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#2327433 - 08/30/07 06:48 AM FFUR-SLX 2007 2.0 Pack for OFP  
Joined: Aug 2001
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murkz Offline
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Hi all,

TB has released his new FFUR-SLX 2007 2.0 Pack for OFP.

Here is the link and the read me. I would also like to say it is very immersive \:\)

Jeff

http://www.flashpoint1985.com/cgi-bin/ik...ST;f=4;t=67800;

OVERVIEW

- We are pleased to announce the release of our last full version FFUR pack for OFP (You wont need any previous packs to properly run this version),
which is mainly about MOD's optimization and improvement of existing key features, bug fixes and updates, the mod has been upgraded to the 1.1 version of SLX, but this time it includes and implements all of its features, especially in terms of AI tactics, wounds (dragging features) and melee. A lot of effort have been exerted in order to enhance every aspect of the mod (Sounds, Radio Chatter, Materials, US Troops Models, Artillery...), basing our work on people's reports and suggestions, we really hope you will not be disappointed by this community made mod pack.



CHANGES, BUG FIXES AND ENHANCEMENTS from 1.O5

*SLX Features
--------------------

# Infantry squads rush weaker enemies using bounding overwatch. Squads split up into teams and try to stay in a small group when they are rushing while the other teams are laying down. By rushing in a team it's more likely that one of them will get a shot off when they run into an enemy, where as if they were alone they could be picked off one by one.

# Squads take cover when overmatched. If there are enterable buildings nearby infantry squads will garrison the building and use it's cover for a while. If the player is squad leader and enters a building with formation set to "Vee" then the player's squad will garrison the building. AI squads garrison nearby buildings at mission start. All buildings can be garrisoned from mission start but only buildings placed in the mission work for garrisoning after loading a save game.

# Squads retreat when they are severely outnumbered. They use bounding overwatch to perform an orderly withdrawl.

# Working smoke concealment. AI cannot see through smoke but they can walk and shoot through it.

# APC's deploy smoke when infantry is disembarking in combat.

# Tanks and APC's fire smoke grenades when attacked or injured to make them harder targets.

# Wind affects aircraft and munitions. Aircraft flying with a headwind will slow down but get extra lift, flying with a tailwind gives more speed but can lose lift and drop in altitude. Wind speed is tied to the weather, so the more windy it is the more affected objects are. Flying in inclement weather can be dangerous, be careful of cross winds and wind shear. To tell how fast the wind is blowing and in which direction, watch for visual cues such as smoke or dust blowing in the wind.

# Commanders machine gun can now be used on tanks to shoot at low flying aircraft. Crew turns out when commander's gun is fired.

# Location based wound effects on people when they are hit.
Arms - Small chance of an accidental discharge of their primary weapon. Small chance of dropping primary and/or secondary weapon when arms are very damaged.
Legs - Good chance of falling down prone if legs are very damaged. No effect when already prone.
Torso - Good chance of getting knocked down and out of breath for a second if damage is over 50%. If the torso is over 80% damaged and overall health is less than 60% then the person is critically wounded.
Head - 30% chance of temporary deafness and a 40% chance of temporary deafness, disorientation, and falling down if head is less than 50% damaged, most likely caused by grenade blasts. 90% chance of temporary deafness and falling if head is over 50% damaged.
If the person is hit in the head, body, or legs and overall health is less than the "SLX_Wound" value then they are critically wounded.

# Critically wounded :
The person drops their primary weapon and lays on the ground writhing and screaming until either they are healed or die. They are unable to shoot any weapons, but can still throw hand grenades, so watch out. Killing wounded people that pose no threat at the moment(haven't thrown a hand grenade) will deduct 450 rating points. So if you have 0 rating points and killing a soldier gets +200 rating points and you kill a wounded soldier you end up with -250 rating points.

# Dragging wounded/dead:
Wounded or dead units can be dragged to a safer location for giving first aid, corpse recovery, or item scavenging. Be careful of moving heavily wounded people though, moving them might kill them.

# Giving first aid to wounded:
Giving first aid is based on the skill of the unit giving first aid. If first aid is unsuccessful in stabilizing the unit's condition then you will have to wait for a while before trying again. Giving first aid gives you rating points proportional to the skill of the unit first aid is being given to.

# Taking captives:
If a wounded enemy is healed they will surrender. They can be taken captive and you can tell them to stay or follow you. If the captive is too far from you they will try to escape and continue fighting. Taking captives gives you rating points proportional to the skill of the unit being taken captive. Killing captives suffers the same rating deduction as for killing wounded. For a zero skilled soldier you should get 200 points for giving them first aid and taking them captive, the same as if you had killed them, but if you kill them after giving first aid and taking them captive you still end up losing 50 rating points.

# Moving dead/wounded or captives in vehicles:
Wounded, dead, and captive units can be moved into vehicles by using the Drag or Follow action when in a vehicle. Make sure the action is in your action menu when entering the vehicle or you won't be able to use it. There must be free cargo space in the vehicle for the unit to enter.

# Dropped weapons:
Dropped weapons can be destroyed by using the action menu close to them or by damaging(by shooting, etc) them to 50%. They can only be picked up by the action menu. They are affected by physics and can get thrown into the air from explosions.

# AI's helping wounded/dead:
AI's will automatically try and help wounded or dead units. They will attempt to drag them into a safer position before giving first aid or scavenging weapons. AI's immediately go into alert mode when someone is wounded or killed.

# AI's taking secondary weapons and machine guns:
If someone with a secondary weapon or a machine gun dies then another AI from their squad will attempt to come and pick up the weapon.

# Dismemberment:
If a unit is killed with high explosives and their velocity is high enough then they will be torn apart. Can be disabled by setting number of gibs to zero.

# Catching fire:
If Group Link 3 is active and a unit is thrown into the air from a high explosive but not fast enough to dismember them then they might catch on fire.


