necessary config.

I think Dave and DK explained several months ago that a non-ACE config would only materialise if they had time to make one, since the initial purpose of the update was to add an FCS which they could only facilitate with ACE - evidently they haven't found time to do the non-ACE one.

Ed:- Soul posted the same thing while I was typing.

Tankbuster
Jan 27 2012, 19:43
So the question is, what effect does this have if we use this, complete with ACE config in a non ACE server?

da12thMonkey
Jan 27 2012, 22:02
Having a quick look through the config the only additional problem I can see is that the L34 Smoke rounds will throw up an error without ACE, as they use the mod's WP explosion effect. Seems to be the only 'solid' ACE dependency.

I don't think any of the stuff associated with the FCS will cause problems. It's all attributed to specific config value with ACE 'flags' that are only executed when ACE is running; so standard ArmA processes should simply ignore them. At least that's what happens with the ACE features in the UKF weapon pack that have these sort of config flags.

Of course, without ACE people have to manually elevate the gun and make do without a rangefinder - fortunately one of the optics modes features a ballistic graticule that allows shooting out to some decent distances with manual elevation (it's only an optical daysight though).

However, this is just based on a cursory glance at the addon - I'm was not involved with it enough to know whether there are other areas where ACE 'dependencies' might be introduced: i.e. don't take my comments as having any real authority regarding this CR2.

Just have to test it out without ACE and see if anything goes tits-up really. :D

Tankbuster
Jan 27 2012, 22:48
Will do. Thanks 12th.

Lost_Samurai
Jan 28 2012, 01:56
Will check it out brothers, thanks for the speedy replies, I REALLY appreciate it.:bounce3:

Lost_Samurai
Jan 28 2012, 16:45
Since I was bitchin so much about it, it's only fair that I take the time to report that all is in fact like da12th said. Pretty much spot on! WP doesn't work properly(without ACE), rvmat error....But hardcore as always!

And still as ugly as well!

Not that you'll ever find a T series tank saying so to it's face!!

Bravo people!

verde13
Feb 2 2012, 10:08
Any news about the bugs ?

thearies
Feb 5 2012, 07:07
i love it, and ace2 integration...perfect!!! i really would like to see the challenger1 and warrior from "boar" with ace config... :rolleyes:

da12thMonkey
Feb 5 2012, 15:03
i love it, and ace2 integration...perfect!!! i really would like to see the challenger1 and warrior from "boar" with ace config... :rolleyes:

I wouldn't envy anybody who tasked themselves to make a proper FCS for the Challenger 1. I discussed it with NoWonderDog back in ArmA 1 with respect to my own Challenger 1 model (think I still have that somewhere) - we found out that visually, it was a lot more complicated than the sorts of FCS systems that his mod simulated back in the day, and that ACE simulates nowadays.

IIRC with Chally 1's FCS you used to lase a target using a small, fixed circular marker as reference for aiming the laser (fixed because it actually related to the muzzle's boresight); then an oval-shaped ring would project onto the graticule based on the adjustment needed to engage the target. The oval would also scale depending on the distance to the target so that it always roughly matched the broadside-dimensions of a soviet tank in the sight picture (e.g smaller oval at long range). Then when you used the auto-lay switch, the point of aim would adjust so that the target resided inside the oval.


http://img24.imageshack.us/img24/1896/vywebuydps.jpg

http://img14.imageshack.us/img14/858/nhqcffofbt.jpg

http://img841.imageshack.us/img841/6062/tmyanrqjfl.jpg

You wouldn't be able to use the FCS if the engagement required more than 69 mils of adjustment because the oval would be outside the sight picture.

---

The Warrior wouldn't really need an ACE config except for armour values.

Warriors of that era didn't have any form of a fire control system - just a ballistic graticule. They sort of have one nowadays as part of BGTI, but the gun still has to be laid completely manually (only the course traverse of the turret is powered). IIRC the FCS in the current BGTI system is a bit like Challenger 1's, but without the auto-lay - so it just shows you how to adjust aim really.

A proper, fully stabilised, electronic gun system won't arrive until Warrior CSP is introduced with the CTI 40mm gun (a bit like the one in BAF - but that model has the wrong turret). That probably wont be until 2015 at the earliest.

thearies
Feb 6 2012, 06:00
okay...im really fan of hardcore simulation like steel beast pro pe etc. ...but i would also be happy with approximation like ace2 ones for challenger1 and warrior just for armor and operability like laser-rangefinder vor chall1 so that they can "play" with ace t-72´s at eye level... that would be great:)

DaveP
Feb 6 2012, 08:07
My understanding from my research is that the cr2 system works in a roughly similar way, by with two differences:
1. No graticule on display
2. Since the imaging system is attached to the barrel you wouldn't see the Windage adjustment on-display

Jingle
Feb 6 2012, 14:37
Dont want to push any buttons in the wrong direction and you can point me elsewhere if you like. First of all great work on the CR2 been waiting on this update for a while as it is my favourite piece of kit. I would ask however (and you can tell me to shove off if you like) that the armour values are adjusted - it works great in vanilla - but i got one shotted by a RPG 7 boom! using the ACE mod. I would do my own patch for it but havent got the know how and it is more of a request as you have implemented the ACE_FCS. The armour values i read were 500, though I have no knowledge how the layers adjust those ratings. Again good work and it is very much appreciated. Also one shot hits also seem to do critical damage to the whole tank (pass through values - dunno?). Anyhow cheers for a great addon guys, best tank in the game.

