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Found 16 results

  1. This is my first forum post here so if this is not in the right place feel free to move it, I, and probably others, have noticed that the gun depression values on some tanks are incorrect as compared to their real-life counterparts. This includes the MBT-52 Kuma (Leopard 2 revolution) and the Slammers (Merkava MK4). I have looked into the files and for the Kuma it appears to have -9°, this however isn't what we have in game because they changed it in patch 1.58. The cannon was clipping the back end of the vehicle (and still is) so they gave it -5° to stop it from clipping. But because elevation angles are uniform this overrides the -9°.... I suggest making two "gun depression variables", one for the "maximum" minimum elevation (-9°)and one for the "minimum" minimum elevation (0°).There should also be a transition between the two. Below I have a link to the feedback ticket, of you want Bohemia to fix this or take a look at it, please comment on that feedback ticket so it can get some traction :) Thank you for your time!
  2. Hello world. I'm glad to share my project for Arma 3, I have been working on it a few months and i think is time to make it official. The mod is aimed to cover some units and equipment currently in service -and some in current development- with the Argentine Army. I choose the TAM 2C (Tanque Argentino Mediano Version 2C) to start. Vehicles: TAM Family: TAM 2C ** 90% complete TAM VCTP (Armored IFV) 40% complete TAM VCPC (Mobile Command ) TAM VCRT (Recovery - Bobcat kind of-) VCA Palmaria (155mm Artillery ) TAM VC AMUN (Supply) LVC CP30 60% complete Agrale Marrua M10/M20 HMMWV Variants Polaris MRZR-4 Ford F-350 TSCR (Comms) --------- Static objects: Tents (inc.variants) Ammo Boxes MANPADS RBS-70 Skyward M Oerlikon GDF-002 AA CALIV 105mm ** CITER 155mm CARDES (Disposable demining tool ) ** 100 % complete UAV: MALE VIGIA-2A ** -------------------------------------------------------------- ¿?... Here some screenshots: There's so much to do, and this are my first steps on modeling and texturing, a good way to improve my skills :) I'm not will made a 100% accurate version of vehicles and objects, but some things can vary over time. The mod is set on year 2035. Some equipment gonna be upgraded on that timeline. [All assets are subject to change. ] More updates soon! Forgive my bad English .-
  3. Finally, a weeks ago Israel released IFV version of Namer and armed with a turret of 30mm bushmaster II if in the upcoming tank DLC we can have some new IFV, this is the best option Slammer (Merkava) chassis has already been used on multiple vehicle in the game,such as panther APC(Namer APC) If we have Namer IFV, the blufor can finally have a tracked IFV upcoming tank DLC have very high possibility include a tank design based on T-14 armata which we see BI's art designer checking the picture of T-14 in 7:08 so we just leave it, it's already like half-confirmed but i don't have any idea what blufor and independent could get to use it could be some abandoned project of 140mm gun Abrams, ATAC. the two prototype become CATTB and THUMPER but they all abandoned long ago also they are no match to the unmaned turret design T-14 the one could be used for blufor is the M1 block III,but not even prototype been made people are sick of seeing Merkava as NATO MBT a long time, so i guess the new blufor MBT can based on this two U.S project for independent, honestly Puma (Leopard2 Revolution) is already one of the top rank of tank that you can get for independent if there gonna be new tank for independent, it could be similar performance but more eastern design T-84M Oplot-M is a decemt choice, or a Chinese VT-4, Russian T-90MS, French LecLerc but tank itself are not really that important, what i would like to see in tank dlc is some counter tanks and more fun ground vehicles for example, the Russian BMPT BI can mix the design of this thing with current T-100 vursk (Object640) chassis in the game and it will become a game changing vehicle Tiger-M armed with 8 rounds of Kornet-EM ATGM,this design can simply put it on top of Ifrit (ZiL Punisher) we need some real ATGM in the game,not that stupid Titan (Israel Spike) launcher. The missile which are not being jammed by smoke. some of the new active protection way (IR jammer\ laser counter Aerosol) can be develop for counter it LOSAT and Spike NLOS can add based on Hunter chassis and give to Blufor Independent can have Strider(LGS Fennek) armed with titan launcher this is one good way to stop the non-stoping tank hill camping in KOTH and any situation. OLD TANKS i really would like to request some old tanks in the game, some good old fashion T-72M1 with kontakt-1 the AKM and RPG-7 in apex DLC is a suprise, and absolutely gorgeous to see them. i was thinking what if we have some old tanks as well. No thermal imaging,no fancy new FCS, no remote weapon station , but with still decent protection and fire power. i knew i can just load RHS but i want to play this in KOTH as well. It's a shame if we only receive 3 MBT for each side, such a waste.
