Arma 3
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Redd'n'Tank Vehicles
 
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Data Type: Mod
Mod Type: Tracked, Weapon
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100.924 MB
4 set, ore 12:39
4 nov, ore 14:07
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Redd'n'Tank Vehicles

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Descrizione
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
04.11.2017

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):
https://forums.bistudio.com/forums/topic/210296-redd-vehicles-marder-1a5-release/

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

YouTube:
https://www.youtube.com/playlist?list=PLJVKqjrLClHTeQcHtncGIJdRyHiTblsdT

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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65 commenti
[NDF] Faital 16 nov, ore 8:37 
@Redd There is still an issue with the countermeasures. If the commander set up the milan, your gunner won't be able to use the "cm" anymore. Would be great if you could check on this issue.
Michael 7 nov, ore 1:58 
Der Marder si ja mal so über normal nic emein herz hat ein spung gemacht wie seit langen nicht mehr macht weiter so
[NDF] MoaB 6 nov, ore 7:47 
I noticed that the "Addons" folder inside the mod switched to being spelled with a capital A. On linux servers that leads to the server not starting properly. Would you consider keeping the folder all lower case?
MadBrainFox 16 ott, ore 11:54 
Nice mod but I have encounterd an issue, you can only put in 3 not 6 Soldiers into the Marder if in Eden Editor, after 3 it says the Vehicle is full.
When ingame the boarding of the vehicle works without any trouble, but in Eden Editor it wont work you can only put 6 in total into it (3 Crew members and 3 Infantry) the other 3 free spaced arent being occupied.
Otherwise this mod is fantastic, I really like the 3D interior and the option to stand up and look through the periscope as the Commander.
zbx 9 ott, ore 16:57 
Is there anychance to see Marder2 in this pack?
[Ger] Sui 5 ott, ore 6:59 
1992 war es, glaube ich, als ich bei der BW auf diesem Gerät in Fürstenau meinen Führerschein gemacht habe. Dann bin ich aber FlaRakPz Roland gefahren. Das wäre ein Traum wenn Du da noch ein Roland Raketensystem drauf baust. Bist Du sicher was den Maßstab betrifft? Er kommt mir irgendwie ein bissel grösser vor in Wirklichkeit. sehr beeindruckende Arbeit. Danke dafür.
sancron 5 ott, ore 3:23 
Wenn du dein Fahrzeug für das ACE Betanken kompatibel machen möchtest, musst du eigentlich nur was ganz einfaches machen: https://ace3mod.com/wiki/framework/refuel-framework.html

ace_refuel_fuelCapacity = 3000;

Dann sollte dein Fahrzeug auch was die ACE3 Betankung angeht, kompatibel sein.
tsmithreg 1 ott, ore 11:23 
Well done, I've been waiting for this for quite a while. Looking forward for more!
Reddiem  [autore] 25 set, ore 9:18 
Hey, Klima thx for the information. To be honest, I never testet it with ACRE. Will have look at this issue.
Klima 25 set, ore 5:22 
Hello Reddiem, love the marder - we just used it in an op yesterday. I like the 3D interior of the driver's seat, and the front and rear BO light. Great stuff.

Though, we did notice some radio issues with ACRE, it seems to cause extreme radio signal loss from different seats and from different positions around the vehicle itself.