TORNADO SQUAD ITALIA
AREA PUBBLICA => MOD => Topic aperto da: [TS]Epok - 19 Settembre 2016, 18:34:01
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Assolutamente da testare
(http://images.akamai.steamusercontent.com/ugc/447358114682883438/B7F56E9F7EBF3795F0E8194B2B6A504F99880C69/)
http://steamcommunity.com/sharedfiles/filedetails/?id=660460283&searchtext=ifa3lite (http://steamcommunity.com/sharedfiles/filedetails/?id=660460283&searchtext=ifa3lite)
# What is Iron Front
It is a tactical shooter video game set in World War II Eastern Front built by AWAR - a group of former OFP and Arma modders. It was released mid 2012 as a standalone game using the Real Virtuality 3 engine also powering Arma 2: Operation Arrowhead.
The highlights:
Five outstanding terrains of various sizes
A large variety of very high quality and historically accurate units, weapons and vehicles
A German and Russian singleplayer campaign across eight missions in an authentic setting
Advanced gameplay features like the high level tank simulation, gun towing and artillery system or the realistic mine system
Great gameplay with its low tech world war 2 setting
# What is Iron Front in Arma
Our development team has ported the assets to Arma 3 to be used in the latest RV engine. This most recent version supports many of the new technologies and features of Arma 3 and is continued to be made more complete.
# What is the LITE version
Exactly the same selection of assets and features as in the FULL version.
Free version with lower quality textures and sounds.
SP missions and campaigns are not available.
Do note that it is NO LONGER fully MP compatible to the converted FULL version.
So you can play together with your friends or other players that have the FULL version and see how it goes.
We don't not endorse mixed play any longer and DO NOT ENCOURAGE to buy the Iron Front game at this point!
Read the full statement on discontinued support for the IFA conversion (IFA3 FULL).
# What is different to previous releases
Reduced to a single modfolder for simple install and use.
Available on Steam workshop for simple install and automated updating.
Bumped textures from 128x128 to decent looking 512x512 resolution (2048x2048 in FULL version).
Native TFAR support for radios available.
# Why is it called Preview version
This version contains still some issues we are aware of or some we are not aware of. However we want to provide people finally with an easy-to-use, hassle free, up-to-date and decent quality LITE version to be able to enjoy WW2 in Arma 3.
In addition we mainly more feedback on the scripted features - especially in MP environment.
Known issues:
Visual artifacts with backpacks.
Sound volume off and missing altogether for a few remaining vehicles and infantry weapons.
A few texture issues with infantry.
P47 plane stuck to the ground.
US vehicles not yet supporting PhysX and missing engine sounds therefore as well.
Effects to be improved (ie tank firing FX).
PhysX for tanks to be improved.
Shadows of various assets to be improved.
# What is there to play
Play community made missions/campaigns:
IFL44 Coop mission pack[forums.bistudio.com] by sander[forums.bistudio.com]
IF Singleplayer Mission Pack[forums.bistudio.com] by SHJ-Studio[forums.bistudio.com]
Mission repository[www.missionrepository.com] by Gunter Severloh[forums.bistudio.com]
SEOW Campaign: Zhitomir, December 1943[forums.bistudio.com] (more info[forums.bistudio.com])
Missions subforum in BIF[forums.bistudio.com]
Note: Rename the file extension[www.wikihow.com] IFA to PBO to make missions from Iron Front Standalone usable in Arma
Create your own missions with the classic editor[community.bistudio.com] or the new Eden editor[community.bistudio.com]
Try all the content in the Arsenal[community.bistudio.com]
Dynamic missions made with ZEUS[community.bistudio.com]
Blitzkrieg[forums.bistudio.com] - Dynamic game mode for SP, COOP and PvP
ALiVE[alivemod.com] (soon)
Ported missions, game modes and generic mission systems:
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La differenza tra questo e quello che abbiamo noi è che ha texture e suoni di scarsa qualità, ma non devi comprare Iron Front e tra l'altro credo ci siano incompatibilità tra una versione e l'altra
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Si infatti, non è lo stesso che abbiamo utilizzato noi?
Che io sappia lo sviluppo del mod era passato dal tizio che lo ha importato su A3 a Giallustio, ma poi non so se è andato avanti o meno... :scratch: :scratch: :scratch:
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Con questa mod ho trovato questa
http://steamcommunity.com/sharedfiles/filedetails/?id=702326573&searchtext=ifa
(http://images.akamai.steamusercontent.com/ugc/258209380334261202/4282E1D7B2D248B804D377E03498267E927D1E61/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)
[SP/COOP12] D-DAY
Single Player - Coop 12
6 Giugno 1944,
OMAHA BEACH
Sbarco in Normandia D-DAY
*PER GIOCARE IN SINGLE PLAYER USARE IL TEAM LEADER*
Situazione:
Dal film "SALVATE IL SOLDATO RYAN"
Siamo a bordo del LCVP in arrivo sulla spiaggia di OMAHA BEACH dove sbarcheremo per elimiare le forze tedesce presenti,molti bunker nemici con mitragliatrici MG42 e mortai 81MM.
