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OwO_Ishimura

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  1. After successfully removing the mudguards, I decided to do a little brainstorming and it hit me! I thought, what if I can do what I want to see for several long years, just making small changes in mod, guided by logic. And I decided to try. What was my shock from the fact that, as a result, everything turned out the first time and worked just perfectly! I launched the game and was skeptical about this, but everything worked out. I am very happy! Which is where the next guide comes from, hehe. B) How to return the cage to the M1A1 Abrams engine? Answer: it's not difficult to do this, using the files of this mod, of course. And so in order: 1) In the "M1A2" folder, copy the "m1a1_cage.mtl" file and paste it into the "M1A1" folder. 2) In the folder "M1A2" we find the file "m1a2--xm1a3.cdf" and open it with an editor. 3) Find the line: <Attachment Type="CA_BONE" AName="cage_hull" Rotation="1,0,0,0" Position="0,0,0" BoneName="hull" Binding="Objects/vehicles/mbt /m1a1/m1a1aim_era_cage01_hull.cgf" Material="Objects/vehicles/MBT/M1A2/m1a1_cage" PA_ReceiveCustomization="1" Flags="0" /> We copy this line completely from beginning to end, after which we close the file. 4) In the folder "M1A1" open the file "m1a1--m1a1.cdf" and then paste the copied line so that the line "<!--MOD END-->" is one line lower. 5) After inserting the copied earlier line, we need to find "/M1A2/" in it and just change the number "2" to the number "1". After such editing, close the file and save the changes. Easy, right? The result should be a line: <Attachment Type="CA_BONE" AName="cage_hull" Rotation="1,0,0,0" Position="0,0,0" BoneName="hull" Binding="Objects/vehicles/ mbt/m1a1/m1a1aim_era_cage01_hull.cgf" Material="Objects/vehicles/MBT/M1A1/m1a1_cage" PA_ReceiveCustomization="1" Flags="0" /> After such a procedure, you should have an M1A1 Abrams in the game with a cage on the engine, which will be synchronized with the selected paint and camouflages. It will be on the tank regardless of whether dynamic protection units are installed or not. Not critical. The main thing is that she is. I've missed it ever since after "Obsidian", some unknown developers who didn't even have a name began to remake the vechicle in the game. (and sad and significant decisive changes in the game took place in the spring of 2017) Just in case, I’ll throw it off completely as it’s written in my “m1a1--m1a1.cdf” file, but you should consider that I removed everything else, since at the moment for the M1A1 Abrams I only needed a cage for the engine and nothing more ( ideally, of course, to return the authentic model of the tank at the time of the end of 2015 - the beginning of 2016, but this is probably completely fantastic) I have it written like this: <CharacterDefinition> <Model File="objects/vehicles/mbt/m1a1/m1a1--m1a1.cga" Material="Objects/vehicles/MBT/M1A1/M1A1_Hull" /> <AttachmentList> <Attachment Type="CA_BONE" AName="antenna02" Rotation="1,0,0,0" Position="1.2823913,-2.0999532,2.5238092" BoneName="antenna02" Binding="objects/vehicles/vehicles_common/antenna_short.cdf " Flags="0" /> <Attachment Type="CA_BONE" AName="antenna01" Rotation="1,0,0,0" Position="-1.1534978,-2.1744652,2.6110883" BoneName="antenna01" Binding="objects/vehicles/vehicles_common/antenna_short. cdf" Flags="0" /> <!--MOD START--> <Attachment Type="CA_BONE" AName="cage_hull" Rotation="1,0,0,0" Position="0,0,0" BoneName="hull" Binding="Objects/vehicles/mbt/m1a1/m1a1aim_era_cage01_hull. cgf" Material="Objects/vehicles/MBT/M1A1/m1a1_cage" PA_ReceiveCustomization="1" Flags="0" /> <!--MOD END--> </AttachmentList> </CharacterDefinition> So far, I haven’t really thought about whether it’s really possible to “move” cage engine on the M1A2, M1A2C or M1A1 Storm using the method described above. Don't know. I do not know yet, I have not tried, I have not checked. It seems to me that something else will need to be changed there in the "m1a1_cage.mtl" file itself, to prescribe something so that this engine cage is relevant not only for M1A1 and XM1A3.
