Posts Tagged ‘modding’

ArmA2 – ACE 2 – v1.0 released

Thursday, March 11th, 2010


(editor note: I had to remove a lot of the announcement info for space reasons, so please read the full post referenced at the end of this post)

  • How to Download/Install A.C.E. (We welcome mirrors for the 7z’s!)
  • Bug reporting, feature suggestions, feedback. What information do we need?
  • Roadmap (Plans, schedules)
  • Wiki Documentation


  • What is A.C.E. and what is it not

    A.C.E. for ArmA 2 is a full conversion mod and is based on A.C.E. for ArmA 1, which was based on WGL for OFP.
    The WGL and A.C.E 1 roots were "When realism matters". And with A.C.E. 2 it is no different.
    We try to keep a balance between realism and gameplay. We try not to sacrifice either in name of the other.
    We try to please as many as possible, but it is simply impossible to please all.
    Please feel free to give constructive feedback on our choices.

    The Package

    The A.C.E. Package for ArmA 2, at this time, consists out of 5 building blocks:

    CBA and ACE are a requirement, while ACEX, ACEX_SM and ACEX_PLA are optional expansion packs.
    This way, we hope to support our users who have requested smaller mod size, and ability to concentrate on their type of units/vehicles/weapons for countries they like to play with/against.

    Thanks!

    Our thanks goes to everyone involved in our Mod, from Developers to Testers, Contributors to Supporters, PR to Hosters, and Programmer- and Docu-wizards.
    Special thanks goes out to our Lead Developer, Rocko, who has devoted most (if not all :p) of his free time and dedication to the mod’s development.

    Installer, Updater, Patcher

    There have been significant changes to the way we distribute our Mod.
    Due to the ever growing sizes of content, and thus installers and updates, we have switched to a realtime patching system, called rSync, which is the core tool of the "Six Updater" Suite.
    The software, once installed, can be used to install, update, maintain and repair managed modfolders.
    It uses smart technologies to minimize the amount of data that needs to be downloaded, and is a very lightweight and fast protocol.

    The technology has been in use for several months by the ACE team, and individual testers aswell as communities.
    Documentation will be provided, and support delivered where possible.

    Our milestone releases will be available in easy mirrorable 7z files, to minimize the stress on the rsync system, and give people casual means to download the initial install.

    More Info
    Updater Server Portal (incl stats)

    View full post on Bohemia Interactive Forums – ArmA 2 – ADDONS & MODS: COMPLETE

    EECH – apache avionics update coming

    Wednesday, February 3rd, 2010

    In the SimHQ forums, master-EECH-modder Arneh says:

    “I’m in the process of updating the Apache’s avionics to make them more realistic. I’ve found quite a bit of information about how they work in the real Longbow, and I’m trying to implement as much of it as possible in EECH. Among the things is that all four of the Longbow’s radar modes will be modelled, and the exact procedures for firing Hellfires will be modelled.

    This is going to make the Apache much more realistic, much more like a study sim. I realize that everyone may not want this, so I’m goint to introduce a new realism level, and only used the new avionics at the most realistic level, so that those who prefer the current avionics can continue to use them.

    Much of how the Longbow is controlled is via the MFDs, and the push buttons around them. EECH doesn’t have clickable cockpits, but I’ve I’ve made the MFDs themselves clickable, so that you can simulate button presses by pressing the corresponding label inside the MFD. All of the MFD pages are being updated to have clickable labels, and a lot of new functionallity and new pages are being added.

    Now this is of course a work in progress, and a lot of work remains. But just to give you an idea of about some of the new and updated pages, I’ve included some screenshots.

    Here’s how the cockpit looks now. On the right MFD is the updated TSD page, and on the left is the radar in Terrain Profile Mode (TPM). TPM is a navigation mode for low visibillity and basically shows where it’s safe to fly.

    The updated engine page. It has mostly the same information as the old one, but a little different layout, and with colors:

    The new fuel page shows general fuel status, and also allows you to cross feed the engines from either tank, or transfer fuel between the tanks:

    This is the radar in RMAP mode. It’s much like ground target mode, but it also shows the terrain (and possibly most useful the terrain shadow, so you know what parts are unknown and where enemy units may still be hiding):

    The TSD in waypoint mode allows you to edit the route or waypoints, including adding new ones (by e.g. flying over them, or by lasing a point with TADS).

    The ADF page controls the Apache’s radio navigation equipment, and allows you to navigate by radio beacons.

    The check list page has checklists for various items.

    I’ll continue to update this thread as I finish more of the avionics.”


    Source: SimHQ EECH forums

    DCS opens to 3rd Party Commercial development

    Wednesday, July 30th, 2008

    The DCS team has announced that they are opening additional integration points for 3rd party modding.

    • new 3D models via 3DSMAX 7 plugin
    • new cockpits (standard and 6DOF)
    • new flight model settings
    • new screens/UIs: welcome, mission editor, campaign editor
    • new terrain maps via 3DSMAX 7 plugin (requires ownership contract)

    High-quality mods will be integrated back into the DCS product. Mods can be released for free or as payware (with small royalty payments made to DCS).

    source: DCS forum