DaveP
Feb 7 2012, 19:42
I would offer to you that it is one of the easiest config changes to make, and there is no better time to learn than the present.

The armour config as it is passes muster for our purposes, to the best of my knowledge

Jingle
Feb 7 2012, 21:13
Thx for reply Dave, would I have permission to edit it for my own use ie a replacement armour config, if I get the time ofc.

friznit2
Feb 8 2012, 22:05
My understanding from my research is that the cr2 system works in a roughly similar way, by with two differences:
1. No graticule on display
2. Since the imaging system is attached to the barrel you wouldn't see the Windage adjustment on-display

First up, got to correct a common mistake: the only similarity between CR1 and CR2 is the name, beyond that they're a completely different model of MBT, not an upgrade or Mk 2. Incidentally, the name was politically motivated and mainly cos we couldn't think of a better one despite talking about it all night over several bottles of wine (can you think of a good MBT name beginning with C that hasn't been used before for any weapon system?)

CR2 FCS is pretty funky. In normal (non reversionary) mode, the primary sights (GPS & CPS) are independent and the gun is slaved. You simply point the aiming marker at the centre of mass of the target, press the lase button, the FCC computes a solution and lays the gun, taking into account range, turret traverse & elevation, vehicle speed, wind speed & direction, ambient temp & pressure from the met sensor, bag charge temp (was meant to be a sensor for that too but I never saw it work), and round type selected by the loader. Usually takes less than .25s, then the red light goes on in your sight picture and the gun goes boom assuming you're holding the firing button down. In short, aim, lase, fire - if you aimed right it should be 99% accurate at 2000m with a FIN round - that was the requirement definition anyway.

It's different in Rev 1 or 2 modes (Rev 1 = sights slaved to the gun; Rev 2 pretty much everything's manual) and TI sights were too big to be independent when it was built, so the TISH sits on the barrel and has a computed aiming point drawn on the site picture (horrible thing to aim with). Gunners Aux Sight looks a bit like the old CR2 main sight and is just a graticule really only used in Rev 2 mode (hence all manual).

The sight pics on this ACE updated CR2 are really just eye candy because I didn't like the fact it never got completed and moaned at DaveP until he fixed it up for us!

thearies
Feb 9 2012, 00:55
may found bug, the ace config for challenger 2 interacts with m1a1 from ace2. the "lasing" from m1a1 is too short when challenger2 ace config is activ... can someone reproduce this???

160thSOAR
Feb 9 2012, 02:11
Thanks very much for doing the work on this tank!

I've wanted to find an ArmA2 Challenger 2 for a long time. I've discovered most of the vehicles I wanted to see over the time I've played this game. Now all I need to find is a Patria AMV and the FCS vehicles.

da12thMonkey
Feb 9 2012, 14:37
Gunners Aux Sight looks a bit like the old CR2 main sight and is just a graticule really only used in Rev 2 mode (hence all manual).

Is it very similar to the CR1's TLS graticule? I do have a pic showing the full grat from 600m to 3200m, with a stadiametic rangefinder and all manner of shit not shown in the series of pics I posted before showing the lase and auto-lay sequence.

I could knock together a sight picture for ArmA, based on that graticule and shoot it off to DK if VCB want it.

Also, didn't we have a tank called 'Challenger' even before it was given to FV4030/4 and FV4034? Was a Cromwell variant with a 17 pdr gun IIRC - a sort of predecessor to Comet.

R0adki11
Feb 9 2012, 14:45
Also, didn't we have a tank called 'Challenger' even before it was given to FV4030/4 and FV4034? Was a Cromwell variant with a 17 pdr gun IIRC - a sort of predecessor to Comet. the other challenger was a Cromwell variant, this http://en.wikipedia.org/wiki/Cruiser_Mk_VIII_Challenger

friznit2
Feb 9 2012, 16:55
Yeah, GAS sight is pretty much what you posted above with the stad and KE/HE scale included, though no floaty circle thing since it's bog standard back up sight with no FCC capability at all. The default range aim dot at the top is used for the CR2 Muzzle Reference System as well (it's a laser that you bounce of a little mirror under that shroud on the end of the barrel to make sure the gun's kept straight as it warms up while firing)

DaveP
Feb 14 2012, 14:30
If that's the gas grat and you guys want to get it down 100% then say the word, I can send over the psd for my calibrated guesstimation of how it might look that's used in this release -kinda cool to see the scale as I measured it using the in-game fall of rounds looks almost identical to the real thing though

DK||SES||
Feb 15 2012, 21:23
id rather not have them updating stuff atm.. since im still working on some updates for it.. and dave please communicate with me about stuff if u got something that needs to be solved...

jshmiza
Jul 15 2012, 05:43
I was wondering if anyone would be able to send me a copy of the original release. Since I do not use ace the updated release's sights are all white screen to me. Any help would be greatly appreciated.

verde13
Jul 15 2012, 12:09
Is the Challenger still being worked on ?

colonel stagler
Jul 15 2012, 12:26
You guys done happen to have a Challenger 1 do you? Shoot us a PM if you do lads.

Thanks.

Stag.

Messiah
Jul 15 2012, 16:34
Is the Challenger still being worked on ?


You guys done happen to have a Challenger 1 do you? Shoot us a PM if you do lads.

Thanks.

Stag.

P:UKF disbanded a year or so ago now, we allowed VCB and DK to kindly continue tinkering with the CR2 and release the updates to the public. If DK and the VCB bods have an update, they'll post here I'm sure. A chally 1 was never produced by UKF (at least not for ArmA).