  4. INTRODUCTION The Task Force Renegade (TF-R) is a ARMA community that aims to provide a realistic experience of simulation combat and operations. Our first priority is to create an enjoyable experience to our members, while training to become more efficient week after week. We focus on building a community which is vibrant, cooperative, and friendly so that regardless of what game we are playing, we may have a community to enjoy those experiences with. We currently accepting new enlistments for all of our sub units: 1. Infantry 2. Armored 3. Aviation 4. Special Operations Forces 5. Special Operations Aviation If you are interested in learning more, and/or applying for membership, please visit us in our Teamspeak ( and look for a member. GET CONNECTED Age Requirement: 17+ Years old. (Exceptions if you are 16 years of age) Valid ArmA 3 copy. Your application will not be processed without a valid Arma 3 Player ID. Teamspeak 3 VoIP Client and working microphone/speakers/headset Must be able to play in First Person Only Pilots must be able to fly on Advanced Flight Module (AFM) SCHEDULE Timezone: Central Operations: Saturday & Sunday @ 7:00PM CST FTXs/Mini Operations: Friday @ 7:00PM CST Trainings: Scheduled with Squad Leaders to fit everyone's schedule Bi-Weekly Unit Meetings: Monday @ 7:00PM CST (every other week) We host operations and public events in between those days OFFICIAL MODS (Required)
  5. Hi guys: I just realized that in both T-100 and M2A4, the HEAT is more powerful than APFDS?? For example, for T-100, HEAT had DirectHit 800, IndirectHit 40, IndirectHitRange 2, but APFDS had only DirectHit 550, IndirectHit 20, IndirectHitRange 0.5. I tested it, and HEAT round really hit armor more damage. Previously I thought APFDS is better at heavy armor. APFDS=armor piercing fin stabilized discarding sabot, it should be OK. And it is said that APFDS is targeting heavy armor. So what does HEAT mean? High explosive anti tank?? Does it mean that it uses chemical energy to destroy armor? Or it is dual purpose? It might be reasonable if it is the former, and it is amazing if it is dual purpose shell, even powerful than AP round. Also, the M2A4 used HEAT_MP_T rounds, so it indicates Multi-Purpose??? Any one could explain what is the purpose of HEAT, and why Arma 3 set such values? Finally, by the way, my custom mission AFCS SP version has been updated, which showed the data of vehicle ammo. You can check this issue easily with that mission, and I also realized this when I play it, :D. Dragon
  6. I want to randomize the damage on a car on the start of a mission, same thing with a tank and helicopter and so on. What are the codes for each part and how do I make it random? Is there some place to reference each part of a car/tank/helicopter like a website I could use?
