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Hey guys,

 

finally, here is the public release of my vehicle mod with the first vehicle, the Marder 1A5.

 

First of all, it is not perfect, but we are getting better ;)
Second, our vehicles are never meant to be played with AI, we are focusing on coop content. This means, some functions may not work with AI

 

Redd'n'Tank Vehicles 1.0.14
14.10.2017

 

Redd'n'Tank official website:
http://reddiem.portfoliobox.net/

 

Discuss AW-Forum (german): 
https://armaworld.de/index.php?thread/3258-redd-vehicles-marder-1a5-release/

 

Discuss BI-Forum (english):

 

 

Steam Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=1128145626

 

YouTube:

 

 

Imgur:
https://imgur.com/a/Uv1Ei

 

GitLab: 
https://gitlab.com/TTTRedd/Redd_Vehicles
pls report issues here

 

Support us:
https://www.patreon.com/Redd_Arma_Modding

 

Contact:
redd.arma.modding@gmail.com

 

Addon Pack Contains:
- Redd Vehicles Main (Required for all other addons)
- Marder 1A5 (Requires redd_milan_static.pbo)
- Static Milan

 

Features:
Marder 1A5
- Cargo seats of Marder only accessible if rear ramp is open 
- Changing backseats only available if rear ramp is open (because of function above)
- Rear ramp can only be opened and closed by driver or rear FFV-seat
- Turned out Marder Commander can assemble Milan on turret
- FFV, rear-back-seat, left-back-seat, right-back-seat
- Commander has two stances when turned out
- Marder has Static Milan in its cargo
Static Milan
- Static Milan can be assembled and disassembled

 

Known issues:
- Some missing details in Marder interior
- Localization only english and german, all other languages display english names
- Unable to refuel Marder with ACE 3
- Static Milan is not accessible via Zeus

 

Changelog:
Version 1.0.14
- Added new Redd'n'Tank logo
- Added Marder Drivewheel animation
- Fixed issue where choosing 2nd company shows the letter 1 
- Tweaked Marder Geo LOD, GeoPhysX LOD...again, tell me if it still flips
Version 1.0.10
- Added simple thermal texture to Marder 1A5
- Changed order for all optics to, "Normal" -> "NVG" -> "TI"
- Changed materials for glass
- Tweaked Geo LOD, GeoPhysX LOD and FireGeo LOD a bit
- Tweaked PhysX.hpp now it should drive much more smoother and flips less
Version 1.0.5
- Fixed issue where crew can get killed by small arms from outside of the vehicles, now it is possible to shoot or throw grenades through the rearramp
- Fixed missing modelpart
- Fixed missing track animation
Version 1.0.2
- Added strings for Marder 1A5 Eden attributes in stringtable.xml
- Fixed some commander animation issues

 

License:
Licensed Under Attribution-NonCommercial-NoDerivs CC BY-NC-ND
https://creativecommons.org/licenses/by-nc-nd/4.0/

 

Thanks:
- Thanks to T4nk for joining me
- Thanks to Tactical Training Team for testing and support
- Thanks to KV-13 Schubert for all background informations 
- Thanks to BW-Mod and commy2, Redd_smokeLauncher.sqf based on BW-Mod script by commy2 
- Thanks to my wife and my daughter for giving me the time to do all this stuff :* 

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1 minute ago, GamerOnkel said:

good work of the marder has become very good a camouflage net would be very beautiful

 

 

Yes of course, maybe in further updates. I've also tried foligae camoflage, looked like shit for the first time :) 
But i will go on, or die trying ;)

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This seemed to come out of absolutely nowhere. Really enjoying using it already! Very good work on this vehicle, I'm looking forward to seeing what else you have in store for it. Keep it up.

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I ve been also waiting for this for so long. Simply fantastic....excellent job.

 

Well what else is to say...

"Ich Bin Ein Panzergrenadier".

 

Regards.

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Suggestion for the winter camo variant:

maybe you can addept to the shades of the winter dingo by stevoo4552 http://www.armaholic.com/page.php?id=28054

and the winter Fennek by grendel http://www.armaholic.com/page.php?id=24962

all other camos fit well in the list of Bundeswehr vehicles:

https://www.dropbox.com/s/e5975gh3ikzdoig/20170905093730_1.jpg?dl=0

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Hi! A few problems I've noticed with the Marder 1A5 so far:

-It seems even if a commander is in the vehicle, other players or AI can still access the turned out "gunner" seat. With some AI this is unavoidable, and a turned out commander will be inside an AI.

