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Found 25 results

  1. Version 3.100

    512 downloads

    RKSL Studios presents the Official Port of our Foxhound LPPV. The Ocelot Foxhound LPPV was specifically designed to meet the UK MoD’s £200m LPPV programme requirements and replace the Snatch Land Rovers in use with the army. The Snatch Land Rovers have been criticised for their inability to provide protection against IEDs and roadside bombs in Iraq and Afghanistan. The LPPV programme’s objective was to have 400 light protected patrol vehicles production ready by 2010. The UK MoD purchased two Ocelot Foxhound vehicles for testing in April 2010. The invitation to tender (ITT) was issued in May 2010. In September 2010, the Ocelot Foxhound LPPV was selected under the programme against the contender Supacat and NP Aerospace consortium’s SPV400. An initial £180m order for 200 Ocelot Foxhound vehicles was made through urgent operational requirements (UOR) process in November 2010 In December 2011 a further 100 Ocelot Foxhounds were ordered as part of a £400m package of protected vehicles and Counter-Improvised Explosive Device (C-IED) technology for British Forces in Afghanistan. The contract was finalised in June 2012. The UK MoD also plans to acquire additional 25 vehicles at a cost of £30m. ArmA2 to ArmA3 This is an improved port of the original A2 release into the A3 game engine. The model itself is largely unchanged with some minor edits to add features and fix some old material bugs. This version also supports some of the newer A3 features such as texture customisation. You may: DISTRIBUTION: You may distribute the original .PBO files within this download freely, so long as the PBO files are unmodified and the Readme and EULA files are included. Under the following conditions: ATTRIBUTION: You must give the original author credit. The content of this archicve is the sole interlectual property of RKSL Studios and its Creators. NO COMMERCIAL USE: This content is provided free of charge solely for entertainment purposes. You may not use this addon for commercial, military or teaching/training purposes. NO DERIVATIVE WORKS: You shall in no way modify, repackage or reverse engineer any of the archive's content and PBO files included in this download without first receiving prior permission from RKSL Studios. NO VBS USE: Use of this SOFTWARE may not be used in the VBS/JCOVE product lines or any other simulator without written authorization from the LICENSOR (RKSL Studios) DO NOT UPLOAD TO STEAM WORKSHOP: You may not upload to Steam Workshop or any other service that reassigns rights over RKSL Studios Intellectual Property to 3rd Parties. FULL END USER LICENSE AGREEMENT: Common A3 RKSL Studios EULA POLICY ON RE-UPLOADS FOR STEAM: Any uploads will be met with a DMCA takedown request. FULL DOCUMENTATION: Foxhound LPPV v3.100 ADDON FEATURES MRAP capability 2x GPMG Thermal Imaging all around Cameras Thermal Image Reversing Camera Turn In/Turn Out on the turrets 3x Skin Desert Tan NATO Green United Nations A Word About Realism We strive to make all our addons as realistic as the game engine and our own capabilities allow. This means that real world speeds and capabilities are simulated where possible. Compromises have and will be made where necessary but we will not downscale or completely cripple an aircraft, system or weapon to fit into the limited spaces some ArmA maps provide. GPMG Iron sights - When I asked an RAF Regiment Gunner (that spent 3 tours on the Foxhound) how easy was it to use the iron sights on the Foxhound he replied, "Nearly impossible, the pivot system doesn't let you in most angles unless you are very tall and can twist yourself in knots." When I asked him how he aimed he replied, "Thats what tracers are for". Engine Power - The current engine/physx setup approximates the real world power. ArmA simply cannot simulate the range of the real world gearbox. Simply put these are not as fast as the vanilla ArmA MRAPS but they are easier to use at patrol speeds. COMMUNITY COMPATIBILITY It has always been a basic tenant of RKSL Studios design philosophy not to negatively affect other community made content. We do not replace core values or modify anything that will affect the function or experience of others. We are happy to discuss optional compatibility patches, but will not exclusively adapt our addons to anyone elses Mod standards. All RKSL Content is tested against the currently available stable build of the Vanilla game and official expansions. HISTORY Only milestones are mentioned. Key: Normal = Development build Bold = Testing Build or Public Release 3.100 - PUBLIC RELEASE 3.059 - Numerous Fixes 3.052 - Limited Release to Friends 3.050 - DAR-V Build #9 3.044 - Stable internal Test 3.039 - Revert to earlier turret build 3.031 - Tweaks 3.030 - Numerous Fixes 3.029 - Turnin/out option added (Huuuge mistake) 3.028 - Test Release 3.026 - Damper damage drama. 3.025 - Revert to modified MRAP01 torque and gearbox settings as its gutless going up hills 3.024 - PreRelease Testing - limited circle 3.023 - Revert to previous value. 3.019 - Refinements. Engine values - real world attempt #3048 3.018 - Private Test Build 3.015 - Refinements. New Normals map 3.014 - Refinements. Upscale bake new smdi new rvmats 3.014 - Refinements. MRAP01 gearbox 3.010 - AI Testing build fixes to view and fire geos. 3.008 - Refinements. PhysX changes new gearbox 3.007 - DAR-V Play build 3.003 - Internal Test build 3.002 - Improvement build Added internal screens New rvmats 3.001 - Initial ArmA3 build Added PhysX 2.05BETA - ArmA2 main release 2.04BETA - Internal prerelease build KNOWN ISSUES All known issues are recorded in the Foxhound Bug Tracker. If you find any problems please report them and help make these addons better. Foxhound BUG TRACKER CREDITS This addons and model is 100% unique and doesnt not incorporate any 3rd party content: Model: Messiah ex UKF & RKSL Textures: Messiah ex UKF & RKSL Turret Animation Setup: Da12thMonkey Config: Rock Testing: Jamo [4IB] - Out of the 20 or so people to test hes the only one to post bugs. Thanks! The lads of DAR-V Fuller of Task Force 316 Mathias aka ToxicLemon Research & Information British Army Website Ministy of Defence Images Ministry of Defence - Defence Equiment and Support - DeSider magazine Phil, Chris & Paul RAF Regiment Honington Thanks Rock Dec 25th 2017