ChrisBV
Aug 8 2012, 06:12
Hello, everyone! This is my first post ever here at the BI forums :)

First of all, I want to say "thank you" to whoever is upgrading and improving this already fantastic addon. As good as this model is, I've always thought there could be some room for improvement, texture-wise; I don't know the first thing about 3D modelling in ArmA 2, but I have attempted some re-texturing/skinning works in other games (mainly flight sims), so although I had never done a tank before, I decided to have a go and try reworking/upgrading the textures of this beast myself.

---------- Post added at 01:12 ---------- Previous post was at 01:06 ----------

These are still very much WIP, so bear with me, if you please:
http://img17.imageshack.us/img17/7670/chall2wip001.jpg (1117 kB)

http://img546.imageshack.us/img546/9820/chall2wip002.jpg (1009 kB)

http://img196.imageshack.us/img196/9558/chall2wip003.jpg (1138 kB)

http://img521.imageshack.us/img521/6605/chall2wip004.jpg (888 kB)

http://img822.imageshack.us/img822/193/chall2wip005.jpg (1727 kB)

(Normal maps are custom, but specular is still the default one that comes with the original package)

There are one or two problems here and there, of course, beginning with the way the metal side-skirts fitted to the standard variant are mapped (they share bits of texturing with the hull, so by super-detailing the hull, the metal skirts look wrong); that being said, the new skins work great on the upgraded models - I haven't reworked the DL2 appliqué armour add-on packages for the hull and turret or the RF anti-IED jammers yet, but the variant with armour skirts and lower glacis plate ERA appliqués looks good so far.

I was aiming for an 'Operation Telic' feel with the desertised version, which would look even better if you could add CIPs and the all-important anti-dust flexible lower skirt (which is present in the corresponding .paa file but not physically modelled).

I am doing this for my personal enjoyment (because I love this tank and mod) but if I get permission from the original creators, I could release these works or hand them over to them for further upgrades.

I hope you like what you see here!

DK||SES||
Aug 8 2012, 09:46
im still upgrading the chally 2 from time to time.. when i feel like it.. specially the specialmapping, and fixing smaller bugs.. when a new release will be there honestly dont know but.. it will come

verde13
Aug 8 2012, 13:58
Hello, everyone! This is my first post ever here at the BI forums :)

First of all, I want to say "thank you" to whoever is upgrading and improving this already fantastic addon. As good as this model is, I've always thought there could be some room for improvement, texture-wise; I don't know the first thing about 3D modelling in ArmA 2, but I have attempted some re-texturing/skinning works in other games (mainly flight sims), so although I had never done a tank before, I decided to have a go and try reworking/upgrading the textures of this beast myself.

---------- Post added at 01:12 ---------- Previous post was at 01:06 ----------

These are still very much WIP, so bear with me, if you please:
http://img17.imageshack.us/img17/7670/chall2wip001.jpg (1117 kB)

http://img546.imageshack.us/img546/9820/chall2wip002.jpg (1009 kB)

http://img196.imageshack.us/img196/9558/chall2wip003.jpg (1138 kB)

http://img521.imageshack.us/img521/6605/chall2wip004.jpg (888 kB)

http://img822.imageshack.us/img822/193/chall2wip005.jpg (1727 kB)

(Normal maps are custom, but specular is still the default one that comes with the original package)

There are one or two problems here and there, of course, beginning with the way the metal side-skirts fitted to the standard variant are mapped (they share bits of texturing with the hull, so by super-detailing the hull, the metal skirts look wrong); that being said, the new skins work great on the upgraded models - I haven't reworked the DL2 appliqué armour add-on packages for the hull and turret or the RF anti-IED jammers yet, but the variant with armour skirts and lower glacis plate ERA appliqués looks good so far.

I was aiming for an 'Operation Telic' feel with the desertised version, which would look even better if you could add CIPs and the all-important anti-dust flexible lower skirt (which is present in the corresponding .paa file but not physically modelled).

I am doing this for my personal enjoyment (because I love this tank and mod) but if I get permission from the original creators, I could release these works or hand them over to them for further upgrades.

I hope you like what you see here!

That's really nice work. Hopefully it will get released.

ChrisBV
Aug 8 2012, 16:39
A texture map would really help... guessing which part is which is pretty damn time-consuming ;)

Tankieboy2
Aug 8 2012, 18:42
im still upgrading the chally 2 from time to time.. when i feel like it.. specially the specialmapping, and fixing smaller bugs.. when a new release will be there honestly dont know but.. it will come

Good to hear mate.

thearies
Aug 8 2012, 19:19
one thing that i found, is that the ace script interact with the ballistic computer of other tanks. so if i´m using the ukf challenger2 all of the other tanks are no longer "cannon zeroed" and allways to short not for AI but for players...

love this addon ;)

markb50k
Aug 8 2012, 20:45
one thing that i found, is that the ace script interact with the ballistic computer of other tanks. so if i´m using the ukf challenger2 all of the other tanks are no longer "cannon zeroed" and allways to short not for AI but for players...

love this addon ;)

well in their config they do this...

class LandVehicle: Land
{
class NewTurret;
class ViewOptics;
class ViewPilot;
class HeadLimits;
};
class Tank: LandVehicle
{
class HitPoints;
class Turrets;
class ViewOptics;
class MainTurret;
class CommanderOptics;
};

they shouldnt be doing things like this.. for instance, ViewOptics for the Tank class should extend off of the ViewOptics for LandVehicle. By writing it like this they are basically losing the inheritance.