*BUG FIXES LOG
---------------------

_Fixed: A-10 GBU-12 attack objectives set by the laser marker.
_Fixed: F15 error message
_Fixed: Tripod NSV (Replaced by CSLA Dshk)
_Fixed: Added Jet fighters speedmeter and alt meter
_Fixed: Silent VSK, VSS and silent handguns.
_Fixed: Artillery system stability, included voices and disabled artillery limitations due to issues in game.
_Fixed: Grenades that make tanks and apcs fly away.
_Fixed: M113 Engine Sound Is A Little Strange.
_Fixed: No FFUR Effects On M6 Linebacker Missiles.
_Fixed: No Tracers On The Vulcan Cannon.
_Fixed: US Sniper white Lods.
_Fixed: US Mortar Soldier Armed With M4, Reloads Mortar weapon switches to M16A4 Aimpoint And Weapon Is Placed About 1 Foot Behind The Hands.
_Fixed: M16A4 Has Incorrect Mode Name - M4, Also Mag Name Is Wrong. FIX: Use Double Name Like M16/M4 Mag or 5.56 M4/M16 mag.
_Fixed: M4A1 Acog Is M16A4 Acog Model, With M4A1 Marksman Picture And Is Named M4 Acog.
_Fixed: SR-25 Is Named M24, Uses M24 Pictures Also.
_Fixed: Stinger ManPad Has No Optics.
_Fixed: A-10 GBU Name Doesn't Fit, Mavericks Have No SLX Effects. FIX: A-10 (GBU-12).
_Fixed: No SLX Effects On F15-C Missiles, Cannon Has No Tracers, F-15 Fired Amraam Missile Has No Textures.
_Fixed: No SLX Effects On F-16 Missiles, No Cannon Tracers.
_Fixed: AH-64 Cannon Sounds Is Not Long Enough, 4 Sound Burst For 10 Round Burst. No SLX Effects On AH-64 Missiles.
_Fixed: RU Crews And Pilots Have No NVG Proxy.
_Fixed: No FFUR Effects On BMP-3, BMP-2 And Res BMP-1 Missiles.
_Fixed: Res S-1203 Has No Texture On The Ammo Box In The Rear.
_Fixed: Reloading Or Changing Weapon In Water Locks Player In Position.
_Fixed: Redminton Picture Is Not Transparent.
_Fixed: AH-64 Cannon Sound Error. Not Long Enough.
_Fixed: Mount Acog Script Replaces M4 With M16A4 Acog, Wrong Weapon Or Model Used.
_Fixed: Artillery Arrives Too Fast, Arrives 1-sec after cannon sounds played. No Flight Time.
_Fixed: US Pilot: Helicopter Pilots Boots Are Incorrect Colour. Should Be Brown Boots Not Black, Too Fit With ACU. Brown Boots Texture Included In Lasers US Pilots Pack.
_Fixed: US UH-60: Cannot Be Identified As Friendly Or Enemy, Only As Unknown. Fix This By Changing The Accuracy Or By Making A New Inherit Class ie - UH60:HelicopterW. HelicopterW Can Be A Small Unit Inherit Under Helicopter With Its Side Set To 1. eg: HelicopterW:Helicopter {side=1;};.
_Fixed: US AH-64: Pilot Optics Are Used By Main Cannon, Optics Follow Main Cannon And If Its Pointed To The Side, The Pilot Optics Will Look To The Side.
_Fixed: RU Soldiers: Carry Standard AK-74 Mags In Front Pouches, Soldiers Are Armed With Ak-74M Mags. Change The Colours Of The Mags In The Pouches To The Black Of The AK-74M Mags.


*OTHER ENHANCEMENTS
------------------------------

# Sounds Updated
Included more realistic sounds in order to increase the immersion feeling and the atmosphere.

# Realistic Materials
Realistically looking material values for models textures.

# Radio Chatter system
Included radio voices for vehicles and helicopters, this considerably increases the immersion in combat.

# New US Troops Models
Due to popular demand, we included Hyakushi's good-looking ACU troops, with some little adjustements to make them fit with the rest of the pack.



REQUIREMENTS

Minimum Specification:

- Operation Flashpoint Resistance or GOTY patched 1.96
- CPU: 2 GHz
- RAM: 512 MB
- Nvidia Geforce FX with 128 MB RAM & pixel shader 2.0, ATI Radeon 9500 with 128 MB of RAM & pixel shader 2.0
- Free HD Space: 1 GB
- Software: Windows XP or Windows 2000 and DirectX 9



INSTALLATION

- To install, simply run the executable from the location you saved it and follow the
instructions. When the installer starts, you will be told to select the location
for the install. This should be correct without you changing anything, but in
a small number of cases this is wrong. Depending on the version you bought
of Operation Flashpoint And that's about it! The files will
begin to install and soon you will be playing FFUR/SLX Modern Crisis.



NOTES

- Tested in Single by several Beta testers.
- I don't garantee the way it works online.
- You don't need any of the previous FFUR packs to get this one properly working.
- Further tweaks to come.
- Special thanks to the following Beta-Testers for their input, feedbacks and supports:

# Big-Rooney

# Blazin

# murkz

# njmatrix

# Jakob

# marcomio



DISCLAIMER

The work represented is the intellectual property of the parties listed in the credits list. Any use without credit to its authors might not be appreciated.


Thunderbird84 - Have fun. :]

#2327507 - 08/30/07 10:29 AM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: murkz]  
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does look good... the FFUR mods were some of my favorites.

#2327701 - 08/30/07 03:29 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Magnum]  
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Very nice, OFP runs very nicely on my current PCs. Might have to check this out again.

#2327992 - 08/30/07 09:37 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: PositiveG]  
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Half a gig... Geez!! Is this bigger than the original game ;\)

heh.. downloading now!

Recluse


Long system spec sig follows:






PowerSpec G436
Lian Li ATX 205
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Cougar Hotas S/N 26453
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#2328022 - 08/30/07 10:38 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Recluse]  
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Ditto, now when to test it ... hmmm.

