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| | |-+  I.D.F. patch released
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Author Topic: I.D.F. patch released  (Read 1458 times)
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Cocobolo
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« on: August 26, 2002, 01:58:12 pm »

I.D.F. Patch has been released, get it here!


http://dl.fileplanet.com/dl/dl.asp?planetrainbowsix/dtd/dtd_idfpatch_1-2a.zip
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ISK_Hatchcock
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« Reply #1 on: August 26, 2002, 04:31:45 pm »

Installed and ready for a long MP night  
Thanks again for that Mod!
Greetz from Germany
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RuBa1000
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« Reply #2 on: August 26, 2002, 04:36:57 pm »

  Now i can finally enjoy this mod to it's full estent... Thanx for the great work!!!!
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DoK
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« Reply #3 on: August 26, 2002, 06:45:01 pm »

First of all ... I love this Mod. It really makes for a whole new game. Thank you for the patch release.

Now a quick question. Is it correct that some of the silenced weapons can't penetrate body armor? I've noticed that the M4 QCB and KAC silenced, and the AK-22, are next to useless against upper body armor. I've emptied full clips at point blank range and they don't seem to even feel the impact. I could see that maybe it wouldn't penetrate, but why don't they feel the energy of the round hitting? If I aim at an extremity, it does damage and the enemy responds to the impact as normal.

If this is correct behavior, please explain what is being modelled as I'm curious.

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Cocobolo
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« Reply #4 on: August 26, 2002, 09:03:45 pm »

The suppressed 5.56 weapons like the M4CQB have no trouble piercing body armour, the AK-22 is of course, less powerful since it's a .22lr round, not designed for armour penetration- but will take a tango down with multiple torso shots.

SD rounds are generally less powerful in the real world, but in this mod there is no difference between suppressed and non-suppressed rounds. If you are spraying full auto then chances are most of the rounds aren't hitting the tango. Really take some time to check it out and let us know if you still feel the same...
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DoK
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« Reply #5 on: August 26, 2002, 10:13:50 pm »

OK ... I think I found the issue. I think the "12 Weeks" mission pack has the body armor cranked in some way. I went back to the original missions and things worked fine.

The only thing I notice different in these gun files is the VelocityCoefficient1 is pretty different to that found in the TranceM4 mod (which handles a variety of similar munitions). So it must be some interaction between that and the "12 Weeks" missions.

The effect I saw was that I could walk right up to a tango and pump single rounds right into his chest and he wouldn't even flinch from the impact.
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IDF_Lavi
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« Reply #6 on: August 28, 2002, 02:43:00 am »

Also found another sound bug at least for me. The Israeli FAL rifle has a full auto sound even on single shot. Is anyone else having this problem
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Cocobolo
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« Reply #7 on: August 28, 2002, 01:54:04 pm »

Anyone else see this? I havent seen this bug, and Cobra went over ALL the sounds, which is why we delayed the release, just to make sure there were no sound issues. Also, when a bug is encountered, make sure IDF is the only active mod, other mods can cause problems sometimes.
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Cobra6
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« Reply #8 on: August 28, 2002, 03:09:05 pm »

I see the problem...It's with the 3 round burst option. If you delet it the weapons works fine.
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Cocobolo
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« Reply #9 on: August 28, 2002, 08:53:00 pm »

Shit, I'll update it and re-upload the patch, without the hooplah this time...
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