NEW: DSHK version outfitted for use by insurgents with limited resources.
NEW: Tires can be damaged/destroyed! "Newer" versions (BRDM-2M; BRDM-2M-AGS; BRDM2-ASRAD) have slightly higher armor settings to simulate run-flat tires. Thanks to W0lle and the CRW2 team for providing guidance on adding this feature!
NEW: Police roadblock barriers. New signs are found under "Empty > Objects (Signs)". Road barriers with "Stop/Halt", "Police", and "Military Police" signs in Arabic/Czech, Arabic/English, and Arabic/Russian. 9 new signs total. Translations should be correct.
NEW: Police Lights, Siren and Horn. Animated dashboard switch for lights and siren. Lights modelled to be viewable in daylight by scripting hiddentextureselections.
NEW: Driver-controlled deployable police checkpoint for the Police Patrol model. Similar to camo netting on combat models. Sign can be changed by using the hidden selection textures found on the new roadblock signs.
NEW: "Newer" versions now have TI optics (BRDM-2M; BRDM-2M-AGS; BRDM2-TOW; BRDM2-ASRAD).
NEW: Changed Static Launcher names (and backpacks) to BIS formats:
- 9M14 now appears as "Malutka 9M14 Launcher"
- 9K111 now appears as "Fagot 9M111 Launhcer"
- 9K113 now appears as "Konkurs 9M113 Launcher"
FIX: Adjusted magazine capacities for KPV-B 23mm, KPVT 14.5mm, and PKT 7.62x54R magazines to more accurately model real magazine capacities. New magazine definitions!
- KPV-B 23mm magazine capacity/loadout now 10-50 rd mags
- KPVT 14.5mm magazine capacity/loadout now 10-50 rd mags
- PKT 7.62x54R magazine capacity/loadout now 8-250 rd mags
FIX: KPV-B 23mm cannon now uses cannon sounds and reduced rate of fire.
FIX: Minor texture issues on all models; also additional texture issues on ATGM units.
FIX: Textures for NAPA/CHDKZ factions reversed. CHDKZ faction now uses "xxx_INS" textures (see below).
FIX: Cleaned up onscreen user action prompts.
FIX: Lighting issue with headlights.
FIX: Thermal Images improved.
FIX: Turret issues with gunner views in static launchers.
FIX: Adjusted AT commander optics range of motion and camera location.
FIX: Corrected minor issues with 3D models.
FIX: Recoil animations adjusted for most guns.
FIX: M240 and M134 gunner optic texture issue.
FIX: Reverted to original BIS ATGM optic due to zoom centering issues.
- BRDM2-MG-PKM: Dual-gun PKT Model with dual mounted PKTs and gunner turret hatch. Model converted from chemical reconnaissance version (BRDM-2-RKhb). New magazines (and tracers) to provide adequate ammunition supply. https://byfiles.storage.live.com/y1p...rdm2imppkt.jpg
- BRDM2-RKT: Improvised rocket pod mount used by rebels and insurgents. Modelled after real world vehicle mods. Uses S-8 Launcher (Russian aircraft rocket pod) with proper 32 round 80mm rocket magazine. Pod is mounted to main gunner turret to allow AI to use weapon. https://byfiles.storage.live.com/y1p...rdm2imprkt.jpg
- BRDM2-ASRAD: Air Defense model using the ASRAD short-range air defense system. Stinger missiles are default armament on the CDF version. The ASRAD targeting system is less susceptible to countermeasures and provides very short acquisition and engagement times. https://byfiles.storage.live.com/y1p...fohI/asrad.jpg
9M113 (AT5), 9M111 (AT4), 9M14-F (AT3c) and 9M14 (AT3) static launchers are modelled to enhance AT crew capabilities. Static Launcher / Backpack classnames listed at the end of this document.
- Using the static launchers you can enhance AT scenarios that can have an AT3/AT3c/AT4/AT5 static launcher deployed in ambush alongside a launcher vehicle. This is apparently a tactic used by real-world AT units to enhance their effectiveness. A proper simulation would include RPG units to round out the perimeter. Groups have been created to simulate this deployment.
- The static launchers can be disassembled to backpacks for storage in vehicle cargo, like any of the OA static equipment.
- The static launchers have their own ammo! The ammo cannot be shared from the vehicle to the static launcher without scripting.
- Static launchers all have a deployable camo net. Camo for desert/woodland selections that vary by faction.
- To avoid excessive backpacks cluttering up the editor, only East/West/Independent and E/W/I Desert units and backpacks are modelled!
Texture Sets and Hidden Selections are completely documented in the readme!
Texture Sets for every faction and logo/decal emblems. Support for custom squad logos via use of the hiddenselectiontextures (see readme).
Groups added for every model and static launchers to support ACM.
CREDITS AND THANKS :
Thanks to BIS for releasing the original Arma1 models and making such great games! I've been a fan since the original OFP demo!
BRDM2IMP Mod by hcpookie
Credit to Vilas for police emblem texture, police light textures and police light bar model (adapted from his public MLOD release).