#2329034 - 09/01/07 12:36 AM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: PositiveG]  
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I've been putting off re-installing OpFlash since I finally got ArmA up and running, but now would be a good time to do it.


"All religion, my friend, is simply evolved out of fraud, fear, greed, imagination, and poetry."
Edgar Allan Poe
#2329329 - 09/01/07 01:53 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: LeemzHQ]  
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I got OpFlash:GotY installed and patched.

I downloaded FFUR 2007 and installed. Couldn't get it to work right away but I figured it out.

Just played through the SP mission "Clean Sweep". Character models are good, sounds are great and your AI teammates seem smarter. Without running FFUR my teammates were getting killed in the first 30 seconds of this mission. I did lose one man but, at the end of the mission I dragged his body to the Blackhawk at the extraction point. NO MAN SHALL BE LEFT BEHIND! Yes, there's a new animation to actually drag a bod, living or dead. Very cool. (you can even bury a body)

Who's up for some MP???



Yeah, that's me, the hero, dragging a fallen comrade to the extraction point.

Last edited by LeemzHQ; 09/01/07 02:19 PM.

"All religion, my friend, is simply evolved out of fraud, fear, greed, imagination, and poetry."
Edgar Allan Poe
#2329432 - 09/01/07 04:55 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: LeemzHQ]  
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murkz Offline
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Nice one LeemzHQ.

I like the way they pop smoke when you exit an APC and the enemy uses it if out numbered and retreats. It is very atmospheric and real fun to play \:\)


Warcry is great fun with this mod, I love the whole feeling of being their.

#2329710 - 09/02/07 03:50 AM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: murkz]  
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might just be a wacky install but I had some weird stuff happen in the first couple of missions.

when the russians counter attack for the first time, the tanks and bmps appeared within minutes of our attack. We got rolled up. The mission ended as a tank and bmp rolled past the bush I was hiding in. A lot sooner than I remembered


In the one where the LT get ambushed, the following happened

The Lts humvee got stuck, ramming the wall of the nearest building.(this happened several times)

the APC that is tasked to take us to the ambush just kept going. We hiked to the ambush only to be told to enter the APC.

Once, we got to the ambush site, we were told to mount the truck, took some incoming fire and were told to dismount. I noticed the SL was running off somewhere. I was getting 'stay in formation' and remount the truck' orders

last try. got to the site. put down fire with the saw. was waiting at the ambush site as the LT again ran off somewhere, failed


loved the artillery call though

gonna install the slx mod by itself and see what happens







Last edited by kail; 09/02/07 03:52 AM.
#2337125 - 09/13/07 03:08 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: kail]  
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letterboy1 Offline
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It's been a long time since I've played OFP, so I have to ask what exactly this mod does. I followed some of the links related to this mod but they mostly just list changes. Does it come with missions or a campaign? Or is it a massive graphics/features upgrade which then uses the existing missions and campaigns?


The issue is not p*ssy. The issue is monkey.
#2337275 - 09/13/07 06:25 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: letterboy1]  
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FFUR 2.0 has no new missions or campaigns. "it is a massive graphics/features upgrade which then uses the existing missions and campaigns"

#2337728 - 09/14/07 12:17 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: kramer]  
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Very nice mod. Recommended.


mdwa
#2337739 - 09/14/07 12:32 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: mdwa]  
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Recluse Offline
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Does it co-exist with other mods? We have the BAS_Complete installed, and I would like to take a look at FFUR but don't want to un-necessarily complicate things. Also looked at Kegety's Mod Launcher but I don't know if total conversions like FFUR can be switched in and out using the launcher.

Advice much appreciated!

Recluse


Long system spec sig follows:






PowerSpec G436
Lian Li ATX 205
MSI Z490 Plus Motherboard
Intel Core i7 10700K 3.8 GHz
32 GB RAM DDR4 1600
Nvidia RTX3070

Windows 10 Professional 64 Bit

Flight Gear:

Cougar Hotas S/N 26453
Thrustmaster RCS Rudder Pedals

#2337826 - 09/14/07 02:23 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Recluse]  
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BAS complete comes with an installer. if you used the installer, the BAS addons were added to the Resistance/Addons folder.

BAS complete is a collection of addons. when we are talking about "mod" folders BAS complete is not really a mod.

a collection of addons can be installed to it's own "mod" folder to keep them organized or to the Resistance/Addons folder. on the other hand a "mod" must be installed to it's own mod folder.

FFUR-SLX 2007 2.0 is a mod. it will install to a folder name @ffsx2007. inside that folder are an addons folder + a Bin and Dta folder. the presence of the Bin and Dta folder make this a "mod" because they modify the contents of the original OFP Bin + Dta folders.

i highly recommend the use of Kegety's OFP Launcher.

you can use it to start OFP using the FFUR-SLX mod when you want to check it out. you will also have access to the BAS addons because they were installed to the Resistance/Addons folder.

section 3 of this page at armaholic.com explains some of this, including Kegety's Launcher. of course it refers to ArmA but it works the same with OFP.

http://www.armaholic.com/plug.php?e=faq&cid=3


#2337874 - 09/14/07 03:12 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: kramer]  
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Ahhh.. Thanks for the clarification. I guess BAS-Complete is an ADDON...just adding units, and Island etc.. rather than a total conversion. I was concerned because BAS didn't create its own folder and wasn't sure if FFUR would..but I see the distinction now.

Recluse


Long system spec sig follows:






PowerSpec G436
Lian Li ATX 205
MSI Z490 Plus Motherboard
Intel Core i7 10700K 3.8 GHz
32 GB RAM DDR4 1600
Nvidia RTX3070

Windows 10 Professional 64 Bit

Flight Gear:

Cougar Hotas S/N 26453
Thrustmaster RCS Rudder Pedals

#2338932 - 09/16/07 02:13 AM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Recluse]  
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One more Q:

I installed FFUR and the Hotfix 2.01.

All looks and works fine.