Sara' dura farsi strada,ogni singolo granello di sabbia e' stato messo sotto tiro dai tedeschi,ma la prima ondata e' gia sbarcata quindi forse abbiamo una possibilita'!
Obiettivi:
- APRIRE IL VARCO DOG ONE:
Sbarcare sulla spiaggia e eliminare i 4 bunker e tutter le forze nemiche tedesche presenti,in modoche' i carri alleati possano passare.
- SALVARE IL SOLDATO RYAN:
Trovare il soldato Ryan e la sua squadra,rifornirsi con le poche armi rimaste nella zona.
-LIBERARE LA CITTA' DAI TEDESCHI:
Eliminare tutte le forze nemiche tedesche presenti nella citta'(molti mortai da 81MM e carri SHERMAN
-Zona Rifornimenti
-Slot Spettatore
-Armi e uniformi fedeli all'epoca
-Mappa reale OMAHA BEACH
MOD RICHIESTE:
-IFA3LITE
- WW2_units_mass
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C'è anche un server King of the Hill che si chiama King of the Hill 1944 By Sa-Maria :gayz:
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Anche questa sul D-Day deve essere interessante:
http://steamcommunity.com/sharedfiles/filedetails/?id=697450475&searchtext=ifa3lite (http://steamcommunity.com/sharedfiles/filedetails/?id=697450475&searchtext=ifa3lite)
(http://images.akamai.steamusercontent.com/ugc/262712703874190683/A967C445D7523ECE6514F899091CC6136C861EC0/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)
Omaha Beach. June 6, 1944.France. D-Day is here! You are landing as part of 16th RCT to beach FOX GREEN in the second wave. News from the first wave are already grim, and as your landing craft becomes stuck at a flood gate, it is about to get worse.
The beach is well defended. Germans knows you are coming. Every inch of the beach is under fire. Unless you exit the beach fast, your personal second front will become to a very quick end...
Tags: WW2. Omaha Beach. D-Day. Iron Front.
Features:
-------------------------------------------------------------------------
- Omaha beach scenario!
- COOP up to 14 players
- Dedicated / Hosted compatible
- Zeus integration! Spice the landing and rest of the scenario for your comrades (optional. With Z mission is for 15).
- Grp respawn, Psycho revive.
- FHQ Tasktracker, Tonic viewdistance
- Custom voicework and battlefield sounds.
Please keep in mind the IFA3 is still in alpha and is a preview version. It has many bugs. Please report them to IFA3 team rather than in this thread (check relevant forum/thread in their ws page).
THIS MISSION REQUIRES FOLLOWING MODS:
---------------------------------------------------------------------------
IFA3 Lite Preview
CBA A3
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http://steamcommunity.com/sharedfiles/filedetails/?id=344418901&searchtext=ifa3lite (http://steamcommunity.com/sharedfiles/filedetails/?id=344418901&searchtext=ifa3lite)
(http://images.akamai.steamusercontent.com/ugc/36355800668440213/417E5DA40368E10DB069F3CE44F0B2E2729A98E5/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)
Colleville Assault - Iron Front Arma 3 - SP/Coop 45
Platoon level combined arms mission, your duty is to take the strategical town of Colleville.
Playable units:
4 infantry squads
1 Sherman
1 P-47
1 mortar
High command module RTS style available too to control the AI
I really recommend you to play this mission at a difficulty level of not below veteran, otherwise all the orienting part and realistic features will be missing, making the mission too easy and ruining the atmosphere of costant peril that real soldiers faced back in WWII.
!MOD REQUIRED! last version of Iron Front on A3 + D-Day DLC or IFA3 lite
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scarico dal workshop vediamo com'è
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Ma funziona bene con gli ultimi aggiornameti di A3? :dunno:
Sapevo che c'erano diversi problemi... :scratch: :scratch: :scratch:
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ci ho fatto una missione su un server francese, una domination, caricando solo quella mod..giarava tutto bene, non vorrei dire una cavolata ma guardando anche nel virtual mi e' sembrato un po povero di mezzi ed armi, però è fatto tuto bene
p.s.
La mod scaricata dal workshop è di 1.8 giga e comprende anche 5 mappe
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Si non c'è molto ma sembra sufficiente per entrare nell'ambientazione.
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A me questa ambientazione mi fa :rulez: :rulez: :rulez: :rulez:
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Changelog - Preview v12
Highlights
~ Updated: massive revision of all tanks thanks El Tyranos!