Credit to Xeno426 (of TGW) for giving me the idea of the "stored fuel" variable to ensure parked vehicles when deployables are used, and for the weapon zero settings.
Thanks to W0lle and the CRW2 team for providing guidance on the destroyable tires!
Thanks to Gnat for the great O2 tutorials.
Thanks to Foxhound for the mirrors!
Thanks to all who answered my questions on the forums!
did you are planing to make some with a metis, a version with multiple DSHKM and one with a 76mm canon ( i don't know if it's possible, but i remember seeing some vehicules with a canon on them like the stryker MGS ) ?
Is the TOW really so much better than the Konkurs to justify having a single tube that you have to reload with every shot instead of half a dozen launchers ready to waste a whole tank platoon in a minute?
Another thing about the Polish model is that they have remodelled the interior by removing the belly wheels to make room for more people. Empty, it can hold *7* people total! Crewed it can hold 4 in cargo.
I'm actually making several versions and I'm trying to pick models that are deployed IRL in one way or another. Since there are so many ways to arm these scout cars, I'm not sure how many variants I'll make. For example there's a flag marker model for NBC environments, and a mine layer model. I don't think they would be useful in-game so I don't plan to make those models. There's reportedly a mortar version that was built in Cuba, but it isn't in full-scale deployment AFAIK.
Speaking of other models, I saw that Afghanistan even welded an aircraft wing pylon to a turret (upside down) and mounted a rocket launcher! That would be... interesting. But I don't think it would be "realistic" to model that. Also looking at the -M version used by Russia in one way or another. I know of two models, one with the gun and one with the AGS-17 as well. I would also like to make a civvy model for a police/UN peacekeeping checkpoint scenario but not sure how to go about making the flashing light. It appears the typical police lights are just scripted on-off lights that are in a quick loop. May have to do it without lights, not sure yet.
The extra features are there to enhance online game play as well - all the stuff I added for the port of Franze's SA9 is going to be in these (gauges, turn out options, etc).
I'm not planning to model the side-firing ports (via turret) as I don't really think it is necessary and won't really add to the unit effectiveness.
About the use of the TOW missile - I know the TOW version was a retrofit made by the IDF using captured vehicles... perhaps they have better access to TOW missiles than AT5 missiles? I'm not trying to quesiton their purposes, but acknowledge that they did convert them and that the CDF wanted to buy some I know about the in-game AT5 launcher being just a teeny bit too fast vs. the real-world data. Plan to change that too
I'm also researching how to model the IR headlights so that they can do some NVG driving. Not sure exactly how to go about that... I may need to build a new light model based on the searchlight, but I'm not sure exactly how to tweak it for NVG-only viewing. Maybe that can't be done?
Wikipedia lists a BRDM version with a 23mm gun instead of the usual 14.5/7.62 combo, used by Iraq. That sounds quite interesting to have in the game, just like the AGS-17 version you already mentioned.
I took up a question a month ago in the addon request thread about the improving of the vanilla ArmA 2 BRDM-HQ. The vanilla HQ can only carry 2 guys, driver and commander. But there are two more seats in the back of the chassis, why are those not available ???
There was no answer.
So i decided to ask you about that too. Is it possible for you to make those BRDM HQs improve for 4 seaters ???
zGuba: You and your team are true modelers! I'm just a guy with a copy of Oxygen I replied to your message. I hope there is something in my config you find you can use for your great work!
My models are of course based on the public BIS A1 models, so they won't look as good as the PSZ mod. My goal is more variety for the "allies". All my work/models/configs will be free for anyone to recycle. Once I release these I will upload the MLODs as well
@ Vilman - The *standard* BRDM-2 is a scout vehicle. One of the seats are intended for use by the gunner when he is not manning the turret. Think "uparmored humvee"! Therefore seating capacity is indeed less than that of a "true" personnel carrier. In the standard BRDM-2, you technically only have room for one extra passenger. I have read different things that state that there is a radio man, co-driver, etc. that is sometimes present, so I will guess that any patrol, scout expedition, etc. will not have any extra seats. Furthermore, I believe the BRDM-2 is usually part of a motorized platoon meaning that it works beside a BTR, BMP, etc. and not by itself.
Now that I've said that, the question is what can you do in-game? The gunner can't easily move between seats, and you don't really use a co-driver. So the basic empty BRDM-2 should be able to hold 4 people no matter what. The -96ik model of course was completely remodelled to hold more people - 6 or 7 by my count. This may be incorrect but I can't find anything about real-world data to describe the actual complement of troops it would carry on a patrol or insertion. I will modify this if and when I find real-world data to clarify the capacity. Perhaps zGuba has better intel than I do
So about seating capacity - my configs will assume those extra seats are usable We will be able to squeeze 4 people in my vehicles except of course for the ATGM models which only carry 3 max.
Here's what I have so far:
"Basic" BRDM-2: 4 seats
BRDM-2 TOW: 4 seats
BRDM-2M-96ik (Polish model; subject to change when the PSZ mod arrives): 7 seats
BRDM-2M (modernized Russian): 4 seats
BRDM-2M-AGS (with AGS-17): 4 seats
(also the SA9 which is a port of Franze's A1 unit)