-Commander has no control over the infantry ramp

-Commander has no control over countermeasures

-AI infantry will not board the vehicle if the ramp is closed (they simply ignore the order instead of opening the ramp, the crew does nothing about this either)

-The Marder is unable to be spawned from certain vehicle lists (it works in Eden and Zeus, but I can't find it in things like virtual vehicle spawners or Proving Grounds.)

-The steering is too sensitive for an AI driver

 

Also a few other notes:

-The commander has nothing on the interface to indicate where his optic is looking

-AI infantry will open the ramp to exit the vehicle, but not to enter. When they do this, the ramp remains open even after they have all disembarked. The commander then has to switch to the driver's seat to close it. If the infantry board the vehicle again, they will not close the ramp.

-The explosion radius on the HEI shells seems quite large, although it may be that way in reality, I'm not really sure. It just feels too easy to kill enemy infantry. :smiley-punched:

-You can't drag and drop infantry into the three turn-out seats in the rear when using the Eden editor

-The Milan seems to reload very quickly, though again it might be that way in reality, I'm not really sure

-AI gunner refuses to target helicopters? (Probably Bohemia's fault but it's worth looking into)

 

This vehicle is incredible and I really can't wait to see what it will be like once you have perfected it to your liking. I really hope all of the things I listed will be fixed. Thank you for this beautiful Marder! You have no idea how long I was waiting for this, or how excited I was when I heard about this. Much love <3

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1 hour ago, lionhawk123 said:

Hi! A few problems I've noticed with the Marder 1A5 so far:

-It seems even if a commander is in the vehicle, other players or AI can still access the turned out "gunner" seat. With some AI this is unavoidable, and a turned out commander will be inside an AI.

-Commander has no control over the infantry ramp

-Commander has no control over countermeasures

-AI infantry will not board the vehicle if the ramp is closed (they simply ignore the order instead of opening the ramp, the crew does nothing about this either)

-The Marder is unable to be spawned from certain vehicle lists (it works in Eden and Zeus, but I can't find it in things like virtual vehicle spawners or Proving Grounds.)

-The steering is too sensitive for an AI driver

 

Also a few other notes:

-The commander has nothing on the interface to indicate where his optic is looking

-AI infantry will open the ramp to exit the vehicle, but not to enter. When they do this, the ramp remains open even after they have all disembarked. The commander then has to switch to the driver's seat to close it. If the infantry board the vehicle again, they will not close the ramp.

-The explosion radius on the HEI shells seems quite large, although it may be that way in reality, I'm not really sure. It just feels too easy to kill enemy infantry. :smiley-punched:

-You can't drag and drop infantry into the three turn-out seats in the rear when using the Eden editor

-The Milan seems to reload very quickly, though again it might be that way in reality, I'm not really sure

-AI gunner refuses to target helicopters? (Probably Bohemia's fault but it's worth looking into)

 

This vehicle is incredible and I really can't wait to see what it will be like once you have perfected it to your liking. I really hope all of the things I listed will be fixed. Thank you for this beautiful Marder! You have no idea how long I was waiting for this, or how excited I was when I heard about this. Much love <3

 

Hey there, thanks for the compliment

But first of all, the Marder was never intended to work with AI. So it was never really testet with AI.

 

-It seems even if a commander is in the vehicle, other players or AI can still access the turned out "gunner" seat. With some AI this is unavoidable, and a turned out commander will be inside an AI.
    - Never happend to me, will have a look at the problem
-Commander has no control over the infantry ramp
    - This is because he has no control over the ramp in RL
-Commander has no control over countermeasures
    - Gunner has the control (In RL both can fire them)
-AI infantry will not board the vehicle if the ramp is closed (they simply ignore the order instead of opening the ramp, the crew does nothing about this either)
    - This is because the cargo and the FFV-seats are locked when ramp is closed
-The Marder is unable to be spawned from certain vehicle lists (it works in Eden and Zeus, but I can't find it in things like virtual vehicle spawners or Proving Grounds.)
    - Was never intended to do so
-The steering is too sensitive for an AI driver
    - As i said, it was made for coop missions with human players