  2. View File RKSL Foxhound LPPV for A3 RKSL Studios presents the Official Port of our Foxhound LPPV. The Ocelot Foxhound LPPV was specifically designed to meet the UK MoD’s £200m LPPV programme requirements and replace the Snatch Land Rovers in use with the army. The Snatch Land Rovers have been criticised for their inability to provide protection against IEDs and roadside bombs in Iraq and Afghanistan. The LPPV programme’s objective was to have 400 light protected patrol vehicles production ready by 2010. The UK MoD purchased two Ocelot Foxhound vehicles for testing in April 2010. The invitation to tender (ITT) was issued in May 2010. In September 2010, the Ocelot Foxhound LPPV was selected under the programme against the contender Supacat and NP Aerospace consortium’s SPV400. An initial £180m order for 200 Ocelot Foxhound vehicles was made through urgent operational requirements (UOR) process in November 2010 In December 2011 a further 100 Ocelot Foxhounds were ordered as part of a £400m package of protected vehicles and Counter-Improvised Explosive Device (C-IED) technology for British Forces in Afghanistan. The contract was finalised in June 2012. The UK MoD also plans to acquire additional 25 vehicles at a cost of £30m. ArmA2 to ArmA3 This is an improved port of the original A2 release into the A3 game engine. The model itself is largely unchanged with some minor edits to add features and fix some old material bugs. This version also supports some of the newer A3 features such as texture customisation. You may: DISTRIBUTION: You may distribute the original .PBO files within this download freely, so long as the PBO files are unmodified and the Readme and EULA files are included. Under the following conditions: ATTRIBUTION: You must give the original author credit. The content of this archicve is the sole interlectual property of RKSL Studios and its Creators. NO COMMERCIAL USE: This content is provided free of charge solely for entertainment purposes. You may not use this addon for commercial, military or teaching/training purposes. NO DERIVATIVE WORKS: You shall in no way modify, repackage or reverse engineer any of the archive's content and PBO files included in this download without first receiving prior permission from RKSL Studios. NO VBS USE: Use of this SOFTWARE may not be used in the VBS/JCOVE product lines or any other simulator without written authorization from the LICENSOR (RKSL Studios) DO NOT UPLOAD TO STEAM WORKSHOP: You may not upload to Steam Workshop or any other service that reassigns rights over RKSL Studios Intellectual Property to 3rd Parties. FULL END USER LICENSE AGREEMENT: Common A3 RKSL Studios EULA POLICY ON RE-UPLOADS FOR STEAM: Any uploads will be met with a DMCA takedown request. FULL DOCUMENTATION: Foxhound LPPV v3.100 ADDON FEATURES MRAP capability 2x GPMG Thermal Imaging all around Cameras Thermal Image Reversing Camera Turn In/Turn Out on the turrets A Word About Realism We strive to make all our addons as realistic as the game engine and our own capabilities allow. This means that real world speeds and capabilities are simulated where possible. Compromises have and will be made where necessary but we will not downscale or completely cripple an aircraft, system or weapon to fit into the limited spaces some ArmA maps provide. GPMG Iron sights - When I asked an RAF Regiment Gunner (that spent 3 tours on the Foxhound) how easy was it to use the iron sights on the Foxhound he replied, "Nearly impossible, the pivot system doesn't let you in most angles unless you are very tall and can twist yourself in knots." When I asked him how he aimed he replied, "Thats what tracers are for". Engine Power - The current engine/physx setup approximates the real world power. ArmA simply cannot simulate the range of the real world gearbox. Simply put these are not as fast as the vanilla ArmA MRAPS but they are easier to use at patrol speeds. COMMUNITY COMPATIBILITY It has always been a basic tenant of RKSL Studios design philosophy not to negatively affect other community made content. We do not replace core values or modify anything that will affect the function or experience of others. We are happy to discuss optional compatibility patches, but will not exclusively adapt our addons to anyone elses Mod standards. All RKSL Content is tested against the currently available stable build of the Vanilla game and official expansions. HISTORY Only milestones are mentioned. Key: Normal = Development build Bold = Testing Build or Public Release 3.100 - PUBLIC RELEASE 3.059 - Numerous Fixes 3.052 - Limited Release to Friends 3.050 - DAR-V Build #9 3.044 - Stable internal Test 3.039 - Revert to earlier turret build 3.031 - Tweaks 3.030 - Numerous Fixes 3.029 - Turnin/out option added (Huuuge mistake) 3.028 - Test Release 3.026 - Damper damage drama. 3.025 - Revert to modified MRAP01 torque and gearbox settings as its gutless going up hills 3.024 - PreRelease Testing - limited circle 3.023 - Revert to previous value. 3.019 - Refinements. Engine values - real world attempt #3048 3.018 - Private Test Build 3.015 - Refinements. New Normals map 3.014 - Refinements. Upscale bake new smdi new rvmats 3.014 - Refinements. MRAP01 gearbox 3.010 - AI Testing build fixes to view and fire geos. 3.008 - Refinements. PhysX changes new gearbox 3.007 - DAR-V Play build 3.003 - Internal Test build 3.002 - Improvement build Added internal screens New rvmats 3.001 - Initial ArmA3 build Added PhysX 2.05BETA - ArmA2 main release 2.04BETA - Internal prerelease build KNOWN ISSUES All known issues are recorded in the Foxhound Bug Tracker. If you find any problems please report them and help make these addons better. Foxhound BUG TRACKER CREDITS This addons and model is 100% unique and doesnt not incorporate any 3rd party content: Model: Messiah ex UKF & RKSL Textures: Messiah ex UKF & RKSL Turret Animation Setup: Da12thMonkey Config: Rock Testing: Jamo [4IB] - Out of the 20 or so people to test hes the only one to post bugs. Thanks! The lads of DAR-V Fuller of Task Force 316 Mathias aka ToxicLemon Research & Information British Army Website Ministy of Defence Images Ministry of Defence - Defence Equiment and Support - DeSider magazine Phil, Chris & Paul RAF Regiment Honington Thanks Rock Dec 25th 2017 Submitter Rock Submitted 25/12/17 Category ArmA3  
  3. Foxhound LPPV

