Mateck has released an updated version of M1A1HA addon and in the same time released a replacement pack and a T72 addon on the BI Forums
A lot time has passed since last update of M1A1HA but we finally managed to finish the new version. Although it doesn't have Tank Fire Control System, new interiors or even new backpacks on turrets Crazy Hussars Team hope that you will like this new version.
This new version have been completely reworked. File structure, class names, model sections and scripts have been changed. Unfortunately this new version will not be compatible with old missions. Because of those changes we decided to create new topic for our releases and to rename our pack (moderators please lock previous thread). At this time we are releasing three separate addons - CH M1Abrams Pack, CH T72 Pack and CH M1A1 Replacement. All of them are standalone addons, even replacement addon. For more information on how to use them please check theirs ReadMe files.
CH M1Abrams Pack V1.0
This addon contains M1A1HC (Heavy Common) and M1 in several paint schemes.
CH M1A1 Replacement V1.0
This addon contains M1A1 replacement for ArmA. Tank model is based on M1A1HC that can be found in CH M1Abrams Pack. To maintain 100% compatybility in MP games replacement model is a bit different form M1A1HC. Also configuration of the original M1A1 was not changed so it uses default armor values and ammunition.
CH T72 Pack V0.9
This addon contains T-72M, T-72A, T-72M1V and T-72AV inseveral paint schemes. It's still beta version and tank models may not be accurate (e.g. DShKM instead of NSV). Main purpose of this pack was to fit ammo and armor values with those used by CH M1Abrams Pack.
Two new addons have been released on Armaholic.com. In the first update, icemotoboy aka Rocket released another beta version of the USEC C-130. The other release is an SLA paratrooper addon. The author of this units wishes to stay anonymous.
Changelog: v1.3.1 - December 2008 ~~~~~~~~~~~~~~~~~~~~~ ADDED: Remodelled cockpit ADDED: Retextured cockpit ADDED: Added new LODs to improve performance FIXED: Crash for ATI users.
The C-130 is perhaps one of the oldest addon on our project list. Its jumped up and down the priority list so many times its hard enough for us to keep track of it ourselves.
Its also possibly the most demanded addon on our list. ...
wld427 from the Project RACS has released nice WIP screenshots of upcoming Naval&Ground Attack Pumas on the BI Forums.
Puma update headed your way in the next couple days:
We added a naval Attack version with SeaSkuas, Gunship version with Spike_ER ATGM, as well as improved optics for gunners and optic zoom at the WSO position.
edit: Hey again, just made a few updates, there are now 2 plants in the config, my origional one but with slightly larger but optimized view collision, and a short one like Loki's edit but re-modeled and with fixed lods (thanks for all the help:). You'll find the plants under Empty/MB Hemp in the editor Also, please let me know if you have any performance issues, or any ideas of how I might be able to optimize it without losing too much visual quality, those crazy Sahrani Life drug lords like to plant thousands of these things.
As he was informing us of the release of his brand new GSS Forums, MeatHead has been asking for help. He is building missions and perhaps a campaign for Project Racs and need some voices recordings.
Missions and possible a full campaign... I am in need of a few voice actors to play the role of some American Helo Pilots and a Spanish Accented american to play the role of a RACS Helo Pilot
Need: - MIC for recording - Knowledge of military procedures and Radio Protocol - No real acting experience required (be yourself)
If anyone can fill these rolls please let me know.
A quickly thrown together video with a voice over - not sure if its worse than the music on the old one though - showig the cargo systme and some of its capabilites:
Originally the cargo system was intended for RKSL heavy transport vehicles only. However the idea soon expanded into a generic system, for any Arma addon configured to support it’s functionality. It is most likely that the first stage of release, will support all the default Arma vehicles and objects, considered suitable for the system.
Compatible RKSL vehicles and objects will be introduced in the future. While initially this will only provide a limited number of transporters and cargo types, it will serve to introduce the concept to the wider community.
Nicholas Bell released a nine minutes trailer on vimeo of his upcoming Razani, North Waziristan Map.
Making progress. Over 1.3 million plants and rocks so far. Fixed some nagging config problems too. Working for an initial alpha release somewhere after the first of the year. This initial release may or may not have buildings on it. But follow on releases will.
Phase 1 released ! Your patience has paid off soldier ! The first part of the Mod is released, and so you can fight together with our comrades across the Sahrani. Have fun in the number of single player, Evo or Warfare missions ...
Read more about CSLA3 Phase1 features on our Addons section.
Mr13 from the Hotshots team has post an interesting request on our Forums. He, as a speaker for his team, is asking for a way of giving a better protection to MHQ in Warefare :
Our 1st request to whoever is interested and can help us achieve that goal ,is MHQ protection bunker building which will be used to fortify MHQ in Warfare.
This building should be made with several options in mind:
1.building must have entrance to drive in and deploy mhq inside (garage) 2.building must be destroyable (each wall can take up to X damage before it breaks) 3.if certain part of building is destroyed, it makes hole in wall , leaving rest intact.
With this configuration, Commander in Warfare game could safely put building and secure mhq from sides and air and have "decent" protection compared to current setup in warfare.
So, the "A bunker for ArmA addon Contest" has been launched in order to offer the community an opportunity to get an interesting set of addons usable in different kinds of missions, in a Modern Warfare as well as in a WW2 one.
Gigan has released an updated -v1.5- version of his Free Tracking Camera addon on the BI Forums.
v1.5 What's New - Added Argument that specifies followed unit. - Added Around Viewing at Free Tracking Mode. (Shift + Mouse move) - Became possible to refer to an internal parameter from some global variables.
Aushilfe updated the BI Forum Thread with new updates and screenshots about his upcoming Su- series.
Time for a quick update on the project. I am restructering the base and working out the details for the next phase.
Su-27: I finished the model and the textures for the cockpit, the material is in progress. The Interior texture still needs some more details. All Lods for the Su-27 are done. Scripts are written.
Su-30: Will make an overhaulin for the resolution lods, fixing and updating in the maintextures.
Su-33: Mainlod done/ Cockpit done
Su-34: Update in progress, adding new loadouts, optics and displays. Except the Weaponsloadout, everything will be included in the Replacement.
Su-35: Mainlod done I will try to get a new release ready for next week, before i leave for my 2 weeks christmas holidays. Included will be the Su-27 Family Base, SU-27 and Su-34. Su-30 might get an update too...
RockofSL from the RKSL Studios has released the 12th day of his Advent Calendar 2008. Today it's about many SAM projects such as Rapier FS'B', MIM-23 Improved HAWK, MIM-72 Chaparral and SA-6 "GAINFUL"/2K12 "Kub" System.
As I explained with the Rapier FSC yesterday all the SAMs we're making are going to rely on the FCSS for their advanced functionality. I was asked yesterday what other SAMs we're making. So today we're going to show you some more SAM systems.
Each of our SAMs are modular. Each unit performs a task as it does in the real world: search Radars, FCRs and Launchers. What started with the Rapier FSC expanded to support other addon sets.
We've also begun to incorporate "tie-ins" between the FCSS and our aircraft. When we started looking at fire control and missile spamming we didn't really plan to design and build a modular system with addons that interlock together but it seems we have now. I guess you could say we've been guilty of allowing "feature creep" but trust me the creeping has been worth it. At least form my point of view. Anyway I digress, we'll cover the FCSS in more detail in a few days.