~~ Changed: replaced overly complex and error prone scripted penetration and damage system by AWAR with new A3 technology.
~~ Changed: dropped old custom scripted destruction FX - will be replaced with more optimized and latest technology in the future.
~~ Fixed: damage simulation wonkey and bugged in MP.
~~ Changed: armor thickness values for the new A3 technology.
~~ Changed: major revision of PhysX configuration to improve driving behavior.
~~ Added: Fire from Vehicles (FFV) for tank crew (ie binocular use when turned out).
~~ Added: FX (smoke, fire, sparkles, sound) on tank engine destruction.
~~ Added: A3 head lights technology.
~~ Added: smoke dischargers for German tanks.
~~ Added: Sherman bow MG's sight.
~~ Added: StuG cargo proxies.
~~ Added: EDEN/Virtual garage compatibility.
~~ Changed: FFV loaders now face turret's rear.
Full summary:
https://docs.google.com/document/d/1-sQKISYTR37_Aq6MYr85TsNkHxUY9HVDb3UQVUSkN3M/edit
Features
~ Changed: made it possible to tow 61k guns by default.
~ Fixed: adjustable sights in tanks - missing LIB_ tag for variables/classes of sights.
~ Changed: turret position is no longer used as variable for reload speed in CRS.
Gameplay
~ Changed: tweaked infantry weapon recoil according to Adanteh and Gunther.S version.
~ Updated: PhysX configuration of Panther and Tiger thanks to RedPhoenix!
~ Changed: re-enabled tanks explosion for visual purpose.
~ Changed: reactivated secondaryExplosion with tanks again for now.
~ Changed: reduced fuelExplosionPower considerably for tanks.
~ Changed: tweaked AT Mines hit values.
~ Changed: tweaked AT Rockets hit values.
~ Changed: tweaked AT grenades hit values.
~ Fixed: forgot to remove explosionForceCoef = 5;.
Performance
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Content
~ Added: new trench models by Shemich!
~ Added: WW2 style compass and watch.
~ Added: US Pilot and US Tank crew helmets.
~ Added: animated zeroing for Thompson.
~ Fixed: Maxim rate of fire was too low.
~ Changed: tweaked ROF of FlaK 38 X4 gun.
~ Changed: adjusted mines (damage, scopes, mass, descriptionShort).
~ Added: Mines vehicles icon/library.
~ Fixed: Opel Blitz wheels springs issue.
~ Fixed: faulty uniform texture assigned in hiddenSelectionsTextures of LIB_SOV_gun_lieutenant.
~ Fixed: Schütze clothing has no shoulderstraps.
~ Fixed: SPG Crew Hat has texture problems.
~ Fixed: upgraded launchers rockets to A3 standards.
~ Fixed: animated trigger for MP40.
~ Fixed: HitFuel armor of tanks set to 2.
~ Fixed: HitPoints turret definition for SdKfz 7 AA.
~ Fixed: missing modes definition for LIB_Maxim_M30.
~ Fixed: Zis-3 wheels axis was faulty.
~ Fixed: removed fixed ViewPilot of Kfz1_MG42.
~ Removed: LIB_ACC_M1903_NoFS completely.
~ Fixed: some backpacks had no Landcontact.
~ Fixed: degenerated face on WW2_FlaK_38_destruct_chassis.p3d causing binarise to crash.
~ Removed: unnecessary named properties of autocenter and LODNoShadow from ShadowVolume LODs for WW2_FlaK_38_destruct_chassis.p3d.
~ Fixed: one component that wasn't convex in fire geometry and adjusted fire geometry to more accurately fit the other other geometries for WW2_FlaK_38_destruct_chassis.p3d.
Reskins
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AI
Sounds
~ Changed: insideSoundCoef to LIB_Tank_base.
~ Changed: turrets servos standardised to powered sound/handcranked sound for SU85 and StuG III.
Effects
~ Added: particle effects for tanks secondary weapons.
~ Fixed: standard BI firedEH call for tanks.
Interface
~ Added: optional mod to revert IFA3 all GUI changes.
~ Fixed: missing absolute interface positioning for LIB_PzKpfwVI_E.
~ Fixed: low qaulity optics textures (moved to correct container).
Scripting
~ Fixed: faulty custom sub class name used in vehicle damage visualization and processing.
~ Changed: weapon recoil animation is no longer to be scripted for tanks.
~ Changed: disabling now malfunctioning system to lock dummy turrets (for binocular) causing gunner turret also locked.
Editor
~ Added: mines as vehicle type (for editor placement or scripting use).
~ Updated: weapons and optics to hide to 1.64 state.
~ Updated: vehicles to hide to 1.64 state.
~ Updated: mpmissions class names to 1.64 state.
~ Updated: campaign class name to 1.64 state.
~ Changed: made stock A3 infantry magazines scope=1 to be hidden from ammo crates with dynamically generated content.