    ABOUT THIS ADDON RKSL Studios presents the official port of the Foxhound LPPV The Ocelot Foxhound LPPV was specifically designed to meet the UK MoD’s £200m LPPV programme requirements and replace the Snatch Land Rovers in use with the army. The Snatch Land Rovers have been criticised for their inability to provide protection against IEDs and roadside bombs in Iraq and Afghanistan. The LPPV programme’s objective was to have 400 light protected patrol vehicles production ready by 2010. The UK MoD purchased two Ocelot Foxhound vehicles for testing in April 2010. The invitation to tender (ITT) was issued in May 2010. In September 2010, the Ocelot Foxhound LPPV was selected under the programme against the contender Supacat and NP Aerospace consortium’s SPV400. An initial £180m order for 200 Ocelot Foxhound vehicles was made through urgent operational requirements (UOR) process in November 2010 In December 2011 a further 100 Ocelot Foxhounds were ordered as part of a £400m package of protected vehicles and Counter-Improvised Explosive Device (C-IED) technology for British Forces in Afghanistan. The contract was finalized in June 2012. The UK MoD also plans to acquire additional 25 vehicles at a cost of £30m. ArmA2 to ArmA3 This is an improved port of the original A2 release into the A3 game engine. The model itself is largely unchanged with some minor edits to add features and fix some old material bugs. This version also supports some of the newer A3 features such as texture customisation. LEGAL DISCLAIMER RKSL Studios addons are distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The RKSL Studios addons are not an official Addon or tool. The use of these addons (in whole or in part) is entirely at your own risk. You may: DISTRIBUTION: You may distribute the original .PBO files within this download freely, so long as the PBO files are unmodified and the Readme and EULA files are included.Under the following conditions: ATTRIBUTION: You must give the original author credit. The content of this archicve is the sole interlectual property of RKSL Studios and its Creators. NO COMMERCIAL USE: This content is provided free of charge solely for entertainment purposes. You may not use this addon for commercial, military or teaching/training purposes. NO DERIVATIVE WORKS: You shall in no way modify, repackage or reverse engineer any of the archive's content and PBO files included in this download without first receiving prior permission from RKSL Studios. NO VBS USE: Use of this SOFTWARE may not be used in the VBS/JCOVE product lines or any other simulator without written authorization from the LICENSOR (RKSL Studios) DO NOT UPLOAD TO STEAM WORKSHOP: You may not upload to Steam Workshop or any other service that reassigns rights over RKSL Studios Intellectual Property to 3rd Parties. All RKSL Studios products and all supporting addons (hereafter 'Software') are protected under international copyright law. To use the Software you must agree to the following conditions of use: 1. RKSL Studios (hereafter 'RKSL') grants to you a personal, nonexclusive license to use the Software for the purpose of designing, developing, testing, and distributing non-commercial game content for ArmA3. 2. Modification of the Software, in part or in whole, without written permission from RKSL is expressly prohibited. 3. The commercial exploitation of any game content created using the Software is expressly prohibited. 4. Reverse-engineering, or other conversion of the Software is expressly prohibited. 5. The Software may only be re-distributed in its entirety, complete with this "ReadMe" document. 6. RKSL makes no claim to any trade marks or branding other than its own. 7. This addon is (c) 2017 RKSL Studios. All rights reserved. The Full End User Licensing Agreement for this addon pack is available here: http://eula.rkslstudios.info/ DISTRIBUTING GAME CONTENT CREATED WITH THE ADDON Please note that you do NOT require permission from RKSL to distribute game content (e.g. missions) created with these addons, although we do ask that you credit the addon(s) in any release documentation. All RKSL Studios addons are (c) 2010, 2013, 2017 RKSL Studios. All rights reserved INSTALLATION Via Steam To add a Steam Workshop mod simply click on the Subscribe button on the addon's Steam Workshop page. The mod will be automatically downloaded and added to the Arma3 Launcher. 1. Run arma, you will be presented with the ArmA3 Launcher 2. Click on the MODS option as shown by the arrow. 3. Select the Addon you want to load from the list of available mods and ensure the box is ticked. 4. Click on the PLAY Button. CLASS NAMES Object Classnames for scritping purposes. rksla3_foxhound_lppv_tes = The model basic vehicle. Note: The model supports texture customisation and comes with 3 presets: UK Desert Tan UK Flat Green United Nations White. CHANGE LOG Our Change log numbers are generated by Vault commits and indicate <Game engine> . <Release><Commit version> GAME ENGINE 1 = ArmA1 2 = ArmA2 3 = ArmA3 RELEASE 0 = Beta or Alpha Builds 1 = First Release 2 or higher = Subsequent releases. COMMIT VERSION 0 to 99 - Anything over 99 is prefixed with an a letter. Eg 114 = A14 HISTORY Only milestones are mentioned. Key: Normal = Development build Bold = Testing Build or Public Release 3.100 - PUBLIC RELEASE 3.059 - Numerous Fixes 3.052 - Limited Release to Friends 3.050 - DAR-V Build #9 3.044 - Stable internal Test 3.039 - Revert to earlier turret build 3.031 - Tweaks 3.030 - Numerous Fixes 3.029 - Turnin/out option added (Huuuge mistake) 3.028 - Test Release 3.026 - Damper damage drama. 3.025 - Revert to modified MRAP01 torque and gearbox settings as its gutless going up hills 3.024 - PreRelease Testing - limited circle 3.023 - Revert to previous value. 3.019 - Refinements. Engine values - real world attempt #3048 3.018 - Private Test Build 3.015 - Refinements. New Normals map 3.014 - Refinements. Upscale bake new smdi new rvmats 3.014 - Refinements. MRAP01 gearbox 3.010 - AI Testing build fixes to view and fire geos. 3.008 - Refinements. PhysX changes new gearbox 3.007 - DAR-V Play build 3.003 - Internal Test build 3.002 - Improvement build Added internal screens New rvmats 3.001 - Initial ArmA3 build Added PhysX 2.05BETA - ArmA2 main release 2.04BETA - Internal prerelease build FINDING THE ADDON IN THE EDITOR You can find the Foxhound under: BLUFOR >UK Armed Forces >>Cars >>>Foxhound LPPV ADDON FEATURES MRAP capability 2x GPMG Thermal Imaging all around Cameras Thermal Image Reversing Camera A WORD ABOUT REALISM We strive to make all our addons as realistic as the game engine and our own capabilities allow. This means that real world speeds and capabilites are simulated where possible. Compromises have and will be made where necessary but we will not downscale or completely cripple an aircraft, system or weapon to fit into the limited spaces some ArmA maps provide. COMMUNITY COMPATIBILITY It has always been a basic tenant of RKSL Studios design philosophy not to negatively affect other community made content. We do not replace core values or modify anything that will affect the function or experience of others. We are happy to discuss optional compatibility patches, but will not exclusively adapt our addons to anyone elses Mod standards. All RKSL Content is tested against the currently available stable build of the Vanilla game and official expansions. BUGS AND FEEDBACK We would appreciate hearing about any issues or suggestions you have experienced. Please use the Bug Tracker below: https://www.rkslstudios.info/index.php?/bugtracker.html/a3addons/foxhound/ CREDITS This addons and model is 100% unique and doesnt not incorporate any 3rd party content: Model: Messiah ex UKF & RKSL Textures: Messiah ex UKF & RKSL Animation Setup: Da12thMonkey Config: Rock A3 Testing: Jamo [4IB] The lads of DAR-V Fuller of Task Force 316 Mathias aka ToxicLemon Research & Information British Army Website Ministy of Defence Images Ministry of Defence - Defence Equiment and Support - DeSider magazine Phil, Chris & Paul RAF Regiment Honington Thanks Rock Nov 2017
