PR:Falklands v0.192 Released!

Project Reality announcements and development highlights.
Midnight_o9
Posts: 1572
Joined: 2008-07-26 09:39

Re: PR:Falklands v0.192 Released!

Post by Midnight_o9 »

Nachino wrote:Have you considered to add vehicles like the AML 90 Panhard or maybe an LVTP7 for the Argentine forces in the future?
The Panhard is indeed on the community task plan under high priority so yes it is being considered
https://www.realitymod.com/forum/f388-p ... ost1773627
Rhino
Retired PR Developer
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Re: PR:Falklands v0.192 Released!

Post by Rhino »

Nachino wrote:Have you considered to add vehicles like the AML 90 Panhard or maybe an LVTP7 for the Argentine forces in the future?
Midnight_o9 wrote:The Panhard is indeed on the community task plan under high priority so yes it is being considered
https://www.realitymod.com/forum/f388-p ... ost1773627
Ye as Midnight said, Panhard is in the plans, just no one is working on it currently and the LVTP-7 is ingame, but only on the Skirmish 32 layer, which is based on the Argentine Invasion of the Falklands which was the only time the LVTP-7 was used during the war.
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The model itself is a reskinned AAVP7A1 with the Mk19 barrel removed (via code) so the turret is a little different and has modern armour on it but it dose the job :)
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chilean
Posts: 124
Joined: 2009-10-02 00:54

Re: PR:Falklands v0.192 Released!

Post by chilean »

Downloading!!! cant wait to put my hands on it :D , I hope this will revive the mini mod as the servers has being empty as far as I have seen.
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Mineral
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Re: PR:Falklands v0.192 Released!

Post by Mineral »

we will commense seeding in an hour. And the LVTP-7 will be in the first map ;)
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ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: PR:Falklands v0.192 Released!

Post by ChallengerCC »

I mean the LVTP-7, not the M113, sorry. Even if they pulled them after the ocupation from the island, it would be better to have a wider range of assets and gameplay/balancing on the map or. I dont think someon would say oh man its so ultimativ unrealistic or? ^^

Someon knows why they pulled them from the island?
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Rhino
Retired PR Developer
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Re: PR:Falklands v0.192 Released!

Post by Rhino »

Ye, as I said before it wasn't used other than the initial invasion where then after it left with the landing ship that brought it and I want to stick as much as I can to historical accuracy. Panhard will also hopefully be in a later version for players who want to do the armour side of things :D
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Rhino
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Re: PR:Falklands v0.192 Released!

Post by Rhino »

162eRI wrote:Very nice work! Cheers to all the guys who worked on this project and thank you Rhino for making this become reality!
Can't wait to hear the Spanish Argentinian voices!

Hopefully with time, assets of the mod will improve. What else are you working on Rhino? You said the Panhard, there're also the AA launcher missiles. Can we hope for some ships?

Edit: my bad, just saw your thread:
https://www.realitymod.com/forum/f388-p ... ost1773627
Cheers,

Currently right now not working on anything PR:F related, other than possibly fixing a few bugs in the coming week if there are any that really need fixing, that I can fix and if AM will let me :p

Right now its really in the communities hands to complete the majority of the work still needed to be done for this mod as I'm now back to finishing other more pressing projects. PR:F is in a pretty good state right now, although missing some key elements such as LMGs are missing although Loke is currently working on the Bren and the FM FAP shouldn't take much to make off the FN FAL. The other stuff is really to replace current place holders and to give new elements of gameplay to the mod :)

While yes, Ships are in the design plan, I don't honestly expect them to be done. While I would love for someone to make them, as they would give an awesome dimension to the mod with putting even more focus for the Argie jets to go after the shipping and not just ground targets, while also giving them a much bigger challenge than AC (since they have weapons, anti-ship countermeasures and will most likely be mobile too), the amount of work and the skill sets required for them means that its very unlikely that someone with that amount of time and has the skill sets required, is going to come along and do them :(
Although I still have put them up there just encase someone dose come along wanting a challenge :D

So ye, still lots yet that can be done for PR:F and possibly in the long run the dev team may put some more resources into finishing some of them off but at this point, really in the community hands since the Dev team is stretched real thin trying to sort out everything for the core mod right now and for the foreseeable future.
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Pvt.LHeureux
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Joined: 2009-04-03 15:45

Re: PR:Falklands v0.192 Released!

Post by Pvt.LHeureux »

Damn the Argentinian voices are really good!