  2. I'm here and I'm in a positive mood, later it will become clear why. To begin with, I want to express my gratitude to Arto for this mod (pack?), despite the fact that not all of his author's ideas in mod I personally liked, despite the misunderstanding that arose in the discussion of this mod - thank you Arto! My knowledge of modding "Armored Warfare" is absolutely non-existent, so I certainly could not create the mod on my own in the way I wanted to make it. However, thanks to Arto's mod and his hint to a person in a discussion of another mod (how to remove a specific element that I didn't like in a mod for a tank's appearance), which I paid attention to today - I was able to eliminate the "extra" (in my opinion) and give the necessary to that particular tank, which I wanted the most. And although it currently does not look so authentic (due to the fact that the tank models were spoiled by the developers), I am glad at least for this opportunity. Thank you Arto and thank you to all those who make mods for this game. It's really cool and it's important! And so, I want to share here small guides (perhaps it will be useful to someone), there will be only two of them. A) How to remove mudflaps from the stern near the rear rollers from the tank? Answer: very simple. In the folder "M1A1" we find and open the file "m1a1--m1a1.cdf", then we need to delete the line completely: <Attachment Type="CA_BONE" AName="mudflaps" Rotation="1,0,0,0" Position="0,-0.05,-0.21" BoneName="hull" PA_ReceiveCustomization="1" Binding="objects/vehicles/mbt/xm1/phisical_detachparts_hull.cdf" Flags="0" /> After deleting the line, close the open file with the editor and agree to save the changes. That's all. This can be done with any of the tanks in this mod if you want to remove the mudguards. The main thing is to open the desired file with the name of the tank you need and find the desired line there, and then delete it completely and save the changes. I did this first on XM1A3 because in this version of the mod I didn’t like only mudguards in it, otherwise it was very coolly redone. Let's make the Abrams great again!
  3. Type 99A and Type 99A2 are also my favorites and even though they are not very popular I play them from time to time. And it happens that I play only on them and for quite a long time. A few years ago, I remember playing for several hours every day in "Global Operation" at a time when these tanks had the best dynamics among all MBTs and at the same time their armor in the forehead was quite confident. Few people could confidently penetrate the forehead, it was not even necessary to especially move or twist the tank body. Of all the chinese MBTs, I like these two handsome men: 99A and 99A2, they are really cool, both in appearance and in their characteristics. Perhaps not the best and most comfortable tanks at their levels, but they will find their lover. So what am I on about? Oh yes, mod, for my favorites, yes, thank you, thank you very much and special thanks for the opportunity to choose from different options: so far I have chosen a simple option with tanks at the stern of the tank, that's enough for me for now. Thank you. Then, of course, I’ll try options with camouflage and dumps, probably even. The ability to choose is really great, everyone can choose the one they like best. This is great. Thank you very much buddy!
  4. American MBTs were good even at low tiers at the time of balance 1.0, it's a pity that time is long gone and I believe that in spite of everything we will never see such an interesting balance (adequate for a game of this kind) in this game. It's sad, it's unfortunate. However, I'm here to express my admiration for the work done and indeed the listed tanks began to look much better. I like. I might even dust off some of them in my hangar and go out random, hehe. It would be interesting to see something similar for the Abrams line of tanks, including a change in the design of the basket on the turret in the manner of how it was all this time before the release of 0.34, when all the Abrams tanks became ... became sad. For example, pull out the spare roller from the basket and attach it to the steel bars of the basket itself, even at the same level where the spare roller is now, also remove these square inserts (which are especially disgustingly placed on the M1A1 AIM) from the back of the tower / basket. I don't know where they saw exactly the same appearance on the tanks that they made in the game as a result. There are plenty of different elements in this mod that can be used to transform Abrams tanks, adhering to history (I would like to).
  5. Another one of my favorites got an interesting visual mod! Thank you! This is good work. I don’t know if it’s possible to attach some body kits in the form of bags or boxes / canisters (based on historicity), but the option when there is nothing superfluous that could cause a cringe suits me too.
  6. With your permission, I would like to add a little, namely, the missing cage on the engines of the Abrams tanks, for which there are mounts and, in theory, they can be installed together with dynamic protection units, namely: M1A1 Abrams M1A2 Abrams M1A2C Abrams XM1A3 Abrams And in general, developers should solve this problem, including in terms of game mechanics, when some of these cage / lattice screens really protect against cumulative ammunition, while others simply have no reaction.
  7. is there a previous version of this mod? What are the differences? After all, one of the two files of the new and old versions differs in weight and date. However, I believe that it will be possible to check it personally The preview video shows how it is with those files that are newer in the main archive?
  8. At first I did not pay attention, but now I have a question: after unpacking, inside the archive, along with the sound files (screenshot 1), there is another archive packed, inside of which there are two more sound files (screenshot 2) that differ in weight and date of creation, this is how it should be and what should be done to make the mod work exactly as intended?