Plus they arent even extending many of the entries listed above so its superfluous and potentially dangerous if its not done correctly.
In my opinion, and i still need to test it, The way it should be done is this..



class AllVehicles
{
class NewTurret;
class ViewOptics;
};
class Land : AllVehicles;
class LandVehicle: Land;
class Tank: LandVehicle;
{
class HitPoints;
};

... since they only extend the entries above. like i mentioned above, by including extraneous references that are not needed, they may be breaking the inheritance. I'm busy making a strictly non-ace config for use in my mission only, and will test out. BUT, to verify the ACE issue with the FCS, some budding young config guy could try this on their own version and see if it helps with the ACE FCS not getting overwritten (assuming the Chally config is the culprit, which it may very well be because of those inheritance issues. Welcome any feedback on this!

markb50k
Aug 10 2012, 20:34
After some research and testing, I have produced a non-ace config...

- the only real change is it removes hard ACE requirement in WillyPete Ammo using the BIS explosion effect vs ACE explosion effect
- left all the rest of the ACE settings in, so its still ACE compatible
- tweaked the main turret to turn engine on
- fixed the lack of zoom on the commanders sight
- still has the RVMAT error that users reported in this thread. That wasnt something i could fix with a config, but it doesnt effect gameplay.

Here it is. I plan on provide this additional optional config pbo with my Apocalypse mission, next update, for players who want to play with the Challenger 2 without ACE with no error popups. players can just use this config instead of the ace_config pbo that comes with the download. If you would like to release this officially with your mod, please do so, and I will remove my pbo from the Apocalypse pack.