When you load Goose Green before ANY other maps for the first time SINCE YOU INSTALLED the minimod, you won't hear them, but once you play another falklands map it loads them, then Goose Green is normal.

At least that's what it was for me.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
torenico
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Joined: 2007-06-30 04:00

Re: PR:Falklands v0.192 Released!

Post by torenico »

Where the Panhards used in battle?, as far as i know they were sent to the Islands but didn't seen combat.
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: PR:Falklands v0.192 Released!

Post by Jolly »

Oh, one more thing, how can i spawn a fv101 when in local?
I mean, the name of FV101.
Jolly, you such a retard.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
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Re: PR:Falklands v0.192 Released!

Post by rPoXoTauJIo »

gb_ifv_scorpion should work.
Do not forget to turn debug mode on. ;)
Rhino
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Re: PR:Falklands v0.192 Released!

Post by Rhino »

torenico wrote:Where the Panhards used in battle?, as far as i know they were sent to the Islands but didn't seen combat.
It's not 100% clear if they did or didn't but according to the wiki: Panhard AML - Wikipedia, the free encyclopedia
In the Falklands War, the Argentines deployed 12 AML-90s from Escuadron de Exploracion Caballeria Blindada 181 (181st Armoured Cavalry Reconnaissance Squadron) and an unknown additional number from Escuadron de Exploracion Caballeria Blindada 10 near Port Stanley. During the Battle of Wireless Ridge the only armour versus armour engagement of the war was fought when these units encountered FV101 Scorpions and FV107 Scimitars of the Blues and Royals. The AML-90s were abandoned in Stanley after the conflict ended.
and: Battle of Wireless Ridge - Wikipedia, the free encyclopedia
Final assault
D Coy then began the final assault from the western end of Wireless Ridge, under the cover of heavy fire from HMS Ambuscade's 4.5 inch gun, tanks, twelve 105 mm artillery guns, several mortar pieces and anti-tank rockets. Earlier Argentine GHQ had sent the dismounted 10th Panhard armoured car squadron to make a reconnaissance foray into the western rocks of Wireless Ridge.
Jolly wrote:Oh, one more thing, how can i spawn a fv101 when in local?
I mean, the name of FV101.
gb_ifv_scorpion, you can always find out by opening up the files and looking for the file name thou ;)
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Jolly
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Re: PR:Falklands v0.192 Released!

Post by Jolly »

rPoXoTauJIo wrote:gb_ifv_scorpion should work.
Do not forget to turn debug mode on. ;)
Just found it, but thanks anyway. :)



WTF, It's like a tank! 20 rounds of AP and 20 rounds of HE with thermal!
It will be my favorite APC in the coming version! :)
Jolly, you such a retard.
Rhino
Retired PR Developer
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Re: PR:Falklands v0.192 Released!

Post by Rhino »

Jolly wrote:WTF, It's like a tank! 20 rounds of AP and 20 rounds of HE with thermal!
It will be my favorite APC in the coming version! :)
Well, it is classed as a Light Tank as well as a recon vehicle. Also Thermals are just a place holder since we don't have proper Night Vision in the mod. MEC one wont have any thermals or NV when it gets fixed too since it doesn't have a night sight.
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Jolly
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Re: PR:Falklands v0.192 Released!

Post by Jolly »

Just googled it, hummm, it's one very nice and successful light tank! (It reminds me of AMX12t, both look lovely! :) )
In PR, the driver can handle it very easily, and it has excellent react time, which can really save our *** in the battle.
Although reloading time is a bit long, but much better than T62 lol.

Rhino, nice job, it's sweeeet! <3
Jolly, you such a retard.
Pvt.LHeureux
Posts: 4796
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Re: PR:Falklands v0.192 Released!

Post by Pvt.LHeureux »

Well the reload time balances with the fact that it has thermals for now and that Argentinians have no tanks right now.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Rhino
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Re: PR:Falklands v0.192 Released!

Post by Rhino »

Pvt.LHeureux wrote:Well the reload time balances with the fact that it has thermals for now and that Argentinians have no tanks right now.
Reload time is simply realistic, not going to change even when those other two factors come in :p
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rodrigoma
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Re: PR:Falklands v0.192 Released!

Post by rodrigoma »

Any video with the new Argentine voices?
would very much like too hear them ;P
Rhino
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Re: PR:Falklands v0.192 Released!

Post by Rhino »

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