  7. After a 14 year break from releasing an addon, I'm giving it a new shot. Helping fill out the British armed forces faction with the CVRT Scimitar and Scorpion. Light tanks designed and deployed in the 60s/70s, the CVRT range is an interesting anomaly in the history of armoured vehicles: light, fast and roadworthy. Scorpion had a 76mm gun, Scimitar the 30mm rarden cannon. Scimitar is being replaced by Ajax/Scout SV and RWMIK over the next couple years and Scorpion dissapeared in the 90s, but these still seem like the perfect class of vehicle for the armaverse: Not totally impervious and steamroll capable like Challenger 2, but more than handy in an infantry support role or zipping around Altis as formation recce. Planning to cover different variations from its timeline, but probably will hold off on Scimitar 2 (a UOR that mated Scimitar turret with Samson APC hull to add more IED protection and ECM gubbins) unless I get around to making CVRT Samson to the level of detail it deserves. Similarly, not gonna bother with CVRT Sabre (Fox armoured car turret on the CVRT hull). On the cards: different hidden selections, camo options, markings and potentially some OPFOR faction variations for Scorpion in particular - it got shipped around the world. Progress on variations: Early cold war era Scorpion with wading screens and old style engine deck. Perfect for Germany, Norway, defending the homeland and the Falklands deployment. Mid life gulf war era Scimitar with IR plates, storage and other gubbins slapped on in the attempt to fit into the harsh desert environ and keeping up with the combined arms battle space. Late life uparmoured Scimitar. A diesel engine upgrade and Thermal Imaging extended the lifespan and capability of the tank far into our recent incursions in the middle east. Bar armour and ECM will also be an option.
  8. Hi there everyone so here is what i'm trying to create i want three Tanks to spawn with crew and then move to waypoints after a certain amount of time has elapsed. This is what i have so far.. major disclaimer here I've been experimenting with a lot of this just seeing how certain things work and trying to get the basic understanding of the language so Arma 3 coding veterans prepare the defibrillators because you might need to restart your hearts after seeing this. On a side note if anyone has any tips on learning how to code SQF, SQS etc in arma please let me know as im hungry to learn this language but can't find any good material anywhere. //if (isServer) then { _type = _this select 0; _mark = _this select 1; _time = _this select 2; _slaGrp = createGroup INDEPENDENT; //Sherman #1 _vehicleObject = createVehicle ["LIB_M4A3_75_Tubes", getMarkerPos "spawn1", [], 1, ""];_vehicleObject setDir 217.344; _S1vehicleName = "sherman1"; missionNamespace setVariable [_S1vehicleName,_vehicleObject]; publicVariable _S1vehicleName; //Sherman #1 Crew _s1Inf = "LIB_US_tank_crew" createUnit [ getMarkerPos "spawn1crew", _slaGrp]; missionNamespace setVariable _s1Inf; publicVariable _s1Inf; _s1Inf moveInDriver "sherman1"; //Sherman #2 Crew _s2Inf = "LIB_US_tank_crew" createUnit [ getMarkerPos "spawn1crew", _slaGrp]; missionNamespace setVariable [_s2Inf]; publicVariable _s2Inf; _s2Inf moveInGunner "sherman1"; //Sherman #3 Crew _s3Inf = "LIB_US_tank_crew" createUnit [ getMarkerPos "spawn1crew", _slaGrp]; missionNamespace setVariable [_s3Inf]; publicVariable _s3Inf; _s3Inf moveInCommander "sherman1"; //createVehicleCrew (sherman1 select 0); //Sherman #2 //_vehicleObject = createVehicle ["LIB_M4A3_75_Tubes", getMarkerPos "spawn2", [], 1, ""];_vehicleObject setDir 217.344; //_S2vehicleName = "sherman2"; //missionNamespace setVariable [_S2vehicleName,_vehicleObject]; //publicVariable _S2vehicleName; //createVehicleCrew (sherman2 select 0); //Sherman #3 // = createVehicle ["LIB_M4A3_75_Tubes", getMarkerPos "spawn3", [], 1, ""];_vehicleObject setDir 217.344; //_S3vehicleName = "sherman3"; //missionNamespace setVariable [_S3vehicleName,_vehicleObject]; // _S3vehicleName; //createVehicleCrew (sherman3 select 0); //};
  9. I thought I might as well ask someone for their expertise before I push out a play-doe colored tank because after all the time I spent making the damn thing it'd be a shame if it looked like a 2 year old colored it in with a crayon :P The tank must be UV unwrapped and textured... PM me if interested in helping.