  4. ABOUT THIS ADDON RKSL Studios presents the official port of the Foxhound LPPV The Ocelot Foxhound LPPV was specifically designed to meet the UK MoD’s £200m LPPV programme requirements and replace the Snatch Land Rovers in use with the army. The Snatch Land Rovers have been criticised for their inability to provide protection against IEDs and roadside bombs in Iraq and Afghanistan. The LPPV programme’s objective was to have 400 light protected patrol vehicles production ready by 2010. The UK MoD purchased two Ocelot Foxhound vehicles for testing in April 2010. The invitation to tender (ITT) was issued in May 2010. In September 2010, the Ocelot Foxhound LPPV was selected under the programme against the contender Supacat and NP Aerospace consortium’s SPV400. An initial £180m order for 200 Ocelot Foxhound vehicles was made through urgent operational requirements (UOR) process in November 2010 In December 2011 a further 100 Ocelot Foxhounds were ordered as part of a £400m package of protected vehicles and Counter-Improvised Explosive Device (C-IED) technology for British Forces in Afghanistan. The contract was finalized in June 2012. The UK MoD also plans to acquire additional 25 vehicles at a cost of £30m. ArmA2 to ArmA3 This is an improved port of the original A2 release into the A3 game engine. The model itself is largely unchanged with some minor edits to add features and fix some old material bugs. This version also supports some of the newer A3 features such as texture customisation. LEGAL DISCLAIMER RKSL Studios addons are distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The RKSL Studios addons are not an official Addon or tool. The use of these addons (in whole or in part) is entirely at your own risk. You may: DISTRIBUTION: You may distribute the original .PBO files within this download freely, so long as the PBO files are unmodified and the Readme and EULA files are included.Under the following conditions: ATTRIBUTION: You must give the original author credit. The content of this archicve is the sole interlectual property of RKSL Studios and its Creators. NO COMMERCIAL USE: This content is provided free of charge solely for entertainment purposes. You may not use this addon for commercial, military or teaching/training purposes. NO DERIVATIVE WORKS: You shall in no way modify, repackage or reverse engineer any of the archive's content and PBO files included in this download without first receiving prior permission from RKSL Studios. NO VBS USE: Use of this SOFTWARE may not be used in the VBS/JCOVE product lines or any other simulator without written authorization from the LICENSOR (RKSL Studios) DO NOT UPLOAD TO STEAM WORKSHOP: You may not upload to Steam Workshop or any other service that reassigns rights over RKSL Studios Intellectual Property to 3rd Parties. All RKSL Studios products and all supporting addons (hereafter 'Software') are protected under international copyright law. To use the Software you must agree to the following conditions of use: 1. RKSL Studios (hereafter 'RKSL') grants to you a personal, nonexclusive license to use the Software for the purpose of designing, developing, testing, and distributing non-commercial game content for ArmA3. 2. Modification of the Software, in part or in whole, without written permission from RKSL is expressly prohibited. 3. The commercial exploitation of any game content created using the Software is expressly prohibited. 4. Reverse-engineering, or other conversion of the Software is expressly prohibited. 5. The Software may only be re-distributed in its entirety, complete with this "ReadMe" document. 6. RKSL makes no claim to any trade marks or branding other than its own. 7. This addon is (c) 2017 RKSL Studios. All rights reserved. The Full End User Licensing Agreement for this addon pack is available here: http://eula.rkslstudios.info/ DISTRIBUTING GAME CONTENT CREATED WITH THE ADDON Please note that you do NOT require permission from RKSL to distribute game content (e.g. missions) created with these addons, although we do ask that you credit the addon(s) in any release documentation. All RKSL Studios addons are (c) 2010, 2013, 2017 RKSL Studios. All rights reserved INSTALLATION Via Steam To add a Steam Workshop mod simply click on the Subscribe button on the addon's Steam Workshop page. The mod will be automatically downloaded and added to the Arma3 Launcher. 1. Run arma, you will be presented with the ArmA3 Launcher 2. Click on the MODS option as shown by the arrow. 3. Select the Addon you want to load from the list of available mods and ensure the box is ticked. 4. Click on the PLAY Button. CLASS NAMES Object Classnames for scritping purposes. rksla3_foxhound_lppv_tes = The model basic vehicle. Note: The model supports texture customisation and comes with 3 presets: UK Desert Tan UK Flat Green United Nations White. CHANGE LOG Our Change log numbers are generated by Vault commits and indicate <Game engine> . <Release><Commit version> GAME ENGINE 1 = ArmA1 2 = ArmA2 3 = ArmA3 RELEASE 0 = Beta or Alpha Builds 1 = First Release 2 or higher = Subsequent releases. COMMIT VERSION 0 to 99 - Anything over 99 is prefixed with an a letter. Eg 114 = A14 HISTORY Only milestones are mentioned. Key: Normal = Development build Bold = Testing Build or Public Release 3.100 - PUBLIC RELEASE 3.059 - Numerous Fixes 3.052 - Limited Release to Friends 3.050 - DAR-V Build #9 3.044 - Stable internal Test 3.039 - Revert to earlier turret build 3.031 - Tweaks 3.030 - Numerous Fixes 3.029 - Turnin/out option added (Huuuge mistake) 3.028 - Test Release 3.026 - Damper damage drama. 3.025 - Revert to modified MRAP01 torque and gearbox settings as its gutless going up hills 3.024 - PreRelease Testing - limited circle 3.023 - Revert to previous value. 3.019 - Refinements. Engine values - real world attempt #3048 3.018 - Private Test Build 3.015 - Refinements. New Normals map 3.014 - Refinements. Upscale bake new smdi new rvmats 3.014 - Refinements. MRAP01 gearbox 3.010 - AI Testing build fixes to view and fire geos. 3.008 - Refinements. PhysX changes new gearbox 3.007 - DAR-V Play build 3.003 - Internal Test build 3.002 - Improvement build Added internal screens New rvmats 3.001 - Initial ArmA3 build Added PhysX 2.05BETA - ArmA2 main release 2.04BETA - Internal prerelease build FINDING THE ADDON IN THE EDITOR You can find the Foxhound under: BLUFOR >UK Armed Forces >>Cars >>>Foxhound LPPV ADDON FEATURES MRAP capability 2x GPMG Thermal Imaging all around Cameras Thermal Image Reversing Camera A WORD ABOUT REALISM We strive to make all our addons as realistic as the game engine and our own capabilities allow. This means that real world speeds and capabilites are simulated where possible. Compromises have and will be made where necessary but we will not downscale or completely cripple an aircraft, system or weapon to fit into the limited spaces some ArmA maps provide. COMMUNITY COMPATIBILITY It has always been a basic tenant of RKSL Studios design philosophy not to negatively affect other community made content. We do not replace core values or modify anything that will affect the function or experience of others. We are happy to discuss optional compatibility patches, but will not exclusively adapt our addons to anyone elses Mod standards. All RKSL Content is tested against the currently available stable build of the Vanilla game and official expansions. BUGS AND FEEDBACK We would appreciate hearing about any issues or suggestions you have experienced. Please use the Bug Tracker below: https://www.rkslstudios.info/index.php?/bugtracker.html/a3addons/foxhound/ CREDITS This addons and model is 100% unique and doesnt not incorporate any 3rd party content: Model: Messiah ex UKF & RKSL Textures: Messiah ex UKF & RKSL Animation Setup: Da12thMonkey Config: Rock A3 Testing: Jamo [4IB] The lads of DAR-V Fuller of Task Force 316 Mathias aka ToxicLemon Research & Information British Army Website Ministy of Defence Images Ministry of Defence - Defence Equiment and Support - DeSider magazine Phil, Chris & Paul RAF Regiment Honington Thanks Rock Nov 2017 View full record
  5. It's Greased.... errr... Foxhound? Particularly slow progress from myself these last few weeks, work, life, relationships taking their toll on my free time, but regardless I've managed to crack on with a few bits and bobs since the last update and fixing up a few issues with the first Alpha that the team have been playing with. Most of the changes are of a visual nature; texture and rvmat aesthetics mainly concentrating on making the wagons feel more used, dirty and dusty, as well as being less shiney. Work has also been done on the damage and destroyed models, as well as the destructable tyres. Whilst these sort of features are pretty 'standard' on most addons these days, it's a first for me, so I'm particularly excited about getting them working And finally, I've also rigged up the randomised number plates. Again, a small detail, but again they were fun to set up and add that little extra visual 'oomf' to the wagons. There's been some mutterings about released dates, how much is there left to do, and the usual assortment of questions. There's a bunch of fiddly little things left to do, all of which are quite dull and time consuming and concern ironing out errors and bugs. The interior also requires some rvmats and the crew anims need finishing off as well. However, the Alpha is quite advanced, and rapidly approaching Beta at this time - whether that means we'll run a public Beta, like we have done with the Typhoons, or not is still being discussed, but with the onset of A3, we do want to get this out to you in its A2 form before starting on A3. That's about it for me today!
  6. Join the NU now and see the World!

