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Found 11 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. 7th Armoured Divsion With roots in the War Thunder Community 7th Armoured are looking to branch out into Arma and create a historically accurate unit based on the famous Desert Rats using combined arms tactics. We've picked two units that served together historically and are looking to form a Platoon of the 1st Rifle Brigade (Mechanised Infantry) and a Troop of 5th Royal Tank Regiment utilising period equipment, structures, and tactics. We already have a solid player base, server complete with mods, and teamspeak but are looking to fill our ranks with like minded gamers to allow us to organise full scale missions with German WW2 milsim units from within the community. As a milsim unit we are aiming to be quite structured but have always prided ourselves on our relaxed and friendly nature so we hope to find a good balance. If you're interested in finding out a little more about us or would like to join, please either send me a pm, leave a message here or join our Teamspeak: and ask to speak to an NCO/Officer.
  3. G'day everyone Announcing a new project I'm slowly working on. I'm still fairly new to modelling so this may take a while, though the good thing is that I'm an avid World Of Tanks player and they have most of the tanks I want to make, thus its a great source of reference material for me to look at as they would have gotten their hands on their own reference material I most likely can't, not to mention I get to see their models first hand in game when I play which gives me ideas of what I can add or do etc. Still cant make cables/wire for shit though haha What its about? Project 1947 is project about the possibility of if World War 2 was prolonged and did not end in 1945. A bit like Wolfenstein, but without all the Nazi robots and spaceships, a more 'realistic' approach if you want to call it that) What would it include? At this current stage I'm just doing armoured vehicles, heavy tanks, medium tanks, light tanks, APCs, IFVs etc. Tanks that could have seen combat during a prolonged war, such as.... (A few examples) [USA] M26 Pershing, T26E4 Pershing, T29, T34 and T30 (T30 is the same as T34 just with a 155mm gun instead of 120mm).. [German] Entwicklung-Series of tanks, E10, E25, E50, E75, E100 (And their supposed variants)... [Soviet] IS3,T44, T44-100, T54-1 Yes I know the Pacific happened during World War 2 as well, however that was more Naval Warfare and hardly any major tank warfare, so I'll leave that theatre out for the time being. I'm also hoping to have a dynamic stowage system, so ultimately you're able to mix and match all kinds of stowage, even randomise it so no tank looks identical. (Via proxy) What has been done so far? So far I'm doing all the German vehicles first, the E-series. The good thing about the E-series is that they share most if not all of their assets, from road wheels, exhausts systems, stowage, handles. For example, the E50 and E75 share the exact same hull, just different turret and number of road wheels. Since I've made the E50 hull and road wheels I've also technically made the E75 hull and road wheels. However this is what I've done so far. Germany E-50 E-75 Feedback/Suggestions Pretty sizeable project for someone like me, but I love making stuff so I don't mind. If you have any suggestions or feedback, go ahead. Cheers.
  4. OK I have racked my mind out trying to figure this out. What setting(if their is any) do I use to prevent any vehicle from starting and driving once entered as a driver? Or how is this rectified? Vehicle control setting. Thanks
  5. M1 Abrams 0.7 Included are now models for early M1 Abrams the Improved Performance M1 and the M1A1. Download M1 addon Want some action!? try -Snafu-'s Mission "Breach and Clear":
  6. Hello, the last update ruined the game experience completly, the disadvantage for people who play King of the Hill and are not playing with premates is now incredible big. The AA has to lock on again everytime one rocket was shot, the rockets hit even less than before, the new radar is not showing the right symbols and you cant see shit on it. The Tanks got no rangefinder? You cant lock on to enemy tanks? Where is the sense? Why do you downgrade the game? Why is the Minimap now on the otherside of the screen while driving a normal tank? Why cant you move it? What the hell is going on with the camera while flying chopper in 3rd person?? why cant you leave it as it was, now you need VR and a Headtracker to fly proper? Im angry and slowly but surely im losing the believe in this game and the dev's. Explanation would be great