Arsenal
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Zeus
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Servers
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Compatibility
~ Changed: made backblast effect not executed when ACE3 is active.
~ Changed: disabled killed EH for LIB_Tank_base.
~ Removed: obsolete fired EH code of tanks.
~ Improved: coding of Towing system. Configuration is now config based.
~ Fixed: cfgPatches classes must be kept for backwards compatibility!
~ Added: dummy scripts for backwards compatibility.
~ Updated: preloadAddons.
~ Updated: cfgPatches header in many configs.
~ Updated: turret HitPoints inheritance in LIB_Tank_base to inherit from Tank_F.
~ Fixed: M3 Halftrack hitpoints inheritance from LIB_Wheeled_APC_base.
~ Fixed: SdKfz251 hitpoints inheritance from LIB_Wheeled_APC_base.
~ Fixed: SdKfz7 hitpoints inheritance from LIB_Wheeled_APC_base.
~ Improved: bomb ammo classes inheritance.
~ Improved: inheritance of AA ammo classes.
~ Improved: ammo inheritance with the introduction of LIB_Shell_base and LIB_ShellAPCR_base sublayer.
~ Changed: base class name of ShellBase_HE to LIB_ShellHE_base.
~ Improved: inheritance of LIB_ShellHE_base and its subclasses.
~ Improved: magazine inheritance with the introduction of LIB_HE_VehicleMagazine_base sublayer.
~ Improved: magazine inheritance with the introduction of LIB_APCR_VehicleMagazine_base sublayer.
~ Improved: magazine inheritance with the introduction of LIB_AP_VehicleMagazine_base sublayer.
~ Improved: magazine inheritance with the introduction of LIB_Bomb_VehicleMagazine_base sublayer.
~ Improved: weapon inheritance with the introduction of LIB_CannonCore base sublayer.
~ Improved: weapon inheritance with the introduction of LIB_TankCannon_base sublayer.
~ Improved: weapon inheritance with the introduction of LIB_NotLoadedCannon_base sublayer.
~ Improved: weapon inheritance with the introduction of LIB_TankHECannon_base sublayer.
~ Improved: weapon inheritance with the introduction of LIB_TankAPCRCannon_base sublayer.
~ Improved: weapon inheritance with the introduction of LIB_TankAPCannon_base sublayer.
~ Improved: weapon inheritance with the introduction of LIB_AntiAirCannon_base sublayer.
~ Improved: weapon inheritance with the introduction of LIB_MortarCannon_base sublayer.
~ Improved: weapon inheritance with the introduction of LIB_PlaneCannon_base sublayer.
~ Improved: weapon inheritance with the introduction of LIB_PlaneMGun_base sublayer.
~ Improved: weapon inheritance with the introduction of LIB_TankMGun sublayer.
~ Changed: weapon class LIB_MG42 to LIB_MG42_Veh with unique magazine type.
~ Changed: weapon class M2 to LIB_M2 and improved inheritance.
~ Fixed: AZP85 to serve as pure base class.
Translation
Tech details
~ Changed: moved Animation_Source_Group definitions to StaticWeapon gun configs.
~ Added: material to fire geometry and tweaked to match the model better.
~ Added: wreck LOD for all tanks.
~ Added: missing hitpoints in HitPoints LOD.
~ Added: HitFuel hitpoint to LIB_Tank_base.
~ Added: hitpoints definitions to LIB_Tank_base.
~ Changed: made all hitpoints/armor values inherited from LIB_Tank_F.
~ Changed: hitpoints/hitboxes names set to English.
~ Fixed: Engine HitPoint destruction effects.
~ Fixed: hitpoints LOD clean up/standardisation.
~ Removed: deprecated hitpoints for destroyed turret proxy base class.
~ Removed: hitpoints definitions from tanks.
~ Removed: deprecated bones from Fire Geometry and HitPoints LODs.
~ Fixed: AT shells cleanup + new hit and caliber values to match tanks upgrade.
~ Changed: made FFV LIB_Tank_base inherited.
~ Fixed: FFV angles were too narrow.
~ Fixed: Panzer 4 loader was not comptible with FFV.
~ Fixed: some turned out tanks machine gunners couldn't fire anymore.
~ Added: made tanks ready to damage hidable tracks.
~ Added: reticle AnimationSources and animations.
~ Added: specific anim for Sherman recoil.
~ Added: specific anim for JS2 back MG.
~ Added: engine_smoke memory point for engine destruction FX.
~ Added: hull now have "zbytek" name selection for visual damages.
~ Added: numberPhysicalWheels values.
~ Changed: all turrets parts are now merged in octocvez (A3 standard).
~ Changed: all gun masks are now merged in otochalven (A3 standard).
~ Changed: all hull parts are now merged in one “hull” named selection (no engine purpose).