  10. Anyway, I'm looking for a mod/addon that makes tanks "cook off" when hit. I have tried ACE3, but that mod is wayyy to confusing for me to understand, I have no idea how to use any of its features. All I like to do is place units in the editor and mess around making little battles, I have no idea how to script or make missions, and ACE3 would end my scenario as soon as I hit play. So next I tried only using the "tankcookoff.pbo" from ACE3, but that caused the game to crash on loadup. I have also tried the "Authentic gameplay mod" but that takes away the ability to command my AI teammates, and its controls dont show up in the control list to edit. Can anyone help me? I just want tho cool tank cookoff feature from ACE3 without all the other complicated stuff. Thanks in advance!
  11. Hello, i still got the Zoombug on every vehicle and every scope with zoomoptions, even the titanlauchners dont zoom in properly. I thought 1.68 will fix it but it didnt, my friends also got this problem 10 out of 10 players. Most problems are with the LRPS, AMS, Titanlaunchers and tanks. Sometimes also with the DMS, we need to press 20 times on the zoomin button ( + ) and it may work, often it simply stays in the first some or just doenst work. We play Koth and this is bothering us for a pretty long time now without anything that helped. Are there any solutions? Mfg
  12. Date: August 8, 2036, 09:40 Place: Stratis island Situation: NATO forces displace the remaining enemy forces to the north and west coast of the island. It is necessary to carry out the last decisive attack until AAF and CSAT forces are entrenched in their positions. Features: Game Modes - Singleplayer, 3 Player CO-OP; Walkthrough duration - medium; Difficulty - medium; No required addons; Voice acting - no; Titers and descriptions - eng | rus; Arcade Mode - each player controls his own tank; Fast and fun gameplay scenario. Links: Steam Workshop MediaFire Armaholic
  13. Hi all, Want to play with a "One man tank"? Here is a little script for "World of tank" aficionados. Works on all tanks in game, as far as you can jump into the driver's seat. Usage: you're driver until you move the mouse, pointing cannon at cursor direction. Driver is always in 3rd person. Then, you're gunner but you can use your keys to continue driving the tank. - in external view, you'll be back at driver's seat if no waypoint (see further) and no turret movement for 10 seconds. - in gunner view, you stay as gunner role and continue to drive. - if in gunner view and right click on landscape, you create a temporary waypoint where the tank goes as far as you don't touch any of the driver's keys. Driver's keys will delete this waypoint when strike. Hints to know: - when driving from gunner's seat, avoid maintaining the forward key when you need to turn. release all, strike left(/right), maintain if you want; As soon as the direction is good, release left(/right) key, strike forward key. The tank will start to sway a little around the desired direction but will go where you want. Remember release all keys to make change. - there is no rear clutch while in gunner, just because Arma's engine prefers a 180° turn instead of a 10 meter rear drive... So, I disabled the backward key in gunner. Other stuffs: There are 2 parameters O/1 for displaying: - tank icon, in order to have a clear view of the direction of the tank when you are in gunner view. Gun is always up, of course. - little radar displaying other vehicles in game, along with knowledge of these units. Now, the function. Just add it into init.sqf or initPlayer.sqf, or any script which run for player: MGI_1ManTank = { params [["_icon",1,[0]],["_radar",1,[0]]]; if (!hasInterface) exitWith {}; MGI_iTk = _icon; MGI_rdrTk = _radar; MGI_timerTurreting = 0; MGI_timerStopping = 