I noticed in the @ffsx2007 folder, a few .bat files:

Install_win2k_XP.bat
Install_win98_me.bat

which appear to install some other addons. I looked in the .bat files and it does create some folders that do not now exist. Should I run these as well, or has that been superseded by the regular installer?

Thanks for bearing with this OFP n00b!

Recluse


Long system spec sig follows:






PowerSpec G436
Lian Li ATX 205
MSI Z490 Plus Motherboard
Intel Core i7 10700K 3.8 GHz
32 GB RAM DDR4 1600
Nvidia RTX3070

Windows 10 Professional 64 Bit

Flight Gear:

Cougar Hotas S/N 26453
Thrustmaster RCS Rudder Pedals

#2339044 - 09/16/07 09:22 AM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Recluse]  
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I think you run these to replace buildings and/or vegetation on the stock ofp islands (Everon etc) with the resistance ones (like on Nogova). You re-run it again if you want to revert back to the original veg, buildings.


mdwa
#2339093 - 09/16/07 01:22 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: mdwa]  
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Recluse Offline
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Thanks for the info! We are having a blast (re)discovering Operation Flashpoint in Multiplayer co-op. We've been sneaking and peeking our way through Black Ops missions and loving it.

Recluse


Long system spec sig follows:






PowerSpec G436
Lian Li ATX 205
MSI Z490 Plus Motherboard
Intel Core i7 10700K 3.8 GHz
32 GB RAM DDR4 1600
Nvidia RTX3070

Windows 10 Professional 64 Bit

Flight Gear:

Cougar Hotas S/N 26453
Thrustmaster RCS Rudder Pedals

#2339253 - 09/16/07 05:53 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Recluse]  
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Yes indeed! Still a classic of the genre.
And we've been commenting from time to time how some other missions would be better with another couple of co-op players along. Any interest?


Eugene
i9-9600K
GeForce 2080ti
Creative Z
Win10
32 gig RAM
Cougar
#2340676 - 09/18/07 04:59 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Eugene]  
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We tend to be on the SimHQ TS server several evenings each week, around 10 until 11:30 p.m. or so Eastern.


Eugene
i9-9600K
GeForce 2080ti
Creative Z
Win10
32 gig RAM
Cougar
#2340835 - 09/18/07 07:32 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Eugene]  
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The 2.5 patch for FFSX2007 is out, please see notes

 Quote:
OVERVIEW

- After the successful release of the second version of FFUR-SLX 2007, I'm glad to announce you the release
of a patch that fixes and enhances several aspects of the MOD, it includes a bunch of high-quality models,
new classes (Marines and Naval Troops), several aircrafts that fit with the current gear and era (TU-22, F-35 and much more),
we hope you will enjoy the MOD once again.



CHANGES, BUG FIXES AND ENHANCEMENTS from 2.0
--------------------------------------------------------

_Enhanced: Flares/Chaffs cause less lag and are more realistic
_Enhanced: Scripting architecture and configs: (eg: Common Tracers with different colors for Jet Fighters)

_Added: Friendly CPU Flares/Chaffs to Helicopters
_Added: New Special Forces classes with Rocket Launchers (E.G: SMAWW For Marines SpecOps)
_Added: New Groups (E.G: Marines Assault Groups or Naval Squads)
_Added: Several configs to allow everyone to enjoy the MOD (E.G: Light Config/Light Config with Grass/Normal Config with Grass)




BUG FIXES LOG
---------------------

_Fixed: AI that screw up BIS/Community Made missions waiting a lot for reinforcement before attacking.
_Fixed: Wind's error message
_Fixed: Fuel station's explosion error message
_Fixed: Dismount/mount do appear twice in the action's menu
_Fixed: Missing kneepads straps
_Fixed: US Soldiers blurry faces (thanks to Sanctuary)
_Fixed: Russian Anti-Armor Specialist dying after firing the RPG 29
_Fixed: Wind affecting rockets and missiles
_Fixed: Wrong weapon and magazine names
_Fixed: PK updated to PKM including a new model
_Fixed: White Grass on Malden and 'Islands menu colourful squares'
_Fixed: Added -nomap command to the .exe file to fix the "no memory video" issue



MODEL ADDITIONS
------------------------

# F-35
The F-35 Lightning II is a single-seat, single-engine, stealth-capable military strike fighter, a multi-role aircraft that can perform close air support, tactical bombing, and air-to-air combat.
The F-35 is descended from the X-35 of the Joint Strike Fighter (JSF) program.
Its development is being principally funded by the United States with the United Kingdom and other partner governments providing additional funding.
It is being designed and built by an aerospace industry team led by Lockheed Martin with Northrop Grumman and BAE Systems as major partners.Demonstrator aircraft flew in 2000; a production model first took flight on 15 December 2006.
In-Game: Carry realistic loadout (Air to Air and JDAMs)
Stealth
Uses The Mod's features (Tracers, Chaff/flare, Seat Ejection, Explosion Fx... etc)
Materials
Screenshot

(Thanks to Footmunch - The author of the Model.)



# AV-8
The McDonnell Douglas AV-8B Harrier II is a family of second-generation vertical/short takeoff and landing or V/STOL jet multirole aircraft of the late 20th century. British Aerospace rejoined the project in the early 1980s, and it has been managed by Boeing/BAE Systems since the 1990s.
Developed from the earlier Hawker Siddeley Harriers, it is primarily used for light attack or multi-role tasks, typically operated from small aircraft carriers. Versions are used by several NATO countries, including the United Kingdom, Spain, Italy, and the United States.
The aircraft is known as the AV-8B Harrier II in USMC service and the Harrier GR7/GR9 in RAF service. Though it shares the designation letter number with the earlier AV-8A Harrier, the AV-8B Harrier II was extensively redesigned by McDonnell Douglas.
The AV-8A was a previous-generation Hawker Siddeley Harrier GR.1A procured for the US Marine Corps. Both models are commonly referred to as the Harrier Jump-jet.
In-Game: Carry realistic loadout (Air to Air and Mavericks)
Uses VTOL/STOL System
Uses The Mod's features (Tracers, Chaff/flare, Seat Ejection, Explosion Fx... etc)
Materials
Screenshot

(Thanks to SFC.ITZHAK - The author of the Model.)