~ Changed: tanks destrType.
~ Changed: armorStructural to default value.
~ Changed: adjusted landcontact LOD.
~ Changed: land contact LOD remade to match BIS models.
~ Changed: land contact to match BIS models.
~ Changed: made tanks armor values to A3 B_MBT_01_TUSK_F ones.
~ Changed: Armor plates density set to 8600.
~ Changed: standard A3 zeroring configuration for the Sherman.
~ Changed: tweaked mass distribution.
~ Changed: springs updated to Red Phoenix's calculator values.
~ Changed: moved tracks and wheels bones to “WW2_Tank_Skeleton” in model.cfg.
~ Changed: StuG III AnimationSources are now matching new namedselections.
~ Changed: skirt and shields are now one named selection.
~ Changed: missing zasleh on all tanks/all zasleh to A3 standards/all zasleh standardised between tanks.
~ Changed: all zasleh/recoils are handled in WW2_Tank class.
~ Changed: Wheels inheritance set to WW2_Tank + deleted decprecated anims for wheels and damageHide.
~ Changed: Resolution LODS names to ArmA3 Standard (123456 instead of 012345).
~ Changed: Moved wheels animations to "WW2_Tank" class.
~ Changed: enhanced model.cfg dependencies.
~ Changed: "scope=1" to useless classes after Eden compatibility.
~ Changed: removed german tanks shields and skirts selections and made them 1 selection (“shields” for STUG III and “skirt” for King Tiger and Panther) for EDEN compatibility.
~ Changed: removed Panzer IV H shields selections and made them 1 selection (“shields_hull” and “shields_turret”) for EDEN compatibility.
~ Fixed: missing hitboxes in Fire Geometry LOD.
~ Fixed: set all trackspeed values to 1 to correspond to actual wheels rotation speed and prevent tracks texture desynchronisation.
~ Fixed: reinforced armor and better setup for further armor tweaking.
~ Fixed: removed T34 85 turret definition in config as there is no counterpart in 3D.
~ Fixed: removed Panzer IV H turret definition in config as there is no counterpart in 3D.
~ Fixed: loader/machinegunner proxies naming and position issues for JS-2.
~ Fixed: base IF main head lights were faulty.
~ Fixed: all headlights are now working.
~ Fixed: various proxies adjusments.
~ Fixed: Faulty path \a3\data_f\penetration\default.rvmat in tank p3d.
~ Fixed: Hatches issues.
~ Fixed: Panzer VIB cargo get in/cargo dir memory point clean-up.
~ Fixed: model.cfg wheels skeleton made more specific to avoid some log spam.
~ Fixed: some destruct tower models required anims that did not exist anymore.
~ Fixed: missing sections in WW2_Tank.
~ Fixed: T34/76 driver"s hatch angle.
~ Fixed: Sherman's commander hatch anim angle issue.
~ Fixed: LIB_Wheeled_APC_base fixed to A3 APC_Tracked_03_base_F armor values.
~ Fixed: bugged frictionVsSlipGraph definition.
~ Fixed: reverse speed adjusments.
~ Fixed: revised wheelcircumferences.
~ Fixed: mainheadlight was missing from tanks sections.
~ Fixed: JS-2 gun was misaligned in memory LOD.
~ Fixed: Vickers tracks anim.
~ Fixed: Viewcargo LOD for Sherman.
~ Fixed: Panzer IV H section inheritance.
~ Fixed: Tiger tracks shadow issue.
~ Fixed: Stug muzzle flash issue.
~ Fixed: wheels clean up in memory LOD.
~ Fixed: JS2 right wheels were not aligned with left wheels.
~ Fixed: Tiger 2 right wheels were not aligned with left wheels.
~ Fixed: missing AnimationSources for EDEN compatibility.
~ Fixed: changeGearMinEffectivity values had too much decimals.
~ Fixed: expanded all torque curves based on RedPheonix's values.
~ Fixed: faulty or missing reticle points in memory LOD.
~ Fixed: animated sights.
~ Fixed: cleaned up geometry LOD for trucks/cars/wheeledAPCs.
~ Fixed: driver hatch anim issue in T34 ViewDriver LOD.
~ Fixed: T34 drivers could see outside when turned out.
~ Fixed: missing reticle points in memory LOD.
~ Fixed: reticle_h_axis angle was wrong.
~ Fixed: JS2 and Sherman reticle axis definition in model.cfg.
~ Fixed: missing reticle axis namedselection in memory LOD.
~ Fixed: JS-2 reticle animations.
~ Fixed: King Tiger last wheel anim.
~ Fixed: Wheel reference not initialized.
~ Fixed: mines ammo review.
~ Fixed: center of mass was too foward.
~ Fixed: mass distribution in geometry LOD.
~ Fixed: Panzer IV H mass distribution.