0; MGI_icon_tk = ""; coef_ratioTK = (getResolution select 4)/ 1.77778; coef_uiSpaceTK = 0.55/(getResolution select 5); MGI_keysMovingTk = ["carForward","Turbo","carSlowForward","carBack","carLeft","carRight"] apply {actionkeys _x select 0}; MGI_destTk = [0,0,0]; inGameUISetEventHandler ["Action", " if (_this select 0 isKindOf 'tank') then { MGI_icon_tk = getText (configFile >> 'cfgVehicles' >> typeof (_this select 0) >> 'icon'); if ((_this select 3) == 'GetInDriver' and count crew (_this select 0) > 0) then { _units = crew (_this select 0); {unassignVehicle _x} forEach _units; _units allowGetIn false }; if ((_this select 3) in ['GetInGunner','GetInCommander','GetInTurret']) exitWith { hint parseText ('<t>Jump in driver'+""'""+'s seat<t/>'); true}; if ((_this select 3) in ['MoveToGunner','MoveToCommander','MoveToTurret'] && !(player getVariable ['gunning',false])) exitWith { hint parseText ('<t>Only driver'+""'""+'s seat available<t/>'); true}; } "]; _MGI_EHTank = ["MGI_TK","onEachFrame", { coef_zoomTK = ([0.5,0.5] distance worldToScreen positionCameraToWorld [0,10,10])* (getResolution select 5); _veh = vehicle player; if (inputAction "zoomTemp" == 1 && {!isnil "MGI_agent"}) then { MGI_destTk = screenToWorld [0.5,0.5]; if (isnil "MGI_signTkDest") then { MGI_agent setDestination [MGI_destTk, 'VEHICLE PLANNED', true]; MGI_destTk set [2,2]; MGI_signTkDest = "Sign_Arrow_Large_F" createvehicle MGI_destTk }; }; if (!isnil "MGI_signTkDest" && {MGI_destTk isEqualTo [0,0,0] or (player distanceSqr MGI_destTk < 100) or driver _veh == player}) then { deleteVehicle MGI_signTkDest; MGI_signTkDest = nil}; if (!(_veh isKindOf "tank") && !isNil "MGI_agent") exitWith { deleteVehicle MGI_agent; MGI_agent = nil; (findDisplay 46) displayRemoveEventHandler ["keyDown",MGI_keysDriving]; (findDisplay 46) displayRemoveEventHandler ["keyUp",MGI_keysDrivingUp]; MGI_keysDriving = nil; MGI_keysDrivingUp = nil }; if (player == driver _veh) then { {_veh lockTurret [_x,true]} forEach allTurrets _veh; if (cameraView != "external" && _veh isKindOf "tank") then {player switchcamera "external"} } else { if (player == gunner _veh && diag_tickTime > MGI_timerTurreting + 10 && (cameraView == "external" && isnil "MGI_signTkDest")) then { player action ["MoveToDriver", _veh]; player setVariable ["gunning",false]; if !(isnil "MGI_agent") then {deleteVehicle MGI_agent; MGI_agent = nil;{_veh lockTurret [_x,true]} forEach allTurrets _veh}; }; }; if (isnil "MGI_keysDriving") then { MGI_keysDriving = (findDisplay 46) displayAddEventHandler ["KeyDown", " private _handled = false; if (!isnil 'MGI_agent') then { MGI_timerStopping = diag_tickTime; _veh = vehicle player; call { if ((_this select 1) == MGI_keysMovingTk select 4) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [-30,10,0], 'VEHICLE PLANNED', true]; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 5) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [30,10,0], 'VEHICLE PLANNED', true]; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 1) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [0,100,0], 'VEHICLE PLANNED', true]; MGI_agent setSpeedMode 'FULL'; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 2) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [0,30,0], 'VEHICLE PLANNED', true]; MGI_agent setSpeedMode 'LIMITED'; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 0) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [0,100,0], 'VEHICLE PLANNED', true]; MGI_agent setSpeedMode 'NORMAL'; MGI_destTk = [0,0,0]; _handled = true }; if ((_this select 1) == MGI_keysMovingTk select 3) exitWith { MGI_agent setDestination [_veh modelToWorldVisual [0,0,0], 'DoNotPlan', true]; MGI_destTk = [0,0,0]; _handled = true }; }; }; _handled "]; MGI_keysDrivingUp = (findDisplay 46) displayAddEventHandler ["KeyUp", " if (!isnil 