#define _ARMA_


//Class config.bin{
class CfgMovesBasic
{
class DefaultDie;
class ManActions
{
UKF_ch2_Commander = "UKF_ch2_Commander";
UKF_ch2_loader = "UKF_ch2_loader";
};
};
class CfgMovesMaleSdr: CfgMovesBasic
{
class States
{
class Crew;
class UKF_ch2_Commander: Crew
{
file = "\ukf_chally2\anims\ch2_commanderout.rtm";
interpolateTo[] = {"UKF_ch2_Commander_Dead",1};
};
class UKF_ch2_Commander_Dead: DefaultDie
{
actions = "DeadActions";
speed = 0.5;
looped = 0;
terminal = 1;
file = "\ukf_chally2\anims\ch2_commanderout_d.rtm";
connectTo[] = {"DeadState",0.1};
};
class UKF_ch2_loader: Crew
{
file = "\ukf_chally2\anims\ch2_loaderout.rtm";
interpolateTo[] = {"UKF_ch2_loader_Dead",1};
};
class UKF_ch2_loader_Dead: DefaultDie
{
actions = "DeadActions";
speed = 0.5;
looped = 0;
terminal = 1;
file = "\ukf_chally2\anims\ch2_loaderout_d.rtm";
connectTo[] = {"DeadState",0.1};
};
};
};
class CfgPatches
{
class ukf_challenger_cfg
{
units[] = {"cr2_bare"};
weapons[] = {"ukf_ch2_ld","UKF_veh_GPMG","ukf_ch2_l30","ukf_ch2_coax"};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class cfgammo
{
class sh_120_SABOT;
class sh_120_HE;
class ukf_apfsds: sh_120_SABOT
{
hit = 850;
indirecthit = 0;
typicalSpeed = 1534;
airFriction = "-3.75e-005";
explosive = 0;
timeToLive = 25;
cost = 1200;
};
class ukf_hesh: sh_120_HE
{
hit = 540;
indirecthit = 42;
indirecthitrange = 12;
typicalspeed = 670;
airFriction = -0.00018;
cost = 600;
timeToLive = 25;
explosive = 0.7;
model = "\ca\weapons\shell";
cratereffects = "HEShellCrater";
};
class ukf_wp: sh_120_HE
{
hit = 60;
indirectHit = 35;
indirectHitRange = 15;
typicalspeed = 670;
airFriction = -0.00018;
cost = 600;
timeToLive = 25;
explosive = 0.8;
model = "\ca\weapons\shell";
ExplosionEffects = "WPExplosion";
soundhit[] = {"\ca\weapons\data\sound\explosion\grenade_new1",3.16228,1};
};
};
class cfgmagazines
{
class CA_Magazine;
class VehicleMagazine;
class ukf_20rd_apfsds: VehicleMagazine
{
scope = 2;
displayname = "FIN -L27A1 (CHARM 3)";
ammo = "ukf_apfsds";
count = 20;
initspeed = 1534;
maxleadspeed = 100;
ace_tankfcs_drop[] = {0,0.015,0.074,0.178,0.336,0.525,0.753,1.017,1.34,1.724,2.128,2.566,3.086,3.615,4.132,4.849,5.495,6.189,7.038,7.792,8.66,9.568,10.592,11.608,12.654,13.84,14.982,16.253,17.409,18.682,20.057,21.743,23.073,24.614,26.22,27.901,29.482,31.151,33.052,34.892,36.812};
ace_tankfcs_time[] = {0,0.08,0.15,0.22,0.3,0.37,0.42,0.49,0.55,0.63,0.69,0.76,0.82,0.9,0.95,1.03,1.11,1.16,1.25,1.31,1.38,1.45,1.52,1.59,1.67,1.74,1.81,1.89,1.96,2.02,2.09,2.19,2.25,2.32,2.4,2.48,2.54,2.61,2.7,2.77,2.84};
};
class ukf_20rd_HESH: VehicleMagazine
{
scope = 2;
displayname = "HESH -L31";
ammo = "ukf_hesh";
count = 20;
initspeed = 670;
maxleadspeed = 100;
ace_tankfcs_drop[] = {0,0.097,0.427,1.003,1.796,2.842,4.144,5.788,7.649,9.865,12.268,15.127,18.189,21.598,25.318,29.472,33.973,39.075,44.308,50.1,56.236,62.775,70.042,77.382,85.387,93.986,103.419,113.058,123.109,134.231,145.667,157.82,170.657,184.128,197.865,212.875,228.763,245.398,262.914,280.933,299.706};
ace_tankfcs_time[] = {0,0.16,0.31,0.48,0.63,0.79,0.95,1.14,1.29,1.47,1.65,1.84,2.02,2.21,2.39,2.58,2.78,2.99,3.2,3.42,3.62,3.83,4.06,4.28,4.51,4.74,4.98,5.24,5.47,5.72,5.98,6.25,6.5,6.77,7.04,7.32,7.61,7.9,8.2,8.49,8.79};
};
class ukf_6rd_WP: VehicleMagazine
{
scope = 2;
displayname = "SMOKE -L34 (WP)";
ammo = "ukf_wp";
count = 6;
initspeed = 670;
maxleadspeed = 100;
ace_tankfcs_drop[] = {0,0.097,0.427,1.003,1.796,2.842,4.144,5.788,7.649,9.865,12.268,15.127,18.189,21.598,25.318,29.472,33.973,39.075,44.308,50.1,56.236,62.775,70.042,77.382,85.387,93.986,103.419,113.058,123.109,134.231,145.667,157.82,170.657,184.128,197.865,212.875,228.763,245.398,262.914,280.933,299.706};
ace_tankfcs_time[] = {0,0.16,0.31,0.48,0.63,0.79,0.95,1.14,1.29,1.47,1.65,1.84,2.02,2.21,2.39,2.58,2.78,2.99,3.2,3.42,3.62,3.83,4.06,4.28,4.51,4.74,4.98,5.24,5.47,5.72,5.98,6.25,6.5,6.77,7.04,7.32,7.61,7.9,8.2,8.49,8.79};
};
class UKF_200Rnd_762x51_GPMGveh: CA_Magazine
{
scope = 2;
displayName = "200RND GPMG Belt";
picture = "\CA\weapons\data\equip\m_m240_ca.paa";
count = 200;
type = "2* 256";
ammo = "B_762x51_Ball";
initSpeed = 862;
tracersEvery = 3;
};
class ukf_2000rd_coax: VehicleMagazine
{
scope = 2;
displayName = "2000rd Co-Ax belt";
picture = "\CA\weapons\data\equip\m_m240_ca.paa";
count = 2000;
ammo = "B_762x51_Ball";
initSpeed = 862;
ace_tankfcs_drop[] = {0,0.065,0.302,0.743,1.448,2.434,3.733,5.507,7.82,10.67,14.322,18.928,24.524,31.64,40.201,50.645,63.406,79.167,98.117,121.193,148.943};
ace_tankfcs_time[] = {0,0.17,0.31,0.46,0.63,0.81,1,1.23,1.47,1.73,2.02,2.35,2.7,3.08,3.51,3.97,4.48,5.06,5.66,6.34,7.08};
tracersEvery = 3;
};
};
class cfgweapons
{
class default;
class MGun;
class M256;
class UKF_veh_GPMG: MGun
{
scope = 2;
displayName = "GPMG";
reloadTime = 0.075;
magazineReloadTime = 7;
autoFire = 1;
sound[] = {"\ca\Weapons\Data\Sound\PK_1a_SS",10,1};
soundContinuous = 0;
dispersion = 0.003;
minRange = 2;
minRangeProbab = 0.5;
midRange = 500;
midRangeProbab = 0.7;
maxRange = 1100;
maxRangeProbab = 0.2;
aiDispersionCoefY = 7;
aiDispersionCoefX = 7;
magazines[] = {"UKF_200Rnd_762x51_GPMGveh"};
maxLeadSpeed = 600;
canLock = 0;
cursor = "\ca\Weapons\Data\w_weapon_mg";
cursorAim = "\ca\Weapons\Data\w_weapon_mg";
showAimCursorInternal = 1;