~ Fixed: bouncing wrecks.
~ Fixed: Sherman wreck had no collision.
~ Fixed: visual name of HitTracks changed to save namedselections.
~ Fixed: anim error on Panzer IVH.
~ Fixed: all zasleh/recoils set to ArmA 3 standards.
~ Fixed: anim issue for T34-76 commander hatch.
~ Fixed: octochalven selection in geolod for gunparticles compatibility.
~ Fixed: all zasleh set to ArmA 3 standards.
~ Fixed: PzKpfw IV H main zasleh selection changed to zasleh_3.
~ Fixed: Recoil anim source changed to reload.
~ Fixed: Hatches animations cleanup.
~ Fixed: tracks in Geometry Phys LOD were touching the ground (better handling).
~ Fixed: crew hitboxes of JS-2 are now boxes.
~ Fixed: Tiger tank Shadow LOD cleanup.
~ Fixed: most of turrets hitboxes were wrong.
~ Fixed: memory LOD cleanup.
~ Fixed: remaining tracks named selections cleanup.
~ Fixed: T34/76 turret hitbox missed bottom part.
~ Fixed: missing wheels named selections on lod 3-4-5-6 of kingstiger.
~ Fixed: missing wheels named selections on lod 2-3-4-5 of SU-85.
~ Fixed: driver/cargo view angles were faulty.
~ Fixed: squared Sherman gunner sight.
~ Fixed: missing ViewCargo/Gunner/Driver LODs.
~ Fixed: Sherman turret axis was faulty + empty gunner LOD.
~ Removed: StuG III zoom for gunner's optic.
~ Removed: tracks in Geometry Phys LOD.
~ Removed: "visual_" named selections in resolution LODs.
~ Removed: missed Stage 2 cleanup.
~ Removed: all references to former binoculars system.
~ Removed: PzKpfw IV H binTurret anims.
~ Removed: Deprecated binturret anim.
~ Removed: Deprecated reload anim.
~ Removed: former binoculars proxies.
~ Removed: wheels proxies from ADS.
~ Removed: ViewCargo LODS when they where duplicates of resolution LOD1.
~ Removed: deprecated section for JS-2.
~ Removed: gun and turret memory point in Panzer 4 memory LOD.
~ Removed: deprecated turret/gun bones.
~ Removed: "visual_" named selections.
~ Removed: edit lods that were all useless/old.
~ Removed: duplicated wheels in FireGeometry LOD after Stage 1.
~ Removed: all deprecated namedselection in FireGeometry LOD.
~ Removed: turret rings hitboxes when not visible (made them too strong at weak point).
~ Removed: double turret ring on some tanks (made them too strong at weak point).
~ Removed: deprecated animation sources for all tanks configs.
~ Removed: deprecated Bin Turret references in model.cfg.
~ Removed: forgotten ADS anim for PzKpfw VI B.
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Con questa mod ho trovato questa
http://steamcommunity.com/sharedfiles/filedetails/?id=702326573&searchtext=ifa
(http://images.akamai.steamusercontent.com/ugc/258209380334261202/4282E1D7B2D248B804D377E03498267E927D1E61/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)
[SP/COOP12] D-DAY
Single Player - Coop 12
6 Giugno 1944,
OMAHA BEACH
Sbarco in Normandia D-DAY
*PER GIOCARE IN SINGLE PLAYER USARE IL TEAM LEADER*
Situazione:
Dal film "SALVATE IL SOLDATO RYAN"
Siamo a bordo del LCVP in arrivo sulla spiaggia di OMAHA BEACH dove sbarcheremo per elimiare le forze tedesce presenti,molti bunker nemici con mitragliatrici MG42 e mortai 81MM.
Sara' dura farsi strada,ogni singolo granello di sabbia e' stato messo sotto tiro dai tedeschi,ma la prima ondata e' gia sbarcata quindi forse abbiamo una possibilita'!
Obiettivi:
- APRIRE IL VARCO DOG ONE:
Sbarcare sulla spiaggia e eliminare i 4 bunker e tutter le forze nemiche tedesche presenti,in modoche' i carri alleati possano passare.
- SALVARE IL SOLDATO RYAN:
Trovare il soldato Ryan e la sua squadra,rifornirsi con le poche armi rimaste nella zona.
-LIBERARE LA CITTA' DAI TEDESCHI:
Eliminare tutte le forze nemiche tedesche presenti nella citta'(molti mortai da 81MM e carri SHERMAN
-Zona Rifornimenti
-Slot Spettatore
-Armi e uniformi fedeli all'epoca
-Mappa reale OMAHA BEACH
MOD RICHIESTE:
-IFA3LITE
- WW2_units_mass
Facciamola!!!