  7. I everyone! I was hoping to find some help from the community. I'm having trouble with tracked vehicles, and the first problem is with the land contact. I'm not convinced it has anything to do with the LOD landcontact, since that seems pretty straight forward. There's a pic of the problem in my dA gallery: Well, that was supposed to be just a hyperlink, but it just displays the photo I wanted to show anyway. Tank 1 has different sized wheels. However, it's all just an illusion, because I set up the memory points on all wheels the same size as the 3 covered wheels' center and bounds. Mass is also weird, because it's supposed to be a total of 10kg for the components, and 4 weight boxes evenly distributed for actual mass. That's how the sample tank is done. The 3 wheels and drive wheels move, but the front and back wheels do not, as expected for what I did (btw, is there a better way given that same-size wheels are not an option?). The tracks move, and even an AI soldier can drive it, somewhat. IT stays in that position while moving. EDIT 1: I forgot to mention that all the wheels on this tank, except the front two, are dampened all the way up even though they don't touch the ground. When testing in buldozer, they rise and drop together. Tank 2 is about 10 cm off the ground. I placed my character in prone on the far side to sort of make it more clear. The wheels do not move in Eden (although they do in buldozer). The tracks also don't "move" or damper. The tank is driveable; though it is too slow, turns too tightly, and stutters about every 3 meters as if tapping the brakes. Same size wheels are not a problem with this tank, but none of them move. Weird. EDIT 2: This tank also has a similar mass set up as the sample tank, where 4 mass boxes distribute the weight. It seemed less important to mention that here, but I reconsidered. Ok so... I know I'm gonna need to post more pics or screenshots of the LODs in OB, or maybe paste sections of my config and model documents. For the sake of retaining some secrecy on my project and also not posting unnecessary pics on the servers, I want to limit what I post to only what is needed. So, where shall we start? Any help is much appreciated!!
  8. Hello there guys I'd like to start this forum to discuss Arma III's last DLC for the year. I know its still a longs way off, but its never too early to start discussing these things. Well actually Bohemia encouraged us to give feedback and ideas on the their DLC. So here are mine. I'd like to brainstorm or suggest Tanks and APCs or upgrades or fixes to the current Tanks we already have. This is simply just a place to discuss Ideas and I don't except Bohemia would choose all of them or any of them for the matter. Below I will put some of the Tanks I would like to see make their way with the Tank DLC. LET US BEGIN! P.S If this is in the wrong section I apologize Moderators, please move it the correct section. The first Armored Vehicle I would like to see is the AMV-7 Marshall Mortar variation from the Pre-alpha that was never put in the game. It looks really great and I think would be useful when you need mortar support but don't want to use the large long range mortar Tanks. A variation perhaps for all the factions including CSAT and AAF. I would also like to see the AMV-7 and all the Faction APCs get more armor or perhaps add the option to add Reactive armor I feel like the APCs defiantly can be taken down too easily with Grenade launchers which is a main reason why I think APCs don't see a lot of action or seen on the battlefield a lot which kinda sucks when you want to use armor. I personally like the AMV-7 Marshall and wish I could use it more. I also feel like the Wheels on APCs can get shot way too easily so maybe add light plating that covers half of the wheels making them harder too hit. Also if you could perhaps add a 12.7mm machine gun to it, either that or change the description of the tanks armament. Next I'd like to see the American Main Battle Tank, but instead have the M1A3 battle tank the Military is currently developing and working on. There currently no blueprints or pictures of it for obvious reasons so Bohemia could probably use some creativity in how they think it will look in 2035. Here are American APCs that the US Military currently uses that would be cool to add. The M113 Armored Personal Carrier. Stryker LAV-25 Also the M3 Bradly Next up I want to suggest maybe a tank for the CTRG or the British. The M2 Challenger is highly regarded as one of the strongest tanks in the World or was atleast with only one being destroyed by friendly fire (Quite tragic) Now this amazing futuristic tank is real and is currently being developed in Poland as their next main battle tank. Its considered a stealth tank and by far is one of the most futuristic looking tanks we are currently making in the world the PL-01 MBT. It would only be fair to in cooperate a polish tank since ironically they are only one of a few countries who actually pay their 2% to NATO. This gorgeous looking tank I believe I already spotted in the Roadmap Video on YouTube, but if that's not it I'd like to suggest it now. This tank is currently regarded as one of the most powerful tanks in the world and can beat any NATO or US Tank. It also has some of the most advanced weapon systems and counter measures in the world and the inside literary looks like the inside of a Spaceship. The