flash = "gunfire";
flashSize = 0.1;
recoil = "Empty";
ffMagnitude = 0.5;
ffFrequency = 11;
ffCount = 6;
};
class ukf_ch2_l30: M256
{
displayname = "L30A1 Gun";
magazines[] = {"ukf_20rd_apfsds","ukf_20rd_HESH","ukf_6rd_WP"};
midRange = 2500;
midRangeProbab = 0.8;
maxRange = 4500;
maxRangeProbab = 0.4;
reloadTime = 5;
magazineReloadTime = 0;
autoreload = 1;
maxLeadSpeed = 100;
dispersion = "1e-005";
};
class ukf_ch2_coax: UKF_veh_GPMG
{
displayName = "L94A1 Chaingun";
dispersion = 0.002;
midRange = 600;
maxRange = 1300;
magazines[] = {"ukf_2000rd_coax"};
maxLeadSpeed = 100;
canLock = 0;
cursor = "\ca\Weapons\Data\w_weapon_mg";
cursorAim = "\ca\Weapons\Data\w_weapon_mg";
showAimCursorInternal = 1;
flash = "gunfire";
flashSize = 0.1;
recoil = "Empty";
ffMagnitude = 0.5;
ffFrequency = 11;
ffCount = 6;
};
};
class CfgVehicles
{
class Land;
class LandVehicle: Land
{
class NewTurret;
};
class Tank : LandVehicle
{
class HitPoints;
class ViewOptics;
class Turrets
{
class MainTurret: NewTurret
{
class ViewOptics;
class Turrets
{
class CommanderOptics: NewTurret
{
class ViewOptics;
};
};
};
};
};
class cr2_base: Tank
{
hiddenSelections[] = {"Layer1","Layer2"};
scope = 2;
displayName = "Challenger 2 (WD)";
vehicleClass = "UKF_Tracked";
side = 1;
faction = "UK_ARMED_FORCES";
mapSize = 11;
crew = "BAF_creWman_W";
nameSound = "Tank";
accuracy = 0.7;
model = "\UKF_Chally2\cr2_bare";
picture = "\ukf_chally2\data\ico\bare_w_CA.paa";
Icon = "\Ca\tracked\Data\map_ico\icomap_m1a1_CA.paa";
smokelauncherangle = 120;
smokelaunchergrenadecount = 6;
smokelauncheronturret = 1;
smokelaunchervelocity = 15;
brakeDistance = 10;
laserScanner = 1;
irScanRangeMin = 1000;
irScanRangeMax = 5000;
getInRadius = 3.5;
sensitivity = 2.5;
driverAction = "Abrams_DriverOut";
driverInAction = "Abrams_Driver";
driverForceOptics = 1;
driverOpticsModel = "\ca\Tracked\optika_tank_driver";
lockWhenDriverOut = 1;
viewDriverInExternal = 0;
commanderCanSee = 31;
gunnerCanSee = "1+30";
forceHideGunner = 0;
damageResistance = 0.012;
cost = 9000000;
maxSpeed = 55;
weapons[] = {};
magazines[] = {};
armor = 500;
armorStructural = 3;
ace_tankfcs_enabled = 1;
ace_tankfcs_maxlrfrange = 9995;
ace_tankfcs_minlrfrange = 200;
ace_tankfcs_lrfaccuracy = 10;
ace_tankfcs_lrfcooldowntime = 3;
ace_tankfcs_maxlead = 2;
ace_tankfcs_battlesight = 1200;
ace_tankfcs_digitscolor[] = {0.7,0.9,0.1,1};
ace_tankfcs_digitsstyle = 1;
ace_tankfcs_rdystyle = 1;
ace_tankfcs_maxranges[] = {"ukf_20rd_apfsds",4000,"ukf_20rd_hesh",4000,"ukf_6rd_WP",4000,"ukf_2000rd_coax",2000};
class HitPoints : HitPoints
{
class HitHull
{
armor = 0.85;
material = -1;
name = "telo";
visual = "telo";
passThrough = 0.8;
};
class HitLTrack
{
armor = 0.7;
material = -1;
name = "pas_L";
visual = "pas_L";
passThrough = 0;
};
class HitRTrack
{
armor = 0.7;
material = -1;
name = "pas_P";
visual = "pas_P";
passThrough = 0;
};
class HitEngine
{
armor = 0.7;
material = -1;
name = "motor";
visual = "motor";
passThrough = 0.3;
};
};
class Exhausts
{
class Exhaust1
{
position = "vyfuk start";
direction = "vyfuk konec";
effect = "ExhaustsEffectBig";
};
class Exhaust2
{
position = "vyfuk start2";
direction = "vyfuk konec2";
effect = "ExhaustsEffectBig";
};
};
soundEngine[] = {"\ukf_chally2\data\sound\ChallyEng2.wav",2.23,1};
soundEnviron[] = {"\ca\Tracked\Data\Sound\M1A1_treads2",0.1,1};
soundGetOut[] = {"\ca\Tracked\Data\Sound\tank_door",0.01,1};
soundGetIn[] = {"\ca\Tracked\Data\Sound\tank_door",0.01,1};
soundCrash[] = {"\ca\Tracked\Data\Sound\crash2",31.6228,1};
soundGear[] = {"\ca\Tracked\Data\Sound\Gear_Trans1",0.01,1};
soundDammage[] = {"\ca\Tracked\Data\Sound\alarm_loop1",1,1};
insideSoundCoef = 0.2;
typicalCargo[] = {"BAF_creWman_W","BAF_creWman_W","BAF_creWman_W"};
getInAction = "GetInHigh";
getOutAction = "GetOutHigh";
supplyRadius = 1.5;
class ViewOptics: ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.9;
minFov = 0.9;
maxFov = 0.9;
};
class Turrets : Turrets
{
class MainTurret: MainTurret
{
gunnerAction = "Abrams_Gunner";
gunnerInAction = "Abrams_Gunner";
gunnerOpticsModel = "\ca\Tracked\optika_tank_gunner";
forceHideGunner = 1;
startEngine = 1;
threat[] = {1,1,0.3};
lockWhenDriverOut = 0;
gunBeg = "usti hlavne";
gunEnd = "konec hlavne";
weapons[] = {"ukf_ch2_l30","ukf_ch2_coax"};
magazines[] = {"ukf_20rd_apfsds","ukf_20rd_HESH","ukf_6rd_WP","ukf_2000rd_coax"};
memoryPointsGetInGunner = "pos driver";
memoryPointsGetInGunnerDir = "pos driver dir";
memoryPointGunnerOutOptics = "gunnerview";
memoryPointGunnerOptics = "gunnerview";
viewGunnerInExternal = 0;
maxHorizontalRotSpeed = 0.75;
maxVerticalRotSpeed = 0.45;
minElev = -11;
maxElev = 20;
initElev = 0;
class OpticsIn
{
class Wide
{
opticsDisplayName = "4x";
initAngleX = 0;
minAngleX = -35;
maxAngleX = 35;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = "0.33333/ 4";
minFov = "0.33333/ 4";
maxFov = "0.33333/ 4";
gunnerOpticsModel = "\UKF_Chally2\opitka_chally2_wide_day";
visionMode[] = {"Normal"};
};
class Narrow: Wide
{
opticsDisplayName = "10x";
gunnerOpticsModel = "\UKF_Chally2\opitka_chally2_zoom_day";
initFov = "0.33333/ 11.5";
minFov = "0.33333/ 11.5";
maxFov = "0.33333/ 11.5";
};
class WideTI: Wide
{
gunnerOpticsModel = "\UKF_Chally2\opitka_chally2_wide_ti";
visionMode[] = {"Ti"};
thermalMode[] = {2,3};
};
class NarrowTI: Narrow