:sborr: :sborr: :sborr:
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Almeno questo mod a differenza dell'altro continuano a svilupparlo... :sisi:
Proviamolo :sborone:
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C'è Iron Front a 2 euro, just for info
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Aggiornamento: 5 dic alle 21:12
Highlights
~ North Africa factions thanks to Lennard! Summary: {COLLEGAMENTO RIMOSSO}
~ Civilian and French FFI factions by Joarius, reyhard and BI!
~ Planes upgraded to A3 standards and with PhysX
~ GMC trucks upgrade to A3 standards (working PhysX and engine sounds)
~ New custom faces by Lennard!
~ Schiessbecher Kar 98 grenade launcher by Lennard!
~ New German winter assets and variants by Lennard!
~ New Russian winter uniform variant by Lennard!
~ Lowered CfgAISkill maximums akin and thanks to ACE3 team!
~ Rifle grenade system thanks to Adanteh!
~~ Works with "silencer" type items.
~~ If a empty cup is equipped as silencer on any weapon that supports it, it will show "Reload Pz.Gr. 40" as normal.
~~ That will switch out the empty "silencer" for a silencer with ammo. Firing the weapon will launch the grenade and replace the silencer by an empty one again.
~~ Only adds/removes actions if both ammo and proper attachment are present. No hardcoded classnames, so should be good enough to support any sort of rifle grenade setup.
Features
~ Changed: made bolting also work with remoteControl.
~ Added: random headgear handling for Deutsches AfrikaKorps units (DAK).
~ Added: US soldiers are now compatible with ArmA 3 insignias system ("ranger" named selection is now named "insignia").
~ Changed: made the WW2 style compass and watch optional (opt-in).
~ Added: WW2_Core_c_Optional_HideFromEditor_ClothingWeaponsItems_c now hides ArmA Vanilla insignias in Arsenal.
Gameplay
~ Added: binocular to tank crews.
~ Fixed: removed radio from NKVD units.
~ Fixed: standardized damage material (bisurf) files to A3 standards.
~ Fixed: forced planes bombs lock options to 0.
~ Fixed: first iteration of tweaked tanks - armor/PhysX/AT shell damage - by Alan.
~ Fixed: refined AP/APCR Shells by Alan!
~ Improved: AP/APCR/HE Hit and airFriction final values by Alan!
~ Fixed: tanks armor values.
~ Fixed: AT rockets hit values.
~ Improved: AT grenades now have a better penetration capacity.
~ Fixed: increased T34/76 and Sherman AP Shell damages.
~ Fixed: tweaked tanks reload speed.
~ Fixed: tanks PhysX refined.
Performance
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Content
~ Added: North Africa Update Factions (Afrikakorps, US North Africa Corps, US 2nd Ranger).
~ Added: North Africa Update CfgUnitInsignia.
~ Added: North Africa Update Deutsche Afrika Korps faction and gear.
~ Added: North Africa Update US 2nd Ranger faction and gear.
~ Added: North Africa Update US North Africa Corps faction and gear.
~ Added: North Africa Update tanks textures compatibility with EDEN.
~ Added: North Africa Update wheeled APCs textures compatibility with EDEN.
~ Added: North Africa Update wheeled vehicles textures compatibility with EDEN.
~ Added: North Africa Update static weapons textures compatibility with EDEN.
~ Added: North Africa Update planes textures compatibility with EDEN.
~ Added: North Africa Update DAK Pith Helmet.
~ Improved: DAK units have a more realistic setup (no more Panzershreck nor G43).
~ Added: new number variants (white) for German tanks.
~ Added: German sniper's winter uniform variants by Lennard!
~ Added: winter headwrap by Lennard!
~ Added: last possible German A-Frame variant (mess kit only).
~ Added: bigger empty backback versions (hidden by default).
~ Fixed: overloaded infantry classes (some of magazines weren't stored in soldier vest or uniform).
~ Changed: all tank and static gun sights have now the high quality texture even in the LITE version.
~ Fixed: Carabine M1 normal maps showed stripes on the barrel.
~ Fixed: tweaked Mosin's bayonet position.
~ Fixed: missing texture on 2 faces of Russian cap's LOD5.
~ Removed: shadow LOD camo namedselection on German medic bag.
~ Fixed: SVT-40 Top proxy path.
~ Fixed: visual glitch on German net helmet.
~ Fixed: G43's resolution LOD 5 remade to use other LODs texture.
~ Fixed: SVT40 top proxy.
~ Fixed: bayonet rail had one side missing on K98 series.
~ Fixed: more realistic 3D for G33/40.
~ Added: new G33/40 texture.
~ Fixed: US Captain Helmet strap had a wrong texture.
~ Added: 2nd Ranger insignia.
~ Fixed: PanzerFaust Geometry LOD had no mass.
~ Fixed: Pak40 gun vertical axis was faulty.
