Arma 3
[23PzD] Sonderkraftfahrzeuge
41 comentarii
Virtus 2 dec. la 13:07 
Already an incredibly good and highly sought after mod. All I'll say is some higher quality tracks, adding toggle-able things like foliage/nets/spare wheels/jerry cans/ammo crates etc via 3den, and some variants with MG34s would make this perfect
The Big Shell 1 dec. la 16:16 
Since the last update, almost all bugs that i talked about have been patched which is awesome. I'm just sending an other message to "update" the bugs list.

1. The vehicle can't drive on the bridges, when it is in the middle of one, it will instantly turn left or right to hit the bridge fence. According to a bug report made on Arma 3, that is coming from the center of the vehicle being too low. Right now, the height between the vehicle center and the road is "0.00505447" or something like this which mean "0" and need to be at least 1.80 meters.

2. I will need to do more tests because the bug on the bridges seems to be related to the pathfinding and when i was testing right in front of the Terminal in Altis, my soldiers weren't able to get in my halftrack. They were trying to walk behind it but were stopping at like 2-3 meters behind it and they were trying again to enter it. I will do more tests to see if it was a random bug or not.
The Big Shell 2 nov. la 11:45 
So in conclusion, there is 2 real problems that mod has.

1. The "Transport Unload" problem which can be solved by only changing "showAsCargo=0;" to "showAsCargo=1;"

2. The problem about the bridges seems to be related to the vehicle center the vehicle has. You need to push the vehicle upwards inside object builder to make sure the function "(((vehicle player) modelToWorld [0,0,0]) # 2)" returns at least 1.80 meters, if not more, the IFA3 Sdkfz 251 has a height of 1.96 meters, your vehicle has a height of "0.00505447" which mean, it has 0.
The Big Shell 2 nov. la 10:34 
I found an other problem, the halftrack is unable to go through bridges. The halftrack from IFA3 is able to go through bridges so i think, it comes from the new models from that mod.
The Big Shell 1 nov. la 15:21 
So about the "Transport Unload" problem, i solved the bug myself. You need to change the variable called "showAsCargo" in the vehicle config, from "0" to "1".

Currently it is at "showAsCargo=0;" and it should be "showAsCargo=1;", that little change will solve the problem.
The Big Shell 27 oct. la 15:31 
ok so i used the mod and i will say there is 3 things i don't really like but that can be improved.

1. The "Transport Unload" doesn't work, the command "fullcrew [(vehicle player), "cargo", true]" return only one seat and only one soldier on the 10 seats will get out when the waypoint is activated. All the 9 seats are marked as "turret" seat and not as cargo, i don't really know what is the fix but i wanted to tell that there was a problem with that. The Sdkfz 251 from IFA3 doesn't have the problem, only the one from that mod.

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The Big Shell 27 oct. la 15:31 
2. I know that it is really hard but as someone already said, i really hope the "IFA 3" dependency will be removed, it would be awesome to have only that mod enabled and not IFA 3 anymore.