# US Marines
The United States Marine Corps (USMC) is a branch of the United States military responsible for providing power projection from the sea, utilizing the mobility of the U.S. Navy to rapidly deliver combined-arms task forces. While the Marine Corps works alongside U.S. Naval forces, it is part of the Department of the Navy for administrative reasons.
Originally organized as the Continental Marines on November 10, 1775 as naval infantry, the Marine Corps has evolved in its mission with changing military doctrine and American foreign policy. The Marine Corps has served in every American armed conflict including the Revolutionary War. It attained prominence in the 20th century when its theories and practice of amphibious warfare proved prescient and ultimately formed the cornerstone of the Pacific campaign of World War II.By the mid 20th century,
the Marine Corps had become the dominant theorist of amphibious warfare. Its ability to rapidly respond to regional crises has made it, and continues to make it, an important body in the implementation and execution of American foreign policy.
The United States Marine Corps, with 180,000 active duty and 40,000 reserve Marines as of 2005, is the smallest of the United States' armed forces in the Department of Defense (the Coast Guard, about one fifth the size of the Marine Corps, is under the Department of Homeland Security). The Corps is nonetheless larger than the entire armed forces of many significant military powers; for example, it is larger than the active duty Israel Defense Forces.
In-Game: Very Realistic Models done by Hyakushi and Edited to get BIS heads.
Carry realistic firearms and loadouts (M16A4, SMAAW)
Several Marines groups are available (Assault Group, Infiltration Group...etc)
Uses The Mod's features (Tracers, AI features, Blood...etc)
Materials
Screenshot

(Thanks to Kyakushi - The author of the Models.)



# Lav-25
LAV-25 is an eight-wheeled armored personnel carrier (APC) used by the United States Marine Corps built by General Dynamics Land Systems Canada, based on the Swiss Mowag Piranha family of armored fighting vehicles.
Powered by a 6V53T Detroit Diesel Turbo-Charged engine, they are 4 wheel drive (rear wheels) transferable to 8-wheel drive. These vehicles are also amphibious, meaning they have the ability to "swim", but are limited to non-surf bodies of water (no oceans). While engaged in amphibious operations, the maximum speed is approximately 12 km/h. The current SLEP (Service Life Extension Program) modifications will hinder amphibious ops. Typical land speeds are approximately 100 km/h (62.5 mph) in either 4 or 8-wheel drive, however fuel economy decreases in 8-wheel drive.
The vehicles operate on diesel fuel, and require 3 weights of lubricants to remain in running condition.
In-Game: Carry realistic loadout (AP/HE and secondary machinegun)
Can Carry a few soldiers only, much less than the US Army's M113
Uses The Mod's features (Tracers, Explosion Fx, Radio Chatter... etc)
Materials
Screenshot

(Thanks to Wilco - The author of the Model.)



# Russian Naval Troops
The Russian Naval Infantry, are the amphibious force of the Russian Armed Forces. The naval infantry includes the 55th Division of the Russian Pacific Fleet, the detached brigades of the Northern and Baltic Fleets and of the Caspian Military Flotilla, and the detached regiment of the Black Sea Fleet. SPUTNIK is the name of the Arctic Ocean Northern Fleet Marine Main Naval Base.
There is at least one naval infantry regiment attached to each of the major Russian fleets. In total the Russian Naval Infantry numbers 12,000 men and has very little organic firepower or support, and if committed to combat it would require reinforcement within less than a week. Russian military doctrine calls for the naval infantry to be used as shock troops spearheading an assault that would be followed up by ground forces.
Its primary wartime missions would be to seize and hold strategic straits or islands and to make seaborne tactical landings behind enemy lines. During the 1980s Soviet Naval Infantry exercises in the Kuril Islands north of Japan indicated that the intended target of Naval Infantry was the shores bordering various chokepoints. In a conflict, these troops would most likely be sent ashore to capture the Dardanelles or the Kattegat straits and then wait for rapid reinforcement.
In-Game: Very Realistic Models done by the RHS Team and Edited to get BIS heads.
Carry realistic firearms and loadouts
Several Naval squads are available (Assault Group, Infiltration Group...etc)
Uses The Mod's features (Tracers, AI features, Blood...etc)
Materials
Screenshot

(Thanks to RHS and especially to ShadowNx - The authors of the Models)



# Tu-22
The Tupolev Tu-22M (NATO reporting name "Backfire") is a supersonic, swing-wing, long-range strategic and maritime strike bomber developed by the Soviet Union. Significant numbers remain in service with the Russian Air Force.
The first prototype, Tu-22M0, first flew 30 August 1969. The resultant aircraft was first seen by NATO around that time. For several years it was believed in the West that its service designation was Tu-26. During the SALT negotiations of the 1980s the Soviets insisted it was the Tu-22M. At the time, Western authorities suspected that the misleading designation was intended to suggest that it was simply a derivative of the Tu-22 rather than the far more advanced and capable weapon it actually was. It now appears that Tu-22M was indeed the correct designation, and the linkage to the earlier Tu-22 was intended by Tupolev to convince the Soviet government that it was an economical follow-on to the earlier aircraft. Actually, the fore gear leg and the bomb bay cover were inherited from the original Tu-22. (Much the same happened in the U.S. in the 1950s with aircraft like the Lockheed F-94C Starfire, originally F-97, and the North American F-86D Sabre, originally the F-95.)
In-Game: Carry realistic loadout (Air to Sea)
Have a working tail Gun
Uses The Mod's features (Chaff/flare, Explosion Fx... etc)
Materials
Screenshot

(Thanks to Footmunch - The author of the Model.)