'MGI_agent' && diag_tickTime > MGI_timerStopping + 3 && (MGI_destTk isEqualTo [0,0,0])) then { MGI_agent setDestination [vehicle player modelToWorldVisual [0,0,0], 'DoNotPlan', true] }; "]; }; }] call BIS_fnc_addStackedEventHandler; _MGI_DrawRadar = addMissionEventHandler ["draw3D",{ if (cameraView == "gunner" && vehicle player isKindOf "tank") then { _veh = vehicle player; _aTurret = Deg (_veh AnimationPhase "mainturret"); if (MGI_iTk == 1) then { _tkIconPos = positionCameraToWorld [0,-370/coef_zoomTK,1000]; _damageTK = [2*(damage _veh),2 - 2 * (damage _veh),0.3,0.5]; drawIcon3D [MGI_icon_tk, _damageTK,_tkIconPos, 2, 2, - _aTurret, "", 1, 0.05, "TahomaB"]; }; if (MGI_rdrTk == 1) then { for "_i" from 0 to 350 step 10 do { _posdiam = positionCameraToWorld [(sin _i) * 110 * coef_ratioTK / coef_zoomTK,(-370+ ((cos _i) * 110)) / coef_zoomTK,1000]; drawIcon3D ["A3\ui_f\data\IGUI\Cfg\squadRadar\SquadRadarOtherGroupUnit_ca.paa", [0.7,1,0.3,0.8], _posdiam, 0.4, 0.4, 0, "", 1, 0.05, "PuristaMedium"]; }; if (!isnil "MGI_signTkDest") then { _dirS = (((_veh) getRelDir MGI_destTK) + _aTurret) mod 360; _d2S = ((player distanceSqr MGI_destTK) min 10^6) max 10^4; _xx = 100 - ((10^6-_d2S)/19800); _posWpt = positionCameraToWorld [(sin _dirS) * _xx * coef_ratioTK / coef_zoomTK,(-370+ ((cos _dirS) * _xx)) / coef_zoomTK,1000]; drawIcon3D ["A3\ui_f\data\GUI\Cfg\Cursors\hc_move_gs.paa", [1,1,0.5,1], _posWpt, 0.5, 0.5, 0, "", 1, 0.05, "PuristaMedium"]; }; _allvehicles = vehicles select {alive _x && !(_x isKindOf "WeaponHolderSimulated") && side _x != civilian}; _enyVehs = _allvehicles select {side _x getFriend side player < 0.6}; _frdVehs = _allvehicles - _enyVehs; if ( count (_enyVehs + _frdVehs) > 0) then { private ["_icon","_color"]; { if (_x isKindOf "air") then { _icon = "A3\ui_f\data\IGUI\Cfg\tacticalDisplay\targetAirTexture_gs.paa" } else { _icon = "A3\ui_f\data\IGUI\Cfg\tacticalDisplay\targetTexture_gs.paa" }; _dir = ((_veh) getRelDir _x) + _aTurret; _d2 = ((player distanceSqr _x) min 10^6) max 10^4; _dd = 100 - ((10^6 - _d2)/19800); _posVeh = positionCameraToWorld [(sin _dir) * _dd * coef_ratioTK / coef_zoomTK,(-370+ ((cos _dir) * _dd)) / coef_zoomTK,1000]; call { if (_x in _frdVehs) exitWith { _kwn = player knowsAbout _x; _color = if (_kwn < 1.5) then [{[0.3,0.3,0.3,0.3]},{[0.3,0.8,0.9,0.8]}]; }; _kwn = playerSide knowsAbout _x; _color = [0.3 max (_kwn/2),((0.3 max (_kwn/2)) min (2 - (0.3 max (_kwn/2)))) max 0.3,0.3,0.3 + (0.5*_kwn/4)]; }; drawIcon3D [_icon, _color, _posVeh, 0.5, 0.5, 0, "", 1, 0.05, "PuristaMedium"]; } forEach (_allvehicles - [_veh]); }; }; }; }]; _MGI_mousingGunner = (findDisplay 46) displayAddEventHandler ["mouseMoving", { _veh = vehicle player; if (_veh isKindOf "tank") then { player setVariable ["gunning",true]; if (gunner _veh != player) then {player action ["MoveToTurret",_veh,[0]]}; MGI_timerTurreting = diag_tickTime; if (isnil "MGI_agent") then { MGI_agent = createAgent ["B_Soldier_VR_F", getpos _veh, [], 0, "CAN_COLLIDE"]; MGI_agent moveInDriver _veh; MGI_agent setBehaviour "COMBAT"; MGI_agent setSpeedMode "FULL"; }; }; }]; }; Then call this function with desired parameters: [1,1] call MGI_1ManTank; // 1 = enable tank icon, 1 = enable radar Hope you'll have fun! Pierre MGI
  14. Hello, im currently trying to make a tank with four tracks. I can't find any tutorial how to get this working and when looking at the "Arma 3 Tanks Config Guidelines" it says that the all left wheels have to be in one line, and right wheels have to be in one line as well (for physx wheels), which i currently don't have. Is it possible to get a tank with 4 tracks working (and with them not being in line) or can't I make a tank with more than two tracks? View from the front and side. View from the top where one can clearly see that the tracks are not in line.