    From the album Foxhound 3.011 in ArmA3

    Slight problem withthe textures...

    © RKSL Studios 2017

  7. 20170214103446-1.jpg

    From the album Foxhound 3.011 in ArmA3

    5760 x 1080 ingame shots.
  8. 20170214103352-1.jpg

    From the album Foxhound 3.011 in ArmA3

    5760 x 1080 ingame shots.
  9. Saturday the 29th of June is UK Armed Forces Day It seemed appropriate that since we benefit so much from the contributions of our (all of us are British subjects) Armed Forces that we help raise awareness and celebrate the work they do in our name. To that end on Saturday the 29th at 15:00 BST we will be releasing not one! But two addons. 1 - Typhoon FGR4 v2.6 2 - Foxhound LPPV by Messiah If you are a regular visitor to the RKSL Website or BI Forum thread you'll know quite a lot about both the Typhoon and the Foxhound. Well the time has come to release them into the wild! Foxhound LPPV The Force Protection Ocelot is a British armoured vehicle that has replaced the United Kingdom's Snatch Land Rover with British forces. It was given the service name Foxhound, in line with the names given to other wheeled armored vehicles in current British use, such as Mastiff and Ridgeback. The goal in replacing the Snatch Land Rover was to improve protection of personnel against improvised explosive devices (IEDs). Which really wasnt hard since the Snatch was never intended to withstand those kinds of attacks. I think Messiah has definitely outdone himself with this one. Considering this is his first addon since returning to addon making after 4 year break he's set the bar really high now and its going to be hard to keep up with him... but we're going to try! I asked Messiah to describe the features for the Foxhound he just said: Not really sure there are any features, per se, just adds a couple of Foxhounds So with that I'll just say that, this is a BETA version and it comes in two colours: Tan and Green. Thats about it really. There are some issues with it, they are noted in the documentation, but those should be fixed in the next BETA or FINAL release. EuroFighter Typhoon v2.6 Its finally ready. The long overdue and awaited update to the original BETA released nearly 3 years ago... The latest build includes over 500 changes, improved handling, new loadouts and most visibly a new cockpit and HUD setup. The 2.6 package also includes a plugin system that supports every nation that currently operates the Typhoon but also allows the end user to create their own plugins and skins. We've tried to ensure that every Nation has a representation of their own Typhoon squadrons where possible. Some nations information isnt really that easy to find so we apologise if your national plugin doesn't represent every squadron or scheme available. With every nation represented and each plugin having about 20 loadouts and variations in the PBO thats about 140 options to play with! Should keep you lot quiet for a while. And a little boast here. I am absolutely confident when I say this is the only addon out that that has exploited the class MFD command to this level. With 5787 lines of code supporting 12 active 'panels' I know that no other addon prior to this has such a dynamic cockpit as this... and I have plans to go even farther in ArmA3! Get counting guys... only a few days to go!
  10. Messiah's Foxhound is getting some "baked love" this week. Messiah has handed over his pride and joy to me so I can bake it some blankets...Infra Red suppressing camouflage blankets to be precise. They are supposed to reduce the IR signature of a vehicle significantly. I cant really comment about how well they work in the real world but i can tell you they are a pain in the arse to draw. Especially when it comes to creating normal maps. Which is why I tend to model things i cant draw and pray it looks OK on the bake. So what I am doing is creating a tileable model that can be overlaid on the exiting UV layout and baking that onto existing texture. Like so: Eventually it will cover the appropriate areas and then I can hand it all back to Messiah to finish off with some random colour variations and any extra kit on top of it. Have fun Rock
  11. ... when all through the house. Not a creature was stirring, not even a mouse. Well, its not quite the night before Christmas, but in a roundabout way, and especially as my work holiday began today, I'll happily pretend we're getting ever closer to the 24th/25th (Depending on what part of the world you are) and use this as my festive greeting and contribution this year. Whilst no presents from me, I hope a quick update on the foxhound textures will suffice. The last update on the wheels textures went down rather well, and so today here are a selection of quick shots of the bonnet, front and front wings. There's a long way to go, and progress is slow as I'm being rather pernickety about details, and it goes without mentioning that these are early textures and that there's a whole host of grunge, dirt, dust, scratches and paint chips to add before we're even half way calling this diffuse complete (that and about 70% of the vehicle remaining to be textured) Thankfully, given the tedious and dreary nature of Christmas at my family, and the Christmas break of 2-3 weeks, I've got a bunch of time to try and catch up a bit and make some real progress (although no promises, it all depends how boozy a Christmas it ends up being) I guess that's about it from me for 2012. I hope everyone has a Merry Christmas and a Happy New Year, and Santa brings you something particularly delightful. See you in 2013 and another year of RKSL. Messiah.
  12. ... of mice and men, often go awry. To start off, I'll have to warn you that this isn't going to be the most 'plus sized' of RKSL updates, mostly due to my own time schedule slipping, and perhaps in part to a three day binge in town thanks to a couple of old university friends who were visiting me in Copenhagen for the resultingly long weekend So, a slim update today, but part of a larger one I wanted to post about UV unwrapping the Foxhound, which will come in the next couple of weeks all being well. Last time I posted, was about the progress of the foxhound and what was a fairly complete model. Since then I've added a few bits and bobs such as the rear step and corrected a few parts of the mesh, and progressed onto the interior. Vehicle interiors have always been a bit of a love hate relationship for any modder, being a rather detailed and labourious task, fraught with the usual (and more often than not, increasing) lack of reference that plagues all addons. Unwrapping the interior presents its own headache of small details, switches, cables and gear sticks, and it never ever seems to quite look... 'right' - as if its been setup to clinically, rather than a naturally lived in, working vehicle. With the foxhound I'm hoping things will change. Thanks once again to the plain military guys and their superb reference, I've been able to knock together something that's hopefully fairly accurate, with enough detail to keep your eyes occupied, but not distracted from the road. With the eagerly awaited Render To Texture, the three interior screens will be able to show a variety of (switchable) views, including low light and thermal vision. That (uv un-) wraps up the update today. Hopefully next time around I'll have a fully unwrapped exterior to talk about.
  13. From the album Foxhound in ArmA2