~ Fixed: drivingwheels max turn angles.
~ Fixed: Zis-3 sight was not moving verticaly.
~ Fixed: big church geometry.
~ Fixed: US version of P39 is to have US weaponry.
~ Fixed: Willys & Zis-5 right hands are now stick to the gear lever.
~ Fixed: Pak40 & Zis-3 Gunners can now leave optic view.
~ Improved: some drivers are now moving their hands while driving.
~ Fixed: MG42 tripod gunner's is now ejected when killed.
~ Fixed: prepared headset to be available as glasses/NVG - still require 3D adjusments.
~ Fixed: Kfz1 ViewPilot FOV was too narrow.
~ Fixed: cars spawned with vanilla medikit.
~ Fixed: tanks headlights color.
~ Fixed: car and trucks headlights.
~ Fixed: PhysX adjusments to Panzer VI B.
~ Fixed: tracer color.
~ Improved: Flak 38 shields can now be customized in Eden.
~ Fixed: some glasses are now available on NVG slot.
~ Fixed: new GER riflemen variants were wearing STG/MP40 mag pouches.
~ Fixed: Missing shoulder patch for US Private 1st Class.
~ Removed: schiesbecher is no more compatible with G33/40 as it would not fit in real life.
~ Added: GMC trucks headlights.
~ Added: GMCs are now PIP compatible.
~ Fixed: GMCs are compatible with PhysX.
~ Fixed: GMCs sounds.
~ Fixed: GMCs memory LODs - enhanced some PhysX memory points position.
~ Fixed: GMCs landcontact LODs.
~ Improved: GMC Trucks shadow LOD.
~ Fixed: planes cabins transparency was faulty.
~ Fixed: planes sights are now aligned and have a parallax effect.
~ Fixed: planes mirrors are now PiP.
~ Fixed: planes pilots now have animated sticks and hands.
~ Fixed: FW190 compatibility with PhysX.
~ Fixed: FW190 propeller shadow and glass transparency issue.
~ Fixed: JU87 compatibility with PhysX.
~ Fixed: Ju87 PIP fov.
~ Fixed: P-39 compatibility with PhysX.
~ Fixed: P-39 front wheel was disapearing too early.
~ Fixed: P-47 compatibility with PhysX.
~ Fixed: Pe2 compatibility with PhysX.
~ Fixed: PE-2 Belly Gunner now has its own name to avoid confusion.
~ Fixed: PE-2 belly gunner now uses ViewCargoLOD instead of GunnerLOD.
~ Fixed: PE-2 gunners can now look outside their optic.
~ Fixed: redone PE-2 cargo LOD to allow belly gunner to look outside his optic.
Reskins
~ Added: new textures variants for StuG III, SdKfz 251, Panzers V and IV H by Alan!
~ Added: new textures variants for Opel Blitz, SdKfz 251, Panzer VI B, VI E, IV H by Joarius!
~ Added: captured T34-76 Tarn 52 variant by Joarius!
~ Added: 29 rekinned airplanes textures by Lennard!
~ Added: Tiger camo variants by Lennard!
~ Added: Flak, FlakVierling, Zis-3 and Panzerschreck winter variants by Lennard!
~ Added: winter reskin to M4A3 subvariant.
~ Added: camo selections to Opel radio and Radar trucks.
~ Added: camo selections to GMC trucks.
~ Added: camo selections to P47.
~ Improved: Medic uniform now has insignia selection.
~ Fixed: Winter SdKfz 7 AA had a summer Flak 38 texture.
~ Fixed: missing tracks definition in Winter reskins of some tanks.
~ Fixed: GER ww2_soldier3 hiddenselection.
~ Fixed: camo hiddenselection on German sniper's viewpilot LOD was missing.
~ Fixed: Wehrmacht officier cap hiddenselections[] value was missing.
~ Fixed: DP28 camo selections were faulty.
~ Fixed: wrong faction definition in some vehicles textureSources classes.
~ Fixed: U_LIB_SOV_Strelok_2_w uniform naming.
~ Added: custom displayName for Winter plane variants.
~ Changed: disable non winter specific crew definitions.
~ Removed: textures provided by Lennard without according license for commerical use.
AI
~ Added: ammo specific aiAmmoUsageFlags configuration to guide AI on meaningful use.
~ Fixed: faulty airLock in infantry ammo.
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Hanno inserito anche il Fronte del'Africa? La cosa si fa interessante... :ghgh: :ghgh: :ghgh:
Anche perchè l'unico gioco che aveva un fronte africano decente è stato (che io sappia) il primo Red Orchestra con il mod Mare Nostrum (http://store.steampowered.com/app/1230/?l=italian), dove tra le altre cose era possibile utilizzare anche le italiche truppe... :alesisi:
Comunque dire che va provato sicuramente... :pugno:
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Molto bene!