Also a few other notes:
-The commander has nothing on the interface to indicate where his optic is looking
    - Yes, but I am not really into making this RCS stuff, at the moment
-AI infantry will open the ramp to exit the vehicle, but not to enter. When they do this, the ramp remains open even after they have all disembarked. The commander then has to switch to the driver's seat to close it. If the infantry board the vehicle again, they will not close the ramp.
    - This is because when somebody from cargo or FFV positions get out of the vehicle the animation starts. There is no function to check if everybody is out and then close the ramp. My intention was, only driver an rear FFV Position can open and close (because of RL)
-The explosion radius on the HEI shells seems quite large, although it may be that way in reality, I'm not really sure. It just feels too easy to kill enemy infantry. :smiley-punched:
    - This is correct, tweaked the radius a bit. Will have a look maby it's too much.
-You can't drag and drop infantry into the three turn-out seats in the rear when using the Eden editor
    - This is because the cargo and the FFV-seats are locked when ramp is closed
-The Milan seems to reload very quickly, though again it might be that way in reality, I'm not really sure
    - I think it is possible to reload it that fast. https://youtu.be/duWGxvwVFuY?t=63 take a look how fast they can mount the milan.
-AI gunner refuses to target helicopters? (Probably Bohemia's fault but it's worth looking into)
    - Testet, and it worked for me. AI gunner shoots at chopper.

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Hey Redd,

Absolutely awesome IFV you got there. Intense love for details, amazing interior.

One thing I've noticed is you can either turn on the front blackout lights OR the rear ones, not both at once. Once you turn on one of them the action to switch on the other disappears. This can't be intended, can it?

I'm so looking forward to the Wiesel and hope you may eventually do the Tpz Fuchs you mentioned at previous times :)

Thanks for your contribution! Best regards,

runy888

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2 hours ago, runy888 said:

One thing I've noticed is you can either turn on the front blackout lights OR the rear ones, not both at ones. Once you turn on one of them the action to switch on the other disappears. This can't be intended, can it?

Thanks runy888

This is how it works, you only can turn one at the same time. That was my intetion. It is like german b.o. light step 1 and step 2. Of course there is a third step where front and back lights are on at the same time. i can also make the third step if you wish

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27 minutes ago, Reddiem said:

Thanks runy888

This is how it works, you only can turn one at the same time. That was my intetion. It is like german b.o. light step 1 and step 2. Of course there is a third step where front and back lights are on at the same time. i can also make the third step if you wish

Hah okay didn't know that, I just don't get the point in taking away that kind of freedom from the driver. If you drive in an armored convoy you should be able to warn vehicles infront of you and behind you as well to not collide. It's not like this is a super critical matter just something that came to my attention

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Great work! Are we allowed to use parts of your mod on other mods? I'm interested in the Milan and would be awesome if i could add it to my group's mod

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41 minutes ago, kerozen said:

Great work! Are we allowed to use parts of your mod on other mods? I'm interested in the Milan and would be awesome if i could add it to my group's mod

Of  course you can just use the MIlan if you want to. You only need the main pbo

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Update to Version 1.0.2

 

Changelog:

    Version 1.0.2

    - Added strings for Marder 1A5 Eden attributes in stringtable.xml

    - Fixed some commander animation issues

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Thanks for the response.

 

Is it possible that you could try to make it work a little better for the AI or in singleplayer? I really love this vehicle but it is incredibly difficult to use in its current state. I hope you understand. Thanks again for the great work!

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2 hours ago, Reddiem said:

Of  course you can just use the MIlan if you want to. You only need the main pbo

Do you made this Model? Or is this ported from Arma 2? It looks like the one from BW Mod A2.

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15 hours ago, Reddiem said:

Update to Version 1.0.2

 

Changelog:

    Version 1.0.2

    - Added strings for Marder 1A5 Eden attributes in stringtable.xml

    - Fixed some commander animation issues

What about Ace-Refueling and Ace Quickmount. Is it fixed?

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27 minutes ago, madpat3 said:

What about Ace-Refueling and Ace Quickmount. Is it fixed?

As the changelog says, not at the moment.

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Working at the moment on rebuilding the Geometry, GeometryPhysX and FireGeometry LOD to fix the bug, where the crew can get killed by small arms from outside of the vehicle.

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