Week report #271
Work in progress

* Arma 2 - RKSL Studios: Agusta Westland AW159 Lynx Wildcat

    RKSL-Rock informed the community the RKSL Studios are working on the Agusta Westland AW159 Lynx Wildcat for Arma 3.

    - RKSL Studios forums
    - BI forums

* Arma 2 - Project 82 The Falklands/Malvinas war mod

    cimalex posted some videos showing the Pucara by Foxtrop.

    - BI forums

* Arma 2 - Conspiracies Rising Dead 3

    Sled88 informed the community he started working on the next in the Conspiraciesseries, Conspiracies Rising Dead 3.

      Quote Sled88 :
      Today I want to tell you all that we started development on CRD3. We will try to lay focus on MP and SP as well. Old Bear just started with the island... Yes finally we will gonne get our exclusiv chernobyl island this time! More missions, more freedom, very huge gameworld, so with other word a real chernobyl trip^^ I know there is a maybe huge fan community from CRD2, regarding to the dl-counter. So surprise. But I cannot tell you when its finished. I will add some features later when we can begin working on the story and missions. =) But here some screens^^ But remember, everything is still very alpha talking about vegetation, buildings ect.

      Special thanks to Old Bear for his time and work on the island.

    - BI forums

* Arma 2 - Invasion 1944

    PacUK released a set of new screenshots on the BI forums.
    Additionally Macolik released a video showing the campaign and mission gear selection.

    - BI forums

* Arma 2 - ACE for OA: CCIP

    NouberNou is working on a CCIP system for the ACE mod.

      Quote :
      Progress! Now includes CCIP to CCRP consented release. When the actual impact position is below the HUD and out of view the fall line becomes dashed and the pipper floats at the bottom of the HUD window. The pilot can designate a target by placing the pipper over the target and holding down the pickle release. While being pickled the pilot is giving consent to the aircrafts computer to release the bomb when the plane enters the release envelope.

      The time till release is visible by a falling horizontal line on the fall line (which now extends the full height of the HUD), this line is called the Bomb Release Cue, or BRC. In the middle of the fall line is a caret (^) that signifies a release point. When consenting to release the computer is not only calculating the current release trajectory but also a release trajectory that places the plane in a 40 degree climb. When the BRC reaches the caret that means the aircraft is within lofting range of the bomb. When the BRC reaches that caret, the caret turns into an X and the BRC jumps back up the fall line. At this point the pilot can either maintain their current flight path and wait for the BRC to fall back down and reach the X and have the bomb release, or the pilot can begin to pitch the nose of the aircraft skyward to a maximum of 40 degrees climb, which will make the BRC meet the X much faster, lofting the bomb to the target. An example of this is shown in the second clip of this video.

      Also demonstrated in this video is automatic ripple release of the weapons, with a quarter second release time.

      CEP is about 35-40 meters for the first bomb in the ripple hitting the pipper target mark, a little bit more when lofting.

    - BI forums

* Arma 2 - September 1939 Mod

    lecholas released a few renders of some environment objects which we will find on the Wola GuĊ‚owska map.

    - BI forums

* Arma 2 - Rhodesy's Projects

    Rhodesy77 posted some new wip screens (very much work in progress, alot of missing/unfinished models and textures) of some units he is working on for his group destined for Arma3.

    - BI forums

Click "read more.." to view this weeks entire Work In Progress report!!

* Arma 2 - Husky Mk3

    ExplosiveAids posted some new screenshots of the Husky Mk3 he has been working on.

      Quote ExplosiveAids :
      This project isn't dead, I just keep getting distracted by other things. Earlier this week, I decided to dust off the Husky and start making textures for it. Stiltman knows a guy who drives these, and I've been using the digital photos he kindly took for us as the basis for the textures. These are very first renders, and I've only made the tyres (and added some flat colour to various parts of the model) so you can expect the quality to improve over time.

      I've tried to get as much detail on the rubber as possible, including the raised lettering and concentric circles.

    - BI forums

* Arma 2 - AH-64 Pack

    Franze released a video showing the loadout menu and a brief overview of the WPN page.

    - BI forums

* Arma 2 - MK2 9mm Pistol

    Sakowski started learning how to make and import models for Arma 2. He started with a model which he got from google sketchup, the MK2 9mm Pistol made by fabz.

    - BI forums

* Arma 2 - RHS: Armed Forces of the Russian Federation

    Soul_Assassin released a trailer for the Armed Forces of the Russian Federation version 0.1.

    - BI forums

* Arma 2 - Interaction Scripts

    gobbo released a screen showing the vehicle interaction screen.

      Quote gobbo :
      I'm working on fixing a few bugs and integrating a few new minor features at the moment. Apart from soldiers now only being able to take one suspect with them (previously a bug allowed you to take every single suspect on the map with you if you wanted), I added randomized weapons for insurgent gunmen as well as this (see picture).

      IEDs and evidence now show up in a vehicle's content list, and if an IED gets disarmed, a disarmed IED gets displayed in the menu. (The vehicle content in this picture has been set to contain both IED types as well as evidence for debug reasons.)

    - BI forums

Written on 2012-07-29 22:47 by Armaholic  

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