  9. I don’t know if this will be useful in the end, but I will express my opinion, the opinion of a person who has more than seven thousand battles in two PvP modes and PvE (not in general, but in each of them more than seven thousand). The "Global Operation" mode, in theory, is the most interesting thing that a game about the battles of modern and near modern technology has to offer. However, now the situation with this mode is extremely sad, and even on Tier 10 vehicles, it is far from possible to get there at any time of the day. (and there were times when it was possible to get there in 15x15 battles almost at any time of the day without a long wait on Tier 5 vehicles) I remember when 10x10 battles appeared on three small maps (two summer and one winter adapted from the neighboring PvP mode) and at first it seemed to me not very interesting, but only at first. I soon noticed that the performance in such battles is better, the fps is more stable and the overall gameplay is less toxic and you really have time to do more per battle and influence the match. The only thing that still annoyed me was, of course, the spam of the bombing by planes, which pissed me off the most. My suggestion: Enter a condition for the mode and notify about it, enter a description of the mode - make an admission to the mode for vehicles of 3 -10 tiers, but with the condition that 3 -7 tiers will never intersect with 8 -10 tiers. Also, tiers 3 -7 of vehicles will play in the battle format: 8x8, 9x9, 10x10 on three small maps adapted from the neighboring PvP mode (two summer and one winter), which are already available in the "Global Operation". For the first time, try to do this for several months and see if the players will be interested, whether they will play on Tier 3 -7 vehicles, conduct a survey after a sufficient time and draw conclusions against the background of activity statistics in the mode. I assume that this option may appeal to players, because the gameplay on vehicles of tiers 3-7 is less toxic in general (unlike 8-10 tiers of vehicles in the current balance), battles with a minimum format of 8x8 and a maximum of 10x10 are much more comfortable than more especially 15x15, including FPS and its stability. The only thing that will need to be decided what to do with the airstrike call is to reduce the number of calls on the map or remove it altogether. Artillery can be launched there controlled by players, no problem if there are no more than two units per every team. If this method works, then it will be possible to adapt other maps from PvP "Battles" in the future, many maps will definitely fit into 10x10 battles in "Global Operation". The main thing is not to forget to set up the matchmaker correctly so that 3 -7 vehicle tiers play -+2 and never get into battles with 8+ vehicle tiers. Perhaps for battles in such conditions on vehicles of tiers 3 -7, it will be necessary to reduce the number of players in one platoon from three to two.
  10. My regards! Finally, you can enjoy the aesthetics like in the old days! The method is working, I personally drew it yesterday, uploading the files to the localization. Huge thanks! I personally did not like the pollution mechanic in the game as soon as it appeared. And it would be nice if the developers gave the opportunity to completely turn off pollution in their settings, but no, they did not do this, although many people did not like the dirt.
  11. Some people don’t need so much to be happy, perhaps, yes, I would like to have such an opportunity with the help of the mod to “return” the cage on the M1A1 engine to Abrams in a set with the installed dynamic protection units. I suppose for those who already know and understand how to "transfer" some elements from one Abrams tank to another, this should not be something difficult. As an option, you can make a mod that will give a cell on the engine to all Abrams starting from M1A1 (AIM does not need to add anything to it, and so it already has) and ending with XM1A3 and everyone will decide for himself whether he will install for everyone or choose which ones he needs. Just give them a cage on the engine that will be synchronized with the paint / camouflage / skin of choice for the tank. It's all. Regarding this mod, I can say that it is good, the tank really looks better, as much as possible given the fact that the developers have made all Abrams tanks controversial. And the M1A1 AIM especially got it in the sense that its rear part of the turret is ugly. But this is already a claim to those who made models of tanks in the game.
  12. First of all, I want to apologize if my comments were meant to be purely taunts for the sake of ridicule, I'm sorry. I did not pursue such a goal and this is true. I understand that what you did is not easy and you did it according to your preferences, deciding to give everyone the opportunity to try this out for themselves, just like that. I voiced my opinion about what I saw (maybe I should have somehow chosen other words for this) and expressed my suggestion / wish / remark. Of course, you don't owe or owe anything to anyone. At the moment, I have only one question: what file or files are responsible specifically for the tanks to have mud protection rubber on the stern of the tank? What needs to be removed so that it doesn't show up? I was interested in XM1A3 in this form and with the same cage on the engine, it would be interesting to play in this form. I would also be interested to know your opinion on what I said and showed, did you even play at a time when the Abrams were good and looked more aesthetically pleasing than now?