# Sa-13
The 9K35 Strela-10 is a highly mobile, visually aimed, optical/infra-red guided, low-altitude, short-range surface to air missile system. "9K35" is its GRAU designation; its NATO reporting name is SA-13 "Gopher". It is the successor of the 9K31 "Strela-1" (SA-9 "Gaskin") and can also use the Strela-1's missiles in place of the 9M37. Other missiles in the series include the 9K32M "Strela-2" (SA-7 "Grail") and 9K36 "Strela-3" (SA-14 "Gremlin"), which are both Man-Portable Air Defense Systems (MANPADS).
Rather than being mounted on an amphibious but lightly armoured BRDM chassis like the SA-9, the SA-13 is mounted on a slightly better protected and more mobile tracked, modified MT-LB. Four missiles are mounted on the turret in boxes, ready to launch, and eight more are carried inside the vehicle as reloads. Reloading takes around 3 minutes.
Each 9M35 missile is 2.2 m (7.2 ft) long, weighs 39 kg (86 pounds) and carries a 3-6 kg (7-15 pound) warhead. Top missile speed is around Mach 2, engagement range is 500-5000 m (0.3-3 miles) and engagement altitude is between 10 and 3500 m (33-11,500 ft).
In-Game: Carry realistic loadout (Surface to Air Missiles)
Uses The Mod's features (Radio Chatter, Missile Fx, Explosion Fx... etc)
Materials
Screenshot

(Thanks to Marfy & Sebastian Müller - The authors of the Model.)



KNOWN BUGS
-------------------

-Some of the 2.5 Models aren't perfect in terms of realism or moddeling, but they are so far decent and playable and don't cause any issues in game:
- Harrier (Invisible Loadout in the 3rd view)
- Lav-25 (Proxy driver appears in the gunner's sight)



REQUIREMENTS
---------------------

Minimum Specification:

- Operation Flashpoint Resistance or GOTY patched 1.96 with FFUR-SLX 2007 2.0 Installed.
- CPU: 2 GHz
- RAM: 512 MB
- Nvidia Geforce FX with 128 MB RAM & pixel shader 2.0, ATI Radeon 9500 with 128 MB of RAM & pixel shader 2.0
- Free HD Space: 1 GB
- Software: Windows XP or Windows 2000 and DirectX 9



INSTALLATION
---------------------

- To install, simply run the executable from the location you saved it and follow the
instructions. When the installer starts, you will be told to select the location
for the install. This should be correct without you changing anything, but in
a small number of cases this is wrong. Depending on the version you bought
of Operation Flashpoint And that's about it! The files will
begin to install and soon you will be playing FFUR/SLX Modern Crisis.


Patch locations:

FFSX2007 2.5

FFSX2007 2.5 mirror

#2341431 - 09/19/07 02:06 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Pickled]  
Joined: May 2006
Posts: 1,839
Leeman Offline
Member
Leeman  Offline
Member

Joined: May 2006
Posts: 1,839
New England
Thanks!


Leeman/LeemzHQ
#2341557 - 09/19/07 04:20 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Leeman]  
Joined: Nov 2005
Posts: 825
Inkompetent Offline
Member
Inkompetent  Offline
Member

Joined: Nov 2005
Posts: 825
Skellhell, Sweden
Awesome update! I've been too busy writing my addon for ArmA at the moment, but it sure looks like WGL just got a really serious competitor. I think I'll have to rewrite some missions for FFUR SLX...

#2342998 - 09/21/07 08:29 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Inkompetent]  
Joined: Jun 2005
Posts: 1,068
76.IAP-Blackbird Offline
Member
76.IAP-Blackbird  Offline
Member

Joined: Jun 2005
Posts: 1,068
Hey I lost my missionbreafing screen, can see the map but no descriptions! Need Help!


AMD Sempron 3000+, 2048 DDR2, 500GB Maxtor HDD, Geforce 6600GT 256MB, Audigy 7.1
#2346186 - 09/26/07 11:59 PM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: 76.IAP-Blackbird]  
Joined: May 2003
Posts: 606
Pickled Offline
Member
Pickled  Offline
Member

Joined: May 2003
Posts: 606
Boston


New Patch for FFSX2007 available 2.5.5, See below:


 Quote:
·: FFUR-SLX 2007 2.5 New Version Patch :·


CHANGES, BUG FIXES AND ENHANCEMENTS from 2.0
--------------------------------------------------------

_Enhanced: Now you start missions with scopes already mounted, you can dismount'em, though.
_Enhanced: US Infantry/SpecOps models, they look more realistic.
_Enhanced: Flares/Chaffs cause less lag and are more realistic
_Enhanced: Scripting architecture and configs: (eg: Common Tracers with different colors for Jet Fighters)

_Added: Macser/Lamentin/Vix High quality Stryker to replace the M113
_Added: SEF High quality LAV-25 instead of the previous one, the new model can carry 6 soldiers instead of 5.
_Added: ELCAN's to M249/M240 with the ability to mount/dismount the scope.
_Added: Foot dust effect to Human models when running/walking.
_Added: Friendly CPU Flares/Chaffs to Helicopters
_Added: New Special Forces classes with Rocket Launchers (E.G: SMAWW For Marines SpecOps)
_Added: New Groups (E.G: Marines Assault Groups or Naval Squads)
_Added: Several configs to allow everyone to enjoy the MOD (E.G: Light Config/Light Config with Grass/Normal Config with Grass)