3. The tracks textures, they are good but they are really "bright" like they have been made in Chrome or something like this, when you look a real Sdkfz 251, the tracks aren't that bright. I saw that the "Sdkfz 250/1" made by SPE has real tracks, it seems to be a model so i'm not asking for that quality of tracks but if possible, can you make them less bright or a little bit more realistic ?
Adeptus 19 oct. la 10:02 
the desc is so tiny
jasperloop 19 oct. la 2:35 
Thank you.
DickLouden 17 oct. la 12:20 
Looks interesting, probably try them out tonight, thanks!
Retch | Mushr00mhat 17 oct. la 4:32 
@ZazaBubu I understand what you mean. You can't command driver AI while in the Commander seat on some variants.
Saltwater Cowboy 16 oct. la 15:54 
This is amazing
ZazaBubu 16 oct. la 13:28 
I just realised that you didn't understand a problem. i meant you can't drive a vehicle on commander side. Same as original kfz 251 from IF mod...
MicrowaveFork 15 oct. la 20:20 
Bravo! Excellent work!
Typhun 15 oct. la 19:21 
@jdspider Epic! thanks for the heads up :)
MRorca 15 oct. la 19:13 
This is So unbelievably Peak tysm
Valentine  [autor] 15 oct. la 15:59 
@Virtus @Rowdied
At the moment, we are not looking into making the bridges detachable. Some framework is there, but it's currently something we'll look into in the future, not as of this time.
Valentine  [autor] 15 oct. la 15:56 
@THAT Austrian Painter™
Most of our in-house stuff is specifically made with the unit in mind, thus not really being applicable for public release. Is there something specific you've seen in a screenshot?
Rowdied 15 oct. la 14:43 
""Any chance of making the bridge/combat engineer functions of the 251/7 work? Like dropping a placeable bridge, dropping concertina wire, mines, etc""
Even just having the top ramps functional and be able to be removed either through ACE or Drongo's DYEL function?
Great job by the way guys!!!
ZazaBubu 15 oct. la 13:23 
No the 251\22 works fine. It's 251\1, 17,21,3 and 7. Spe and IFA used only.
[23PzD] Jpspider  [autor] 15 oct. la 13:09 
@Typhun
We can look into it for a 1.1 update, it's been raised internally
[23PzD] Jpspider  [autor] 15 oct. la 13:08 
@ZazaBubu
Can you describe which vehicle? The 251/22 with the Pak40 on it you must be turned out using CTRL + E or CTRL + Q in the standing position to fire it. Otherwise I don't remember seeing such bugs.
ZazaBubu 15 oct. la 12:20 
Some bug: some vehicles can be controlled on gunner\commander side, some are not.
THAT Austrian Painter™ 15 oct. la 10:29 
Are you guys planning on releasing more previously private German WWII mods? Love the quality of this one
Kill3rCat [1st FORECON] 15 oct. la 5:19 
Very nice work
That Goomba Bloke 15 oct. la 4:57 
Oh, these look familiar! Glad to see you guys finally released them for the public to use! Congratulations on the release!
Cots [Hk] 15 oct. la 3:46 
Bravo! Glad to have been a member of the 23rd. All success to you guys. Rkt. Vogel
Typhun 15 oct. la 2:38 
Congrats on the release; these look sick-!

Any chance of a side-branch that doesn't need IFA though?
Luca 15 oct. la 0:14 
Nice work, well done!
.Sherpa 14 oct. la 23:24 
@Kersch stole my buzzword, but this mod really is fookin fantastic lads. Congrats on release :bo3lmso:
Luigi the magical dinosaur 14 oct. la 22:13 
Epic
Kersch 14 oct. la 20:51 
This is a fantastic mod. :steamthumbsup:
L. Kilo 14 oct. la 20:10 
Praise the 23rd!
Otto von Basedmarck 14 oct. la 18:48 
Truly chad like behavior Knights Crosses for all :mow2_ger_medal: Thank you guys so much for this everything you guys do from maps and assets like map symbols truly a good bunch of lads
Brian Hates Games 14 oct. la 17:39 
yes, jamie mod))
sgt.bean 14 oct. la 16:25 
This is such a good edition to SPE, is the Sd. Kfz. 2 going to have additional camos in the future?
Valentine  [autor] 14 oct. la 15:53 
@Brian Hates Games
Any chance of Feldbluse 44? :steamhappy:
Brian Hates Games 14 oct. la 15:42 
Any chance of no ifa3 requirement :steamsalty: :deadrat::steamsalty:
Virtus 14 oct. la 14:43 
Any chance of making the bridge/combat engineer functions of the 251/7 work? Like dropping a placeable bridge, dropping concertina wire, mines, etc
[СА] Graf_Maximus 14 oct. la 13:22 
Congrats with release!
Equinox 14 oct. la 13:08 
Been waiting for this, Awesome work on the mod o7