{
gunnerOpticsModel = "\UKF_Chally2\opitka_chally2_zoom_ti";
visionMode[] = {"Ti"};
thermalMode[] = {2,3};
};
class Backup: Wide
{
gunnerOpticsModel = "\UKF_Chally2\opitka_chally2_wide_backup";
};
};
class HitPoints
{
class HitTurret
{
armor = 0.9;
material = -1;
name = "vez";
visual = "vez";
passThrough = 1;
};
class HitGun
{
armor = 0.5;
material = -1;
name = "zbran";
visual = "zbran";
passThrough = 0.4;
};
};
class Turrets : Turrets
{
class CommanderOptics: CommanderOptics
{
gunnerName = "$STR_POSITION_COMMANDER";
gunnerAction = "UKF_ch2_Commander";
soundServo[] = {"",0.003162,1};
gunBeg = "ld_end";
gunEnd = "ld_beg";
weapons[] = {"SmokeLauncher"};
magazines[] = {"SmokeLauncherMag","SmokeLauncherMag"};
minElev = -4;
maxElev = 20;
initElev = 0;
minTurn = -360;
maxTurn = 360;
initTurn = 0;
commanding = 2;
outGunnerMayFire = 1;
inGunnerMayFire = 1;
viewGunnerInExternal = 0;
gunneropticseffect[] = {"TankCommanderOptics1"};
gunnerOpticsModel = "\UKF_Chally2\opitka_chally2_cmndr_wide_day";
gunnerOutOpticsModel = "\ca\Weapons\optika_empty";
gunnerOutOpticsColor[] = {0,0,0,1};
gunnerOutForceOptics = 0;
gunnerOutOpticsShowCursor = 0;
memoryPointGunnerOutOptics = "commander_weapon_view";
memoryPointGunnerOptics = "commanderview";
memoryPointsGetInGunner = "pos driver";
memoryPointsGetInGunnerDir = "pos driver dir";
memoryPointGun = "cmdr_gun_point";
selectionFireAnim = "";
startEngine = 0;
class ViewOptics : ViewOptics
{
initFov = "0.33333/ 3.2";
maxFov = "0.33333/ 3.2";
minFov = "0.33333/ 10.5";
};
};
class LoaderTurret: NewTurret
{
weapons[] = {"UKF_veh_GPMG"};
magazines[] = {"UKF_200Rnd_762x51_GPMGveh","UKF_200Rnd_762x51_GPMGveh","UKF_200Rnd_762x51_GPMGveh","UKF_200Rnd_762x51_GPMGveh","UKF_200Rnd_762x51_GPMGveh","UKF_200Rnd_762x51_GPMGveh"};
gunnerAction = "UKF_ch2_loader";
gunnerInAction = "Abrams_Commander";
gunnerOpticsModel = "\ca\Tracked\optika_tank_driver";
gunnerOutOpticsModel = "\ca\Weapons\optika_empty";
gunnerOpticsColor[] = {1,1,1,1};
gunBeg = "loader_muzzle";
gunEnd = "loader_chamber";
viewGunnerInExternal = 0;
proxyType = "CPGunner";
proxyIndex = 2;
gunnerName = "Loader";
primaryGunner = 0;
primaryObserver = 0;
hasGunner = 1;
body = "LoaderTurret";
gun = "LoaderGun";
animationSourceBody = "LoaderTurret";
animationSourceGun = "LoaderGun";
animationSourceHatch = "hatchLoader";
minElev = -15;
maxElev = 50;
initElev = -10;
minTurn = -30;
maxTurn = 180;
initTurn = 145;
commanding = 0;
outGunnerMayFire = 1;
inGunnerMayFire = 0;
gunnerFireAlsoInInternalCamera = 0;
gunnerOutForceOptics = 0;
gunnerOutOpticsShowCursor = 0;
gunnerForceOptics = 1;
memoryPointGunnerOutOptics = "loader_weapon_view";
memoryPointGunnerOptics = "loaderview";
memoryPointsGetInGunner = "pos loader";
memoryPointsGetInGunnerDir = "pos loader dir";
memoryPointGun = "loaderPointGun";
selectionFireAnim = "zasleh_1";
startEngine = 0;
castGunnerShadow = 0;
class ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.57;
minFov = 0.42;
maxFov = 0.64;
};
class ViewGunner
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.57;
minFov = 0.42;
maxFov = 0.64;
};
};
};
};
};
class Damage
{
tex[] = {};
mat[] = {"ukf_chally2\Data\challyext.rvmat","ukf_chally2\Data\challyext_halfdestruction.rvmat","ukf_chally2\Data\challyext_destruction.rvmat","ukf_chally2\data\sproket.rvmat","ukf_chally2\data\sproket_halfdestruction.rvmat","ukf_chally2\data\sproket_destruction.rvmat","ukf_chally2\Data\wheels.rvmat","ukf_chally2\Data\wheels_halfdestruction.rvmat","ukf_chally2\Data\wheels_destruction.rvmat","ukf_chally2\data\tracks.rvmat","ukf_chally2\data\tracks_halfdestruction.rvmat","ukf_chally2\data\tracks_destruction.rvmat"};
};
class Library
{
libTextDesc = "The Challenger 2 is one of the most advanced MBTs in the world. Considered by some to be the best tank in the NATO armoury, only one has ever been destroyed - to another Challenger 2 in a blue on blue accident. With a highly accurate rifled 120mm main gun, and armour second to none, Challenger 2's have been reported to have taken around 70 individual RPG hits, and even a Milan anti tank missle, and come away with only minor damage.";
};
};
class cr2_layer1: cr2_base
{
displayName = "Challenger 2 (WD)(L1)";
hiddenSelections[] = {"Bare","Layer2"};
picture = "\ukf_chally2\data\ico\l1_w_CA.paa";
armor = 600;
armorStructural = 4;
armorHull = 1.2;
armorTurret = 1.1;
armorGun = 2;
armorEngine = 1;
armorLights = 0.2;
armorTracks = 0.2;
};
class cr2_layer2: cr2_base
{
displayName = "Challenger 2 (WD)(L2)";
hiddenSelections[] = {"Bare"};
picture = "\ukf_chally2\data\ico\l2_w_CA.paa";
armor = 700;
armorStructural = 5;
armorHull = 1.3;
armorTurret = 1.3;
armorGun = 2;
armorEngine = 1.2;
armorLights = 0.2;
armorTracks = 0.2;
};
class cr2_based: cr2_base
{
displayName = "Challenger 2 (D)";
model = "\UKF_Chally2\cr2_bare_d";
picture = "\ukf_chally2\data\ico\bare_d_CA.paa";
crew = "BAF_crewman_DDPM";
};
class cr2_layer1d: cr2_layer1
{
displayName = "Challenger 2 (D)(L1)";
model = "\UKF_Chally2\cr2_bare_d";
picture = "\ukf_chally2\data\ico\l1_d_CA.paa";
crew = "BAF_crewman_DDPM";
};
class cr2_layer2d: cr2_layer2
{
displayName = "Challenger 2 (D)(L2)";
model = "\UKF_Chally2\cr2_bare_d";
picture = "\ukf_chally2\data\ico\l2_d_CA.paa";
crew = "BAF_crewman_DDPM";
};
};
//};
enum {
=0
};