BUG FIXES LOG
---------------------

_Fixed: 'Ess' Logo removed and implemented realistic US arm patches for both marines and US army.
_Fixed: 'XXX is too wounded, they need a medic' is replaced by a better sentence.
_Fixed: Weird sound when dragging.
_Fixed: SA58 replaced by AK47 due to matter of realism.
_Fixed: 'Rise mudgards' replaced by 'Raise Mudgards.
_Fixed: Marines Medic uses MARPAT instead of ACU.
_Fixed: Marines unable to reload their magazines.
_Fixed: Burst Mode added to Marines M16A4.
_Fixed: CTD when soldiers surrender.
_Fixed: TU22 able to refuel at its own tailgun.
_Fixed: Vulcan and M6 crews have turn out option now.
_Fixed: M4 Acog Muzzleflash.
_Fixed: Marines are able to mount/dismount scopes (Aimpoint/Elcan).
_Fixed: AI that screw up BIS/Community Made missions waiting a lot for reinforcement before attacking.
_Fixed: Wind's error message
_Fixed: Fuel station's explosion error message
_Fixed: Dismount/mount do appear twice in the action's menu
_Fixed: Missing kneepads straps
_Fixed: US Soldiers blurry faces (thanks to Sanctuary)
_Fixed: Russian Anti-Armor Specialist dying after firing the RPG 29
_Fixed: Wind affecting rockets and missiles
_Fixed: Wrong weapon and magazine names
_Fixed: PK updated to PKM including a new model
_Fixed: White Grass on Malden and 'Islands menu colourful squares'
_Fixed: Added -nomap command to the .exe file to fix the "no memory video" issue




MODEL ADDITIONS
------------------------

# F-35
The F-35 Lightning II is a single-seat, single-engine, stealth-capable military strike fighter, a multi-role aircraft that can perform close air support, tactical bombing, and air-to-air combat.
The F-35 is descended from the X-35 of the Joint Strike Fighter (JSF) program.
Its development is being principally funded by the United States with the United Kingdom and other partner governments providing additional funding.
It is being designed and built by an aerospace industry team led by Lockheed Martin with Northrop Grumman and BAE Systems as major partners.Demonstrator aircraft flew in 2000; a production model first took flight on 15 December 2006.
In-Game: Carry realistic loadout (Air to Air and JDAMs)
Stealth
Uses The Mod's features (Tracers, Chaff/flare, Seat Ejection, Explosion Fx... etc)
Materials
Screenshot

(Thanks to Footmunch - The author of the Model.)



# F/A-18E
The McDonnell Douglas (now Boeing) F/A-18 Hornet is a modern all-weather carrier-capable strike fighter jet, designed to attack both ground and aerial targets. Designed in the 1970s for service with the U.S. Navy and U.S. Marine Corps, the Hornet is also used by the air forces of several other nations. It has been the aerial demonstration aircraft for the Blue Angels since 1986. Its primary missions are fighter escort, fleet air defense, suppression of enemy air defenses (SEAD), interdiction, close air support and reconnaissance. Its versatility and reliability have proven it to be a valuable carrier asset, though it has been criticized for its lack of range and payload compared to its contemporaries.The Hornet has also been exported to several nations worldwide.
The F/A-18E/F Super Hornet is a distinct, evolutionary upgrade to the F/A-18 designed to serve a complementary role with Hornets in the U.S. Navy.
In-Game: Carry realistic loadout (Air to Air)
Uses working MFDs
Uses The Mod's features (Tracers, Chaff/flare, Seat Ejection, Explosion Fx... etc)
Materials

Screenshot

(Thanks to Franze - The author of the Model)



# US Marines
The United States Marine Corps (USMC) is a branch of the United States military responsible for providing power projection from the sea, utilizing the mobility of the U.S. Navy to rapidly deliver combined-arms task forces. While the Marine Corps works alongside U.S. Naval forces, it is part of the Department of the Navy for administrative reasons.
Originally organized as the Continental Marines on November 10, 1775 as naval infantry, the Marine Corps has evolved in its mission with changing military doctrine and American foreign policy. The Marine Corps has served in every American armed conflict including the Revolutionary War. It attained prominence in the 20th century when its theories and practice of amphibious warfare proved prescient and ultimately formed the cornerstone of the Pacific campaign of World War II.By the mid 20th century,
the Marine Corps had become the dominant theorist of amphibious warfare. Its ability to rapidly respond to regional crises has made it, and continues to make it, an important body in the implementation and execution of American foreign policy.
The United States Marine Corps, with 180,000 active duty and 40,000 reserve Marines as of 2005, is the smallest of the United States' armed forces in the Department of Defense (the Coast Guard, about one fifth the size of the Marine Corps, is under the Department of Homeland Security). The Corps is nonetheless larger than the entire armed forces of many significant military powers; for example, it is larger than the active duty Israel Defense Forces.
In-Game: Very Realistic Models done by Hyakushi and Edited to get BIS heads.
Carry realistic firearms and loadouts (M16A4, SMAAW)
Several Marines groups are available (Assault Group, Infiltration Group...etc)
Uses The Mod's features (Tracers, AI features, Blood...etc)
Materials
Screenshot

(Thanks to Kyakushi - The author of the Models.)



# Lav-25
LAV-25 is an eight-wheeled armored personnel carrier (APC) used by the United States Marine Corps built by General Dynamics Land Systems Canada, based on the Swiss Mowag Piranha family of armored fighting vehicles.
Powered by a 6V53T Detroit Diesel Turbo-Charged engine, they are 4 wheel drive (rear wheels) transferable to 8-wheel drive. These vehicles are also amphibious, meaning they have the ability to "swim", but are limited to non-surf bodies of water (no oceans). While engaged in amphibious operations, the maximum speed is approximately 12 km/h. The current SLEP (Service Life Extension Program) modifications will hinder amphibious ops. Typical land speeds are approximately 100 km/h (62.5 mph) in either 4 or 8-wheel drive, however fuel economy decreases in 8-wheel drive.
The vehicles operate on diesel fuel, and require 3 weights of lubricants to remain in running condition.
In-Game: Carry realistic loadout (AP/HE and secondary machinegun)
Can Carry a few soldiers only, much less than the US Army's M113
Uses The Mod's features (Tracers, Explosion Fx, Radio Chatter... etc)
Materials
Screenshot

(Thanks to Wilco - The author of the Model.)



