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Ethridge

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Reply with quote  #1 
[184c8d3458e41a946173434a173a689e]
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About :
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Iron Front : Rearmed (Formerly known as "Iron Front Overhaul Mod") is a mod made for IFA2. Designed for use with ACE, Blastcore FX, and COSLX. It fixes a lot of the issues in IFA2 as well as changing and adding things for historical accuracy and realism. Installation instructions are in the readme included in the mod as well as a changelog for the current version. The current version is v1.2 and there are screenshots below. Unfortunately I had to accelerate the release of this new version as I have a Unit and we needed the mods to play, so some stuff that I hoped to get into this version did not (i.e. winter units) and will be coming next version. I hope you enjoy the mod and please feel free to give me suggestions on what to add and change.

-Ethridge

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 Quick Features List :
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New factions.

New interaction features. (Smoking cigarettes, interaction with vehicles/weapons, etc. Maybe...)

Changes to default maps and/or new maps. (Maybe)

German western front/late war units. (Coming soon)

Winter and/or African Theatre units. (Winter units coming soon)

New units.

Accurate organization for groups.

Improved default missions and new ones. (Coming soon)

Compatibility with Task Force Radio mod. (Coming soon)

Compatibility with ACE mod.

Accurate weapons.

New classes such as the much needed ammo bearer and assistant machine-gunner. (Done for U.S., other factions coming soon)

Retextured infantry.

Accurate infantry loadouts.

Lots of fixes. (Weapon sounds, explosions, etc.)

New Effects (gunsmoke, explosions, etc.)

Realistic sounds.

Accurate faction names.

Accurate infantry names.

Accurate weapon and vehicle names.

Custom loading screen.

Custom menu. (Coming soon)

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Screenshots :

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[4358482cb9fc1dbd42374ceb2ad0e935] 

[78a99546522840526503a49918e83ab6] 

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[a49ed48feb943d0299bf941638f3a52e] 

[a04d7ab8913e7d36c4c5546820db9eb4] 

[3524977ad1462e87e438fc304a3a4d9d] 
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Credits :
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TurkishSoap - [For his "Soap Sound Mod" to build upon]

Iron Front Revival Team - [For the "New Units & Weapons Mod" to be included]

{RP}Alan - [For various tank sounds and skins]

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                                         (v1.2) Download :
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Mission Repository page/Download
http://www.missionrepository.com/iron-front-rearmed

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Alan123

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Reply with quote  #2 
Hello,

I have had a quick game and as you know am only focused on the tanks even tho 99% of the punters are into infantry stuff, and this is where most of the effort goes.

I did not notice any changes to the tanks except for the American Sherman and it had better engine sounds and sounded much better than before.

I know that coding in ARMA is long winded and challenging and takes a long time to do so thanks for what you have done.

You might want to start a Github site to track issues on a case by case basis. I would certainly like to help you out there by reporting things that I find while playing.

Little things that I noticed while in the American Sherman were:

The engine idle sound, when buttoned in the tank, was still the standard ARMA Abrams sound, this could be changed out to the one I gave you set to run slow.

The turret turn sounds were a bit too loud when in the tank, in reality, this is just a low hum and barely audible at all through a tanker helmet and earphones. The sound you have is better than the standard game manual rumble sound which is right only when running an unpowered turret or gun traverse such as on the two assault guns in the game. Too loud to the point that it annoys and detracts from gameplay.

Some great general shell whiz and explosion sounds added a lot to the game immersion and shock and awe of being in a battlefield.
 
The whole mod that you have done there is fantastic and the best IF44 work that I have seen.
 
I am helping out with the IF44 mod for Arma3, and we could use your expertise there, especially on the tanks as they are particularly bad. ARMA3 is the future too. That said your excellent ARMA2 mod is the only one I am playing at the moment as it offers the best all around IF44 tanking experience.
 
If I can help you in any way by preparing code etc., please let me know and I will do what I can to get more of those tank sounds and skins that I did into the game.
 
Thanks
 
Alan
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Ethridge

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Hi, thanks for the reply and suggestions. I actually didnt change any of the Sherman engine sounds, I changed its reload sound, turret traverse (as you mentioned) and I believe I changed the gun sound as well. But I have added blastcore FX to all of the tank guns in game as well as I added blastcore explosions to the HE shells (Of course this requires Blastcore FX, which is mentioned in the readme). I also retextured the US tank crewman, organized the crew properly (vanilla the TC is a 2nd Lt. with 2 Sgts and so on). But I will look into the traverse sound (vanilla its actually just the Abrams turret traverse and loading sound). And about the internal idle engine sound, I will certainly look at that as well. I have considered working on IFA3 but I am pretty busy with IFA2 atm because I run a unit/clan for it. But thanks for the kind words and if I need any help or more tank content I will certainly look to you [smile]

-Ethridge
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Alan123

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Reply with quote  #4 
Yes, I just compared the Russian Sherman variant with the U.S.A one and it has different sounds, t34 sounds and some legacy Abrams. 

So someone had a tinker with the American Sherman and made it a bit better.

I did not think the American Sherman sound was my one but the one in the game is also not bad, not sure that it is a Sherman motor though.

The FX blastcore effects are amazing. Really immersive.

Thanks

Alan
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Alan123

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Reply with quote  #5 
Hello,

Just wanted to report that the Panther main gun does not recoil when fired.

I will report things here as I playtest the mod.