jshmiza
Aug 11 2012, 03:29
im a nube to config files but i tried putting this in a config file named ukf_chally2_cfg.pbo and using it instead of the ace cfg file but it didnt work. What should I do?

Dynamo11
Aug 11 2012, 22:40
im still upgrading the chally 2 from time to time.. when i feel like it.. specially the specialmapping, and fixing smaller bugs.. when a new release will be there honestly dont know but.. it will come

Take your time man, the Challenger deserves to be a quality mod (criminal how it was never in the BAF DLC)

Kids
Nov 6 2012, 22:55
Hey, love your mod!
getting the game only really gives you the M1 Abrams so there is not much variety when it comes to heavy armour. the addon of this tank is wonderful as i have always loved british vehicles and equipment (maybe the mk6 helmet not so much :p).

though one thing bothers me the most about this mod... the armor on the turret is horrid, it won't take more than one Sabot round to the front of the turret (not to mention sides). now i don't have access to any of the Chally2's actual armor values, but i'm pretty sure the Chally can take more than one Sabot to the face...

some others brought up the fact that ACE armor values bumped the values up, thus making the Chally2 seem really under-armored. (not to say that you haven't done this) I put the Chally2 about 500m away from an M1A1 Abrams and i fired a single APFSDS-T shell at the Chally's hull, nothing, as i expected, however when i fired one at the turret (in another test) the Chally2 immediately blew up and cooked off... in the meanwhile it takes about 3-5 shells to make an Abrams with TUSK begin to set fire.
now, this, to me, does not make sense as the Challenger 2 is built as one of the most protected Tanks in the world and i really hate to see one brew up after only a single Sabot round. so, not to push you or offend your mod making skills, but could you bump the armor values for the ACE version up closer to the M1A2 TUSK? and yes i support the idea of making two different versions of the mod, one for Vanilla and one for ACE.

oh also more minor things i have noticed was the fact that for some reason the reticule is off center (not zeroed) when the Challenger 2 mod is on and there is some sort of "halfdestruction.rvmat" error

thank you for reading my horrible writing skills and probably confusing ideas: Kids

Heaney
Dec 31 2012, 21:02
This is great!

I've edited it quite significantly for personal use, adding ACE damage configs etc...

The only thing it's sorely missing is half-damaged textures. Even if you could have the normal textures but darkened, that would be amazing. Because right now, there's no way to know if it's disabled or damaged or completely active.

jshmiza
Feb 22 2013, 00:19
I have been away from arma2 for a while. I was wondering am I the only one who gets a white screen instead of the FCS when I am in the gunners seat of the chally2 using ACE?

Thanks