    © RKSL Studios

  14. Foxhound-LPPV-16.JPG

    From the album Foxhound Renders

    Modo AO Renders
  15. Its been another busy week for the team. So much so that i'm really not able to do it all justice in a quick wip report. So I'm not really going to try. I'm just going to pick out some of the visually more interesting things. Lights! - Light Tower for a new generation - Get it? I've previously mentioned these last year in the Projects that time forgot post. I've been messing with the textures this week and consolidating some of the other objects for IAP into a single pack. Its all very daft but I loved it for the flaws in the first model from OFP times. So much so that I'm not fixing a single flaw. Just wait until one passes you going the other way at 100kph! Power - Even more missiles for the OPFOR Earlier in the year I added some Russian missiles and bombs to the Air Weapons pack. Now we're adding some Israeli and Chinese versions to support not only the J-10 but loadouts for other "international" aircraft. This is the Python 3 which is also made under licence by the Chinese as the PL8. We'll also be adding a few other missiles to provide balance for the western versions already in the pack. Action... Foxhound in game! And Finally, and far more impressive than anything else shown today is Messiah's utterly beautiful Foxhound... in game! Messiah has been banging (his head) away getting the textures and rvmats done. Da12th has made the anims and I've been helping debug the geo Lod and model.cfg. Its just so beautiful it makes me want to cry... I couldn't choose just 3 pics so you might as well have the lot! I've still got a load of things rolling steadily towards completion but its probably best to leave those for another day. Have fun. Rock, Messiah, Da12thmonkey and UNN. PS I've finally squished all the bugs on the Typhoon... guess what that means!
  16. Returning to normal scheduling this week, with a yet another quick update on the Foxhound (I'm sick to the back teeth of not being able to show you her ingame at this point in time). She has made a few tentative steps in the ArmA world, but my laptop isn't really capable of showcasing her in all her glory, so you'll have to wait till it's at an alpha stage and someone at RKSL with a better PC can take some screenshots. This week it's about the interior. Initially I'd expected to just create a quick, workable interior and leave it at that, on the premise that people probably don't pay all that much attention to what's inside a vehicle. (Un)fortunately, my pride got the better of me, and I spent the Easter weekend going a bit overboard on the details, correcting the model and generally tarting her up. As ever there's still some work to be done, mostly involving finishing off the interior grey paneling, dirtying them up and then adding the last few details such as cable conduits, net pockets and interior lighting installations. And then, as ever, normals, speculars and other bells and whistles. And yes, the intention is still to release the Foxhound for ArmA 2, if only as a Beta (depends on my time) and then continue developing her over in A3 in time for the full release. We hope you've all had a cracking Easter, Messiah and the RKSL Team.
  17. So, to be quite honest, I've not been that productive as of late. Real life work has taken it's toll, keeping me at the office untill odd hours in the night (I'm here as I type this update), and I've taken a brief, but renewed interest in playing Sim City 4, after how badly the new Sim City was received and what they'd done to it. Sigh... However, it's not all doom and gloom. The A3 alpha has given me the energy to get the foxhound up and running, and these past two day's I've set about finishing off one of the more vital aspects of any well built and efficient addon; Levels of detail (LODs). Back when I was new to the modding scene, I really hated making LODs... and... well... yeah, nothing has really changed, other than that back then I thought creating LODs simply entailed just deleting parts of the model, with some interesting instant pop up results in game. Thankfully I've matured a bit in my modding capabilities, and I like to make sure that the the lesser appreciated parts of an addon see just as much attention to detail as any other. Good lodding takes a bit of time and patience, but in the end I feel it's paid off; it's got a few of us stumped as to which LOD is which at times, which does make me feel all warm and fuzzy inside Anyway, I'm rattling on now, so I'll finish off this 'quick' update with a series of screenshots of the LODs, ranging from the primary down to the fourth. There are two others (six in all) but they're really not that interesting. Enjoy. Primary/First LOD - 14000 Faces Second LOD - 7500 Faces Third LOD - 3800 Faces Fourth LOD - 1800 Faces (Oops, just noticed a missing cyclinder on the front tow rack - nevermind )
  18. To start, I want to wish a very happy new year to everyone, and I do hope everyone had a sterling evening and less of an abominable hangover as I did on New Years Day. Predictably it took its toll on most at RKSL, and productivity may not have been at its highest ever, but then we're all due a holiday every now and then So, with Rock forgetting it was Wednesday last... err... Wednesday, this week it's back to myself, and the Foxhound. Texturing work has been going steady, with a large swathe of the diffuse now completed, and really all that is remaining is the TES/ECM gear, and then a few areas under the wheels arches and the odd nut, bolt, and tow bar - all being well, I hope to have this stage of the addon completed by the weekend. I've really spent a great deal of time concentrating on the various parts of the vehicle, trying to produce a 'natural' feel to the textures, considering where people may step, place their hands, brush up against, leave marks, etc, and whilst there's still a way to go I'm very happy with it thus far: Naturally, there are areas that still require attention, as well as a quick going over some of the areas I tackled first, to add a few more bits and bobs and apply techniques I felt worked well in other places. And as ever, they're still a little clean (although far better than my Land Rovers and Jackals back in the day) - not to fret though, once the diffuse is completed, I'll be adding a final layer of extra grunge, dust, dirt and splatter to bring it up to standard. After that, it's onto the joys of normal, specular, occlusion etc maps (a couple of which baffle me as ever, so I may have to pester Rock and Da12th once more), and then LODs, configs and testing. Still a bit of work left, but its always encouraging to get her clothed first, like a proper foxy lady. That wraps it up for me today, and from us this week. Messiah
  19. ...and all through the house all were snoring even the mouse. Its Wednesday and we're all drunk. Or trying to recover from being drunk. So no updates today So not much progress going on. (apart from messiah he's just an over-achiever ) Personally I'm working my way through a 10 pack of Stella Artois and the Jack Daniels is looking very attractive right now and intend on spending the next 12-14 hours sleeping having worked most of the last 5 days solid on top of the usual Christmas drama. I'm sorry to say that we in the RKSL house have failed in our tradition of Christmas releases this year. The unexpected floods in the UK have meant some serious time working away at very short notice for me. Not to mention being "trapped" for 4 days in a caravan in the Welsh hills while the roads were cleared and the power restored. Things got shoved further and further back. I promise we'll get the planned releases out as soon as physically possible. Anyhoo : All the RKSL Team would like to hope you all had a fantastic Christmas day wherever you are. And we hope you will have a a fantastic and safe New Year. All the very best you you and yours. UNN, Messiah, Da12thMonkey, CBFASI, BennehBoy and Rock.