I wondered if you could make a WW2 tank tactic mod. The tanks in ARMA2  fire on the move and often employ the tactic of racing away from the enemy while firing with the turret turned backwards on the move, thus exposing weak rear armour to enemy fire and doing what they could never do and that was firing on the move.

WW2 tanks did not have weapon stabilisation or the modern hydraulics and specialised metals that allow for guns to be unhitched when travelling. A WW2 tank would drive with the gun hitched, normally to a hook on the turret roof, stop, unhitch the gun, aim, fire, re-hitch the gun, drive on.

I know that ARMA AI is a bit of black box but there might be something you can do.

Thanks

Alan
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Alan123

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Reply with quote  #6 
Hello,

After many hours and missions playing your excellent mod, which is the best IF44 tanking experience I have had ever I report the following minor things:

1. Some tanks appear to not have a recoiling main gun, and these include the SU-85, T34/76, T34/85, Panther, IS2 and Sherman. The Tiger has a recoil and works fine. With more time in and looking at the tanks closely in 3D view they do indeed have recoil, it just is not that much, just a flick, but it is there, so no need to worry about this one.

2. SU-85-As the unbuttoned loader there is no look around feature, as the player, you stare straight ahead at the back of the open hatch and cannot move your head.

3. Panther - When you transition from outside to inside as the tank commander you get a glimpse of the side view of a road wheel. Probably best to make this a black transition like many of the others. Screen goes black and pop you are inside and vice versa.

4. Many of the tanks have an electric buzzing noise when you operate the periscopes; this is particularly bad on the IS2 Stalin tank. The periscopes were not powered and should not buzz, they were manual and should make no noise at all. This is probably a legacy sound from the original ARMA2 programming and is the sound from the Abrams or T90.

5. Stug III, similar problem as the SU-85, in the unbuttoned loader position you cannot look around, instead you look straight ahead at the back of the empty MG foldable shield. With more time in each tank, I have noticed that the loader generally in any tank when unbuttoned cannot look ahead and can only look straight ahead, given that the camera is there it would be easy enough to code in some movement.

6. Some tanks, notably the IS2 Stalin tank and King Tiger 2 tank, seem to have a very high propensity to receive damage to the main gun that knocks it out. Seems to happen with the first hit to the front of the tank. This might be some gamey coding to give these strong tanks an Achilles heel that they did not have in real life. Maybe deactivate this 'feature' in veteran and elite modes of gameplay. Needs to be toned down in all game modes as it did not happen that much in real life and certainly not more than any other sort of tank.
 
Once again thanks for making a great mod of one of the best tank sims ever made. Amazing stuff, cannot get enough of it.
 
More to come as I rack up more combat tank time.
 
Thanks
 
Alan
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Ethridge

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Reply with quote  #7 
Thanks for the reports Alan, ill write these down to look into.
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RickysCoffey

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Reply with quote  #8 
I've been looking over all the units, nice job on 'em. Just one note/question. Throughout all the German units, I notice that they differ in censored/Nazi symbols. For example, some soldiers have the Balkenkreuz in place of the swastika, some have a few of both, and the rest are completely uncensored. Are you planning on changing rest of the censored to swastikas? Or is it a problem on my end? Oh and the camo Waffen-SS have don't have a German voice, I think they have polish voices.
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Ethridge

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Reply with quote  #9 
Hello RickysCoffey, thanks. In what area are the symbols?
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RickysCoffey

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Reply with quote  #10 
In terms of the balkenkreuz, almost all breast eagles (but the harness usually blocks it) and belt buckles have them. The SS sleeve eagle has the cross, some, if not, most of the field caps(Some SS caps have cross some don't), some officers caps have a faint cross, and Luftwaffe decals on helmets either have a cross or just the eagle. I forgot to check the panzers, but the j├Ąger division, from what I remember, is the most uncensored one.
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Ethridge

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Reply with quote  #11 
Ah, those SS and Luftwaffe units are from a different mod which I got permission to include. I will add swastikas to these in the next update. My top priority is historical accuracy. Thanks for the info!
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Gunter Severloh

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Reply with quote  #12 
Just a suggestion you should have a version with and without the runes/swastikas, i believe if im not mistaken that Germany and or other countries forbid them,
idk how it works over there but maybe someone from those countries could comment and clear it up, just a thought.

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Alan123

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Reply with quote  #13 
Hello,

I live in Germany and know about this a bit. If the Swastika / Rune is in its correct historical context, that is in a game, movie, museum or theatre piece from the time of the NAZIS it is ok as it has context.

So we are making a WW2 game with NAZIS in it so that has historical context and is ok.

If we were making a modern day Zombie mod it would not be ok and if it were a product on a shelf it would be banned and removed. Dunno what they could about a free mod sourced from Mega.

It is not ok to hoist a NAZI flag up in your garden or wear NAZI stuff anywhere but at home with the curtains drawn.

We have over here a government dept called the Verfassungsschutz (Constitution Police) and it is their job to chase this sort of thing up and close it down and issue fines, take things off shelves, follow poeple, break up meetings and that sort of thing. 

So no need to double up on work.

Cheers

Alan


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Gunter Severloh

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Quote:
We have over here a government dept called the Verfassungsschutz (Constitution Police) and it is their job to chase this sort of thing
up and close it down and issue fines, take things off shelves, follow poeple, break up meetings and that sort of thing.

Sounds like another version of the gestapo, lol but this time are the good guys.

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Alan123

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Reply with quote  #15 
The main difference is that they do not torture and murder people on a whim on orders from a lunatic, other than that the pay and conditions are much the same.

AL.
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