  13. I am aware of the life history of this game and follow the news / announcements, sometimes I go to play myself (unlike how I could play 6-8 hours a day without noticing how time passes in 2015 and in the first half of 2016). And I see how "big" online the game is even in prime time, what is happening in recent years reminds me of how a hopelessly terminally ill patient is supported by artificial life support devices, really. And now, among the news, once again, there is talk about some new global rebalancing of all vehicles ... supposedly this should change the game for the better (I'm almost sure that there will be another failure). Are you criticizing? Offer - no problem, there is a proposal and it is quite simple, but it will clearly show in which direction it is actually worth moving on. Suggestion: hold events like testing the upcoming patch 0.33, when players were launched on the test server with the opportunity to try out the new rebalance and express their opinion. Then it was done in several stages. It costs about the same to do, only run the game in version 0.11 on a test server, for example. It is better to do this closer to mid-September. It will be necessary to notify the gaming community in advance about this by all possible means, up to mailing to everyone who has ever registered in this project. I have no doubt that such news will attract the attention of former players who have stopped playing. Within three weeks or maybe even four, Friday, Saturday and Sunday will be testing time. To make it so that each player entering the test server has enough game currency and the opportunity to try out any available equipment (including premium ones), install any equipment and commander, being able to raise the maximum level of pumping without playing a single battle in order to comfortably try out one or other technique, revealing its maximum potential without the need to do "work" with unnecessary waste of time. Polls: What should you pay special attention to - 1) booking of main battle tanks of junior, medium and high tiers 2) crew voice acting 3) interface (combat and other) 4) artillery in PvP and how it affects the battles / what to play on it yourself 5) mechanics of masking and detection 6) missile defense systems and the fact that they essentially work the same way, that is, they shoot down missiles on approach to equipment 7) work of dynamic protection / lattice screens / cages 8) commanders and their perks/crew perks 9) additional equipment and its characteristics, how it affects the possibility of unique customization of a particular tank 10) autocannons and how they feel in that balance 11) interest in playing on different main battle tanks and their differences between themselves / between branches of suppliers 12) light tanks and their role on the battlefield, is it more interesting and comfortable to play them in this balance 13) the absence of infantry, but the presence of artillery, which option is more interesting and the battles are more dynamic 14) game sounds in general (gun shots/hit/other interface sounds) 15) gameplay in PvP and PvE modes compared to the one on the main server 16) summarize how the game is more interesting and exciting (it goes without saying that those who are not familiar with this balance may experience some discomfort at first, especially starting from Tier 7, but often it just takes time so that people adapt, try the product and adapt, be able to use the features of the gameplay and enjoy it) No "realistic battles" or anything else will globally change the situation for the better, because the gameplay will essentially remain the same and will have the same problems that have been in the game for many years already, and the 0.33 rebalance clearly showed that in essence nothing globally has changed for the better. By and large, they simply wasted resources and did not live up to expectations. So what's stopping you from doing a preliminary test of the same game from the times when the hype around it was great and more was expected from it? After all, this is not the same as spending resources and immediately remaking the main game for something and showing without knowing for sure whether you will like such a change or not, here you just show what has already been done before, in what form the game attracted to attention and won its devoted audience. And based on the feedback, it will already be possible to draw conclusions whether it makes sense to "return" balance 1.0 without losing the game content accumulated over the years of the project's existence or not. !!! Be sure to remind the players that the gameplay is different on the test server and that the main battle tanks break through into different zones (hatches / observation devices on the tower, the driver's hatch, bottom sheets in the frontal projection), and starting from tier 7, almost all tanks stop breaking through into the lower sheets of the frontal projection, and this has its own interest, its own differences and features.
  14. As a player of the old guard watching the "development" of this project, I have one important question: why do responsible people continue to stubbornly ignore the obvious facts that the global changes that came along with balance 2.0 (affecting all aspects of the game, including the interface, the mechanics of various and other) led to a failure on a global scale??? And despite this, they continue to lose players without getting enough new ones in return. Comparing the activity in the game in the fall of 2015 and the significant decline trends since the spring of 2017, it is obvious that all attempts to make it better in fact only spoiled what it was (not counting graphics improvements, some technical components). What kind of stubbornness is this to continue to plunge the project into a dense swamp, but just not to return to balance 1.0, the only right decision regarding this game? Global changes "killed" everything interesting and unique that favorably distinguished this game from other similar ones, starting with the gameplay/mechanics and ending with the interface/sounds/voicing of the crew. Quite definitely, the changes that began in balance 1.0 with patch 0.12 did not make this game more interesting and better, but vice versa. And this was evident even at those stages when on the test servers the players could personally look at the upcoming balance 2.0, it was obvious that the updated interface, which had lost its pleasant and original color palette, having been replaced by some depressing shades, was not liked by most players and many people saw it in it is a copy from another well-known tank game.
  15. Curious... is it possible to restore the voice acting of the crew in this game, what it was with balance 1.0 (from the closed beta test to the open beta test of the game version 0.18 inclusive)??? After all, she was really cool, much better than the one in the game in recent years. It would be great if someone could do this, make a mod that would have two localization options: english and russian. Fully all the voices and lines of the crew would be really cool. Thank you for this voice acting, especially since I watched the anime, I know the characters hehe. As a change, you can play with this sound mod, why not. Will this mod be updated? In my opinion, some remarks are repeated very often, by different crew members, according to my impressions.
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