T-14 Armata. The T-15 Armored Troop transport Carrier. The BTR Bumerang The 2S35 Artillery Tank Now moving onto the Chinese or Pacific CSAT Forces. Not much is really known about what new Main Battle Tanks or APCs the Chinese are developing so I'll just add the current ones they have and maybe futuristic versions can be made by Bohemia. Type-99 ZBL-09 Not a lot of new Chinese APCs are being made atleast from what I can find. I'm pretty sure the T-100 actually is already this, so maybe Bohemia is time travelers or has access to super classified intelligence but this is Iran's newest Main battle tank the Karrar just hit the production lines this year. The Type 10 is Japan's newest Main Battle Tank and would possibly be relevant for the Pacific in Tanoa. The Type 87 is Japan's current APC. Germany is currently using the Boxer I believe as their APC of choice, although it has a similar look as the Stryker, but Id thought Id just put it here anyway. The AFF Tank is already based off the Leopard MBT so I won't include it obviously. Next up is Itlay's Ariete Main Battle Tank which I think would be relevant to Altis since Altis is suppose to be near Greece and Italy. On top of that the Greece use the Leonidas IFV APC which would also be relative to Altis That's all the Tanks that I wouldn't mind seeing in the tanks DLC, now I know you won't add every single one of these or any of them on the list and some of tanks currently in the game might already be based off of some of these, but these are just some ideas. Outside of that I wouldn't mind seeing tweaks and balances to the older tanks with a Dynamic Loadout system (Nothing too crazy) Just changing ammunition types or the Machineguns on the Tanks with perhaps different types of Defense systems like the option to have Smokes or the newest Active Protection system that some of these tanks have. The Germans are currently working on a 130mm Cannon, but they don't know how feasible it will be, but this is in 2035. So maybe change out cannons on tanks? Also wouldn't mind having Reactive armor option to add too tanks, but this would make tanks slower and eat up more fuel as a disadvantage if you wanted to keep things balanced, or add harder hitting rounds to penetrate the Reactive armor, or make tanks harder to kill. Heck maybe Reactive armor is already on some of the tanks, doesn't feel like it though. Should be able to add to APCs though. Also maybe add TOW launchers to the APCs to help with dealing with Tanks (Although I know APCs aren't made to fight tanks, but sometimes you run into Tanks). Also possibly add Incendiary rounds for the Tanks Commander Machine gun. These are all the ideas and suggestions I have, if there is something I miss or forgot, be sure to comment your ideas too so we can make Tanks Great Again!
  9. Hey everyone, Is there a script that will restrict any other unit than crewman from getting in tanks; same with pilots and helicopters. Thanks, KdubyaDOG556
  10. Hi all I'm currently working on a mission featuring STGN's great Abrams addon. The mission involves the player and the rest of the tank platoon breaching a defensive line and capturing a position. ETA, when it's done (soon hopefully). EDIT Version 1.1 released. Download - ReadMe
  11. Today's dev-branch update brings in an improvement to ranging, weapon zeroing and deflection. Most of the rangefinding equipment in the game lost its ability to measure range continuously. If you want to know the distance of a target you're pointing at you first need to lase it. By the "Auto Elevation" action. (The default keybind has been updated to "T" in Arma 3 and Apex presets) All tanks and APCs have lost the ability to automatically track targets. (The Visual sensors that have been recently added to Tank and Wheeled APC base classes have been removed again. If your mod vehicle should have an automatic target tracker you need to define a new sensor component.) At the same time they've received a more tanky-proper fire-control with an ability to use the laser ranging for assisted gun laying. What that means for tank gunners: Whenever you lase a target your main gun and coax's zeroing and deflection will be automatically adjusted according to the target's distance and motion. Keep pointing at the target and fire. First-shot hit ensured. As long as your target moves in a predictable pattern. For everything else you'll need to use your skill ;) Dumping the deflection and zeroing is possible via manual zeroing. New or adjusted elements in the optics: Large 4-digit number (usually at the bottom of the reticle or top right corner) - measured distance Smaller 4-digit number with SPD (bottom left corner) - measured speed of the target Small square (Ready to fire box) - indicates that the gun's zeroing and lead have been adjusted (does not indicate whether the gun has been loaded and is ready to fire) We're pushing the FCS way ahead of the Tanks DLC itself because of how the mechanic complements the Jets DLC Sensor overhaul. Try it, use it, break it. Please let us know what you think!