# Russian Naval Troops
The Russian Naval Infantry, are the amphibious force of the Russian Armed Forces. The naval infantry includes the 55th Division of the Russian Pacific Fleet, the detached brigades of the Northern and Baltic Fleets and of the Caspian Military Flotilla, and the detached regiment of the Black Sea Fleet. SPUTNIK is the name of the Arctic Ocean Northern Fleet Marine Main Naval Base.
There is at least one naval infantry regiment attached to each of the major Russian fleets. In total the Russian Naval Infantry numbers 12,000 men and has very little organic firepower or support, and if committed to combat it would require reinforcement within less than a week. Russian military doctrine calls for the naval infantry to be used as shock troops spearheading an assault that would be followed up by ground forces.
Its primary wartime missions would be to seize and hold strategic straits or islands and to make seaborne tactical landings behind enemy lines. During the 1980s Soviet Naval Infantry exercises in the Kuril Islands north of Japan indicated that the intended target of Naval Infantry was the shores bordering various chokepoints. In a conflict, these troops would most likely be sent ashore to capture the Dardanelles or the Kattegat straits and then wait for rapid reinforcement.
In-Game: Very Realistic Models done by the RHS Team and Edited to get BIS heads.
Carry realistic firearms and loadouts
Several Naval squads are available (Assault Group, Infiltration Group...etc)
Uses The Mod's features (Tracers, AI features, Blood...etc)
Materials
Screenshot

(Thanks to RHS and especially to ShadowNx - The authors of the Models)



# Tu-22
The Tupolev Tu-22M (NATO reporting name "Backfire") is a supersonic, swing-wing, long-range strategic and maritime strike bomber developed by the Soviet Union. Significant numbers remain in service with the Russian Air Force.
The first prototype, Tu-22M0, first flew 30 August 1969. The resultant aircraft was first seen by NATO around that time. For several years it was believed in the West that its service designation was Tu-26. During the SALT negotiations of the 1980s the Soviets insisted it was the Tu-22M. At the time, Western authorities suspected that the misleading designation was intended to suggest that it was simply a derivative of the Tu-22 rather than the far more advanced and capable weapon it actually was. It now appears that Tu-22M was indeed the correct designation, and the linkage to the earlier Tu-22 was intended by Tupolev to convince the Soviet government that it was an economical follow-on to the earlier aircraft. Actually, the fore gear leg and the bomb bay cover were inherited from the original Tu-22. (Much the same happened in the U.S. in the 1950s with aircraft like the Lockheed F-94C Starfire, originally F-97, and the North American F-86D Sabre, originally the F-95.)
In-Game: Carry realistic loadout (Air to Sea)
Have a working tail Gun
Uses The Mod's features (Chaff/flare, Explosion Fx... etc)
Materials
Screenshot

(Thanks to Footmunch - The author of the Model.)



# Sa-13
The 9K35 Strela-10 is a highly mobile, visually aimed, optical/infra-red guided, low-altitude, short-range surface to air missile system. "9K35" is its GRAU designation; its NATO reporting name is SA-13 "Gopher". It is the successor of the 9K31 "Strela-1" (SA-9 "Gaskin") and can also use the Strela-1's missiles in place of the 9M37. Other missiles in the series include the 9K32M "Strela-2" (SA-7 "Grail") and 9K36 "Strela-3" (SA-14 "Gremlin"), which are both Man-Portable Air Defense Systems (MANPADS).
Rather than being mounted on an amphibious but lightly armoured BRDM chassis like the SA-9, the SA-13 is mounted on a slightly better protected and more mobile tracked, modified MT-LB. Four missiles are mounted on the turret in boxes, ready to launch, and eight more are carried inside the vehicle as reloads. Reloading takes around 3 minutes.
Each 9M35 missile is 2.2 m (7.2 ft) long, weighs 39 kg (86 pounds) and carries a 3-6 kg (7-15 pound) warhead. Top missile speed is around Mach 2, engagement range is 500-5000 m (0.3-3 miles) and engagement altitude is between 10 and 3500 m (33-11,500 ft).
In-Game: Carry realistic loadout (Surface to Air Missiles)
Uses The Mod's features (Radio Chatter, Missile Fx, Explosion Fx... etc)
Materials
Screenshot

(Thanks to Marfy & Sebastian Müller - The authors of the Model.)



Patch 2.5.5



Requires FFSX2007 2.0

#2354692 - 10/10/07 01:28 AM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Pickled]  
Joined: Jul 2002
Posts: 2,581
Operator Offline
Senior Member
Operator  Offline
Senior Member

Joined: Jul 2002
Posts: 2,581
All these nice features negated by the fact that there is no supression.

#2355235 - 10/11/07 02:29 AM Re: FFUR-SLX 2007 2.0 Pack for OFP [Re: Operator]  
Joined: May 2003
Posts: 606
Pickled Offline
Member
Pickled  Offline
Member

Joined: May 2003
Posts: 606
Boston
Suppression is modeled in the SLX-FFSX2007 hybrid to the best ability that can be done with the aging OFP engine. Basically what happens is if under fire (heavy weapons/machine gun) you and the AI will tend to stay prone and have the effect of running long distance in OFP (panting), this causing a good degree of degradation to aiming, all-in-all not a bad implementation of suppression within the confines of the OFP scripting engine. The AI will even perform running dives to the ground (using Sanctuary's diving animation) when becoming suppressed.

btw suppression is part of the SLX mod that is also a separate mod by Solus that can be used with such total mods as: ECP 1.085, VTE 0.4, Tonal, WGL, 1944, and CSLA.


On a side note: my only problem with the FFSX2007 mod is that suppression is modeled actually a little too agressive IMHO e.g. your player and the AI will easily become suppressed and remain that way for even when not under fire for a little too long, hopefully Thunderbird (mod creator) will adjust these values in a patch. If one has the ECP mod coupled with SLX 1.1 that's the best model for the AI so far, with a little tweaking FFSX2007 will be there. To download the SLX 1.1 addon go here:

SLX 1.1

And please see the SLX thread here:

SLX 1.1 Thread

Last edited by Pickled; 10/11/07 05:01 PM.
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