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Post by Sa8Gecko on Apr 3, 2009 8:00:38 GMT -5
Here's the link for the 'new' version of MCAR engine. It was sitting in my hard disk for a long time and so I decided to release it. I didn't check it a lot; if some error pops up please let me know. rapidshare.com/files/216935434/MCAR_engine_9.4.zip.htmHere are the links to the SA-10 launchers, which I've fixed a little: a lot less CTDs and now the launchers fire even if you aren't watching them. And also the SA-9 Gaskin going with the 9.4 version of the engine, with some minor tweaks. If you have a previous version you can still use it, no need to upgrade if you prefer it to the new one. Model hasn't changed, just flares are a little more efficient in deviating the missile and the missile itself uses an IR like guidance code, rather than the more efficient, but not so close to reality, proportional navigation one it used before. SA-10: rapidshare.com/files/216935440/MCAR_SA-10.zip.htmlSA-9: rapidshare.com/files/217407828/MCAR_gaskin.zipHere's the link for the whole three of them, if you want them all and don't want to wait a quarter of an hour between downloads: rapidshare.com/files/217407829/MCAR-9.4-and-vehicles.zipThese files will be available for 60 days starting today. For a re-upload, post a message below. Unzip the files in your addon folder. MCAR_engine_9.4.zip contains a mission folder to calculate MCAR parameters via a dialog interface (still experimental): instructions included. EDIT> The Gaskin was not working and causing problems if you didn't have also the MCAR humvee in your addons directory. This should have been fixed and of consequence the links above have been updated.
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Post by Sa8Gecko on Apr 13, 2009 7:25:09 GMT -5
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Post by Wustenfuchs on Jun 16, 2010 16:21:52 GMT -5
Hey, could you please re-upload, and latest M151A1C also. Thanks
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Post by Sa8Gecko on Jun 16, 2010 23:44:04 GMT -5
Just give me a couple of days to dig the files out, cause I don't have OFP installed any more.
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Post by Sa8Gecko on Jun 17, 2010 0:58:05 GMT -5
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Post by Wustenfuchs on Jun 17, 2010 4:55:03 GMT -5
Thank you very much, really appreciated. Great addons. Couldn't find them anywhere on the internet, good to know your site is still up Regards.
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Post by Wustenfuchs on Jun 17, 2010 6:44:29 GMT -5
I have found one problem thou: when you are driver (SA-10 Grumble), you can't see through window because driver position is too low. Back seat view is OK.
Any solution ?
Thanks
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Post by Sa8Gecko on Jun 17, 2010 13:17:12 GMT -5
I reinstalled OFP and tested all of the three SA-10 launchers and the driver view works just fine: perhaps you have an addon conflict? I have only MCAR in my addon folder (as I just reinstalled the program). Gunner view of course won't work because the AI has to be the gunner to engage at max distance. The solution, if you don't have many other addons, may be to remove them all, see if then the launchers work fine (they should) and proceed to move back the addons one by one or two by two, and check if then the SA-10s are still ok. Because the other solution, if you are able to do it, would be to edit the launchers' p3d models rising the driver position in the View-Cargo LOD. By the way, is the driver sitting in the right place when you see the launchers from outside?
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Post by h- on Jun 17, 2010 14:20:21 GMT -5
This can be the old "bug" with some addons, you can get it happen in Arma1/2 too if some addons conflict. Can't remember what causes it but some addons may have some minor config fault or something causing that. Disabling all non-MCAR addons one by one should lead you to the culprit.. Of course that might be a tad tedious if you have tons of addons installed
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Post by Wustenfuchs on Jun 17, 2010 14:37:34 GMT -5
Thanks for the answers, now addons work fine if I use them in vanilla flashpoint (goty version), but when I use FFUR mod, driver position is not correct anymore (driver is on its place but much lower). Anyway I also have bunch of addons, so I must decide what to do now
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Post by Sa8Gecko on Jun 17, 2010 15:12:29 GMT -5
probably it's just FFUR that's causing the problem, as as you mentioned it, I remembered someone else already said something about FFUR messing up MCAR in the BIS forums. So, if you want to keep FFUR, you have either to raise the proxy in the SA-10 models (but I don't know if the ones I uploaded are mlod or odol format), or get along with the bug (best, as long as there's no other error). The only thing I could do to solve the bug is to change the driver proxy model in the launchers: maybe substituting it with a BMPdriver one (I think the SA-10 uses SCUDdriver) could solve the problem, but I guess the feet of the driver would be visible outside the model. If you want to do that, feel free to modify the models as you wish. As long as you don't change the total number of cargo proxies or their position, changing the driver proxy with another won't do any harm and the scripts will still work OK.
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Post by Wustenfuchs on Jun 17, 2010 15:32:15 GMT -5
For me, the best idea would be to replace old stock Scud with your S-10. That means to add your entries instead current ones in config.cpp (ffur), under cfgvehicles and change your class to scud:ural as it is now.
Now, is it possible to work that way, with no script errors etc..or scripts are tied to class name ?
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Post by Sa8Gecko on Jun 17, 2010 23:35:02 GMT -5
I'm not expert of total conversion mods like FFUR, but I guess it's possible: if the name of the vehicle is changed though (for example from 'MCAR_SA10' to 'FFUR_SA10'), as well as weapon names, this has to be written in the stringtable.csv that comes along the MCAR addon, as this file (stringtable.csv) is used by the MCAR engine to properly set up the vehicle in game. If this file doesn't have the correct name for the vehicle, as well as the correct weapon name, number of proxies etc, there will be bugs popping up all over the place. It's not that it's difficult to set up a proper stringtable.csv file: it's quite easy infact, and there should be instructions still available somewhere here. The real best thing to solve the driver problem once and for all would be to make a 'dedicated' (model and config) driver for the SA-10, so that total conversion mods like FFUR replacing soldiers models won't interfere with it. It should be rather easy: just pick the scuddriver model from the BIS vanilla game, copy it in the SA-10 pbo changing its name perhaps in MCAR_SA10driver, put the relevant entries in the SA10 config.cpp and you're done.
EDIT: of course you have to check which proxy is used for the driver by the SA10 model and replace it with the 'new' SA10driver you set up. If the vehicles p3d models are odol and you need mlod, I can provide them.
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Post by Wustenfuchs on Jun 18, 2010 11:23:04 GMT -5
Ok, I have replaced stock Scud with SA-10 and it works nice First thing was to add SA-10 entries to config.cpp (ffur), then to rename class mcar_5P85S (plus other 2) to Scud, Scud_W.... 2nd to edit stringtable.csv (via Excel or notepad, both work OK). I had to rename mcar_5P85S (plus other 2) to Scud, Scud_W... etc. 3rd to edit init.sqs I had to rename mcar_5P85S (plus other 2) to Scud, Scud_W... etc. Now game uses your SA-10 instead stock Scud in original missions. The only problem left to resolve is driver and co-driver position, as they are both at right place but much higher (Scud,Ural proxy) or lower (If I use BMP,BRDM proxy). Could you please explain the easiest way to correct this ? Where to look for proxy (O.pbo maybe??) and how to define it in config.cpp (driveraction= ??) PS. Could you please authorize my account (username apexpredator) Thanks!
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Post by Sa8Gecko on Jun 18, 2010 15:18:23 GMT -5
The easiest and more effective way is to edit the p3d model directly with O2 light and move the proxy till it fits the right position. About the proxy model position: they are in data3d.pbo, but I think they don't matter a lot if you do like I wrote above. About athorizing your account, it's a task for Hater_Kint. EDIT> your account seems to have been activated: if you encounter any difficulties, let us know.
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