  15. m1 abrams V0.5 Spam free mirror: Want some action? try the mission "Breach and Clear" by -Snafu-
  16. The Stridsvagn 103 (STRV 103), also known as the S-Tank, was a Swedish post-war main battle tank. It was known for its unconventional design: it was turretless with a fixed gun traversed by engaging the tracks and elevated by adjusting the hull suspension. While turretless armoured fighting vehicles are usually classified as assault guns or tank destroyers, despite its unique gun laying process the Strv 103 is considered a tank because its designated combat role matched those of other tanks within contemporary Swedish doctrine. It is the only tank of any kind since World War II to dispense with a turret. The Strv 103 was designed and manufactured in Sweden. It was developed in the 1950s and was the first main battle tank to use a turbine engine. The result was a very low-profile design with an emphasis on survivability and heightened crew protection level. Strv 103s formed a major portion of the Swedish armoured forces from the 1960s to part of the 1990s, when, along with the Centurions, it was replaced with the Stridsvagn 121 and the Stridsvagn 122. Introduction The mod in question is a 1960s Swedish Main Battle Tank with a unique design. No turret and a fixed gun. Madness you say? Indeed. This tank was designed with defensive operations in mind, following Swedish army doctrine. Its unique design allowed a lower profile tank that was capable of digging itself into a hull down position (note the Fold-able bulldozer) to hold off against its enemy. Keep in mind that in the 1960's most tanks had no form of stabilizer as they do today, so the conventional tank had to stop to fire, so this left the 103 with no disadvantage to other tanks of its time and that is also the reason it was scrapped in 1997 replaced with a Swedish variant of the Leopard 2A5. Tank in Arma 3 Crew spot WIP. The 103 was crewed by 3, A driver/gunner, a commander, and a systems operator. All 3 members could drive the tank (Systems operator only in reverse). No loader as the 103 had an AutoLoader with a 4 second reload time. The tank was powered by two engines, a diesel for slow cruising and maneuvering the tank in aiming, and by a Caterpillar turbine, it was the first use of a turbine engine in a production tank. It armament Consisted of Bofors 105 mm L74 rifled gun with 50 rounds, its Secondary armament's were 2 fixed 7.62 mm KSP 58 (swedish FN MAG) machine guns 1 anti-aircraft 7.62 mm KSP 58 machine gun. An interesting point to note is that the tank is fired and aimed by the driver, but the commander also had the option to do this. An interesting point to note is that the tank is fired and aimed by the driver, but the commander also had the option to do this too, it was possible to operate the 103 by one person. Now on to the suspension, since the gun was fixed the whole tank had to move to aim at something, it did this by engaging the tracks and elevating by adjusting the hull suspension. Here is a video of it in action: Since my discovery of this tank, its has led to me actually wanting to see it in Arma 3 and I thought Id share the progress, I will have a working version in a few day's and I will want to test it, so tell me if your interested. Misc: More ingame photos: Some extra reading: Credits: Burnes Armories: For all the heavy lifting and helping me add my dream tank into Arma 3. Without him none of this would be possible. you can check his other works here or his youtube Arsenalen - The Swedish tank museum and there wonderful staff for allowing me access to the tank and not commenting on my girlish giggles. you can check them out here: Bohemia for making Arma 3 - The best and most painful game I have ever played ;) and the positive Arma Community as a whole Download: (note: this is a WIP mod) . Do not upload this mod outside of Biforums without express written permission from me, the only exception to this is I will not ever give permission for this modification to be hosted on ANY life modification servers.