  20. ...and the lads step up and save the day again! This week is bits and pieces. There has been a lot of progress behind our closed - virtual - doors this week. Messiah is developing his ongoing love of dirty rubber. Da12thMonkey is redecorating, UNN is still sat in his cupboard doing mysterious things with UAVs and the game engine. And me, well I'm pissed wet through and FECKING FREEZING!!!!!!! Oh and I'm going grey trying to work out what is causing the proxy doubling bug on the Typhoons... Right now I am stuck in Deepest, Darkest North Wales on an engineering gig that, quite frankly blows. There is a long and soggy story to this but its not worth getting into now but I will say I want to go home. NOW!!!! WAAAAAAAAAAAAAH!!! I don't think we're going to be able to get out anytime soon one of the lad's cars was last seen a week ago, floating down the road. And I've already used by 4Gb data allowance on my new 3G dongle in 5 days. It was supposed to last a month. Anyhoo, back to the plot. Typhoon Update #3047 Since I've been a bit busy with work I havent had much time to do much more than tinker and try and fix a few bugs. Ever since Patch 1.62 some user made addons have been plagued by an odd bug that only seems to affects one or two addons. Specifically some of FRL Mykes planes and of course our Typhoon. Now I would absolutely love to be able to blame BIS for this (Sorry guys) but I can't, well maybe just a little bit So if you haven't already seen it this is the effect: Its just a visual thing. The ammo count isn't affected but release one weapon and two disappear from the pylon. But only one drops or is fired. The pic above is the test load out and you cant see any doubling of proxies at all. And the conventional loadout works OK too... As I said, it doesn't seem to affect the Tornado for some bizarre reason and I believe some of Myke's other planes aren't affected either. So it has to be something we did. But I'm buggered if I know what it is. Answers on a postcard, carrier pigeon or PM or anything... would be greatly received. Da12th's Re-decorating. Many moons ago I said we'd release some national plugins with the version 2.X Typhoon. Well we've done them (Mike aka Da12thmonkey has virtually done them all, I helped a little bit) and hes added another Italian squadron to the set. Messiah's Dirty Rubber(s) When someone starts talking about "rubber" and "dirt". Well I don't know what to say really, my mind just goes odd places. Of course we are talking about wheels and tyres. We at RKSL Studios are not publicly inclined towards discussions of a deviant nature...all the time. Look at the wheel nuts on that! WOOOHOOO! So you can guess whose making all the wheel textures from now on! OK so I haven't made much progress. I'm bald already and I am rapidly getting greyer by the second. But at least the rest of the guys are making progress. Rock
  21. It's off to work we go So its fair to say that its been a while since I've kept you up-to-date with the Foxhound, and this has mainly been down to landing myself a new job as a competition architect and being worked to the bone for the last three months or so (that and very few us can produce work at the same absurd rate as Rock ). However, now that I've managed to juggle my commitments and schedules, its about time I got on with finishing the Foxhound off. It's off to work we go So its fair to say that its been a while since I've kept you up-to-date with the Foxhound, and this has mainly been down to landing myself a new job as a competition architect and being worked to the bone for the last three months or so (that and very few us can produce work at the same absurd rate as Rock ). However, now that I've managed to juggle my commitments and schedules, its about time I got on with finishing the Foxhound off. I've spent the last week or so finishing off the last few details on the vehicle; rear step, indicators, other little odds and sods, and have been slowly unwrapping the exterior model. Its been a bit of a struggle, moslty due to being rather rusty once more with O2, and having to contend with my Black Ops 2 and Hitman addiction luring me away from finishing off the fiddly bits. Whilst I've tried to be fairly rigid and effecient with my UV map, there's a lot left to be desired, and there are certain objects that have been spread across the entire panel all in the name of using every last scrap of space, rather than increase the texel size. This will probably result in many frustrating hours trying to find parts of the model, but regardless, she's done, and now its time to start texturing her, and that's something I'm really looking forward to. We have a few new techniques we want to try out to really give a sense of depth and texture on certain areas of the vehicle, but we'll save that for another week and another update As ever (and annoyingly) all unwrapping was done (frustratingly slowly) in O2 (and appologies for the shitty images, but I really can't seem to make bulldozer show anything nice these days) Messiah
  22. Messiah: It's just about wednesday in my part of the world, and given I have a busy day lined up in the morning away from the apartment, it seemed as good a time as any to write this week's update. Again I'm stepping up to natter a little bit again, but I promise I'll keep it short, sweet, and relatively erection joke free. For those of you who follow these updates, you'll hopefully remember that last week I had mentioned that the foxhound project had been put on hold due to a general lack of reference for the latest TES version of the vehicle. What little we were able to drag up from the depths of the internet and other sources really left a lot to be desired, so to avoid too much guess work, it seemed the most prudent course of action. Predictably, sod's law raised its head, although in a more helpful guise than usual, and at the time of writing last week's article, something turned up in Afghanistan: Now whilst I have promised I'd be sparing on the trouser tenting comments, the new look Foxhound certainly had my loins on fire. It's evolved into a proper little warry vehicle, and a splendid bit of kit if you're to believe all the chatter and the press footage. Regardless, a selection of press photos and video began to be released through the various MoD channels of it's debut in Afghanistan, and the vehicle was also centre stage at this year's DVD (defence vehicle dynamics). At this point, I wish to thank the guys from Plain Military, especially challengertwo, who attended DVD this year, armed with a personal wish list from myself of reference for the Foxhound, and returned with a photo walkthrough that really rivals anything I've had the pleasure of being a hold of before. Sterling stuff. With all that, and the enforcer model complete, I opened up the foxhound project again and remodeled the original mesh extensively, added the new in theatre changes and additional equipment and even found time to pursuade da12thmonkey to create a quick model.cfg and gunner animation to ensure the two pintle mounts worked as they should (I'm a little rusty these days). All in all it's been a productive week, and, as I realise that this update is begining to waffle on, we'd like to show you the model thus far. Enjoy! As always, the model is 100% O2 built, but this week Rock helped out with a bit of a more glitzy render for extra va-va-voom. Messiah
  23. As the self confessed shaven gorrilla takes a well earned break from writing these weekly annoucements, I've been asked to step up and share a few of my mumbles and babbles, as well as my poor sense of humour and what is turning out to be a rather long day. So yes, I'm Messiah (not the real one as the topic reminds us) and whilst my naughty days are long past me and I begin to approach the wrong side of thirty, I've returned (some what) to the ArmA scene after a rather extended hiatus. Now most probably don't remember me, but to give you an idea of my background, I'll quickly gloss over who, what, where and why. So, it was a cold and wintery day in Copenhagen the 14th of December, 198.... ok, perhaps not that far back. My real name is Daniel (not Brian), half British, half Danish, and besides tinkering around in O2 I spend my days moonlighting as an Architect. My relationship with the BIS series of games goes back to 2001 and OFP, and after a stint of mission making and lurking around OFPEC, I started dabbling with O2 and addon making. I guess my 'break' (should you wish to call it that) came with joining Project: UK Forces back when addon teams were trendy, and men were men. I dabbled around, eventually inheriting the Land Rovers from deliltmon and since then I never really looked back. After OFP we moved to ArmA and ArmA 2, and culminated with creating content for VBS2. I spent most of my Armed Assault time with my head firmly buried within a mound of Land Rovers, and eventually releasing them after a development time that looked like it might rival Duke Nukem. Besides the lannies, the Jackals and various bits and bobs within the weapons packs and other releases kept me busy at UKF. Eventually the fun and draw of modding ran dry, and I wandered off in 2009. But like all things, time spent apart allows one to appreciate it again, and after completing a masters degree this spring, I wanted to pick modding up again as a hobby, far away from all things commercial, and essentially a little time sink to potter around with. Rock was kind enough to let me join RKSL rather than be homeless in what was quickly becoming a rather brave new world, what with the majority of my knowledge on modding, the addon community and the British Army being rather ancient. Needless to say, picking up my inner geek and diving back into all things British was enjoyable, and I've been savouring the many new vehicles that have and are about to be procured. Somewhat in line with BIS' path of setting ArmA 3 in the 'near future', I wanted my first project to be a recent procurement, and something that was as futureproof as DE&S allows these days. As anyone who has had any experience creating British content, things never stay the same for very long. New UORs, trends and in field modifications keep releases pushed back week after week as the more determined amongst us (or self destructive is probablly closer to the truth) try and stay at the forefront of what is 'current' in the field with any given vehicle, weapon or aircraft. Numerically, it meant the Land Rovers, with a base model that was completed and in game within a month, took three years and two games to release, and were out of date again soon after. With a recent procurement I feel slightly more at ease that I am able to stay on top of any changes once in field, and the Foxhound provided an ideal vehicle with which to get started. Predictably, that would come back to bite me as I begun to dust off O2, learn how most of it worked again (mostly through pesting DM through email and facebook) and started collecting reference material (that and I always relish the prospect of 'no safesearch suprise porn' results on google, always a hoot... and sometimes a worrying affair) Through my work as an Architect, I need to be mobile, and the same goes for my choice of computing hardware. In earlier years I played epeen with the greatest, building expensive rigs because... well I could... and generally spending my rather female free teenage years glued to a hulking great piece of desktop hardware. These days, alas (well, perhaps not the female part), I'm laptop bound, a DELL no less, and with that comes a few interesting... challenges. I was at least savy enough (and considering many of my architectural psd's and dwg's fill many gigs these days) to fit what was at the time the high end i7, 9 gigs of ram and what DELL assured me was the best laptop GPU they had (not that comforting really), but what only occured to me after burning what can only be described as a crop circle into my thigh (through a pair of jeans to boot) is that laptops are... well, not very good at doing anything if much intensive. The problem lies in the case, and without whitering on about temperatures, air flow and exhausts, my little box of doom is attempting to keep cool with a deminuative hamster wheel and about 5mm of space between components. Helpfully, O2 keeps me amused, less I resort to throwing the laptop into the lake, with all its laptop related quirks, like using F keys which I can only access when holding down Fn, a numpad that doesn't exist, and an ever so slightly, and pernamently, fish eyed bulldozer viewer that makes reviewing my work a bizarre guessing affair. Rock mentioned something about importing user profiles from ArmA, but after 15 minutes of trying to work out the where, what and why of how to do it, and the horrors of installing the BI tools fresh in my mind, I promptly ignored it and learned to... err... give up on trying to fix any of it. Besides my slightly naive notion of being a somewhat futureproof vehicle, the Foxhound was the obvious choice due to it being one of the first of a series of ground up procured vehicles, rather than an UOR as with many of the recent fleet (and therein lies the possibility fo them becoming surplus to requirements once we leave Afghanistan), and its pod system that allows it to be a troop carrier, a cargo carrier and my personal wet moment maker, the WMIK. This diversity meant it would also be able to be a truely useful addition to ArmA in one guise or the other, which is something I personally try and look for when choosing an addon to make (as well as it's trouser tent making potential, of course) Being anally retentive as I am, getting back into O2 and making British Addons has been a bit of a mixed affair. I'll spend hours rotating and aligning the model to make sure every face is perfectly planar, because it bothers me when vertexes are out of place. Currently its around 8000 faces, with about every nut and bolt modeled, no interior and no suspension. I've remodeled the front and rear a dozen times thus far, and I'm still not content with the dimensions at the front, and to top it off, our resident greasemonkey expert informs me that the crew pod has been altered just prior to final production. So much for the joys of the choosing new procurements then (In hindsight thats precisely what new procurements are, likely to be chopped and changed right up to being sent out into the field). However, with this being intended for ArmA 3, its of little concern. A few extra hours remodeling the hull shape won't really dent the many hours I want to sink into this so its... just so trouser-tent-raisingly right I guess that sums it up for my 'return' (no, not the extended references to bodily functions), and something for anyone new to or thinking of making addons to think about. Like all of us, I want to enjoy the game and addons are just an extension of this. The moment that you lose sight of the fun and pride in making your own addon, regardless of what others may think of the results, you lose sight of why you're spending so many hours on it in the first place. Enjoy it, be creative, be a little bit crazy, and for the love of god think twice before choosing anything procured for the British Army. So a good night and week from me. In writing this I've missed the first half of the footie (not that I care much for it anyway), forgotten to drink my cup of tea and have a heap of drawings to do before work tomorrow. Next time I hope to natter on about unwrapping stuff in O2 and how... err... 'enjoyable' that can be. Oh to be retro. Messiah.
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