I'm a friendly German boy, with an good talent of 3D Modeling. I'm work on several Projects, but my Future Battlefield Pack Modproject is my favourite one. ;) I'm open for any Kind of Support, Reviews, Suggestions and Requests about my Work every Time. ;)

Comment History  (0 - 30 of 727)
CDRMV
CDRMV - - 727 comments @ New Cybran Experimental Unit

No its a new Feature which was added into FAF some Months ago. Didn't have checked it Out in Detail but I will Update my two UEF Aircraft Carriers in CSK Units to Support this System as Well. So both will be able to build Air Units in Motion someday. I will Look into it but I have other priorities at the Moment. ;)

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CDRMV
CDRMV - - 727 comments @ New Cybran Experimental Unit

Did you have understand what I have wrote above?
The original Game doesn't has an functional System to make Aircraft Carriers able to build Air Units in Motion. The Developers of FAF (Forged Alliance Forever) have developed an functional System regarding to this. But currently it only Works in the FAF Version of the Game. So the Code of it needs to be ported over to the Steam Version of the Game. I didn't have checked it Out yet so I cant Tell you anything how you can Code it. In other Words what you can do are these Things: Ask the FAF Developers how they have do this and study their Code to port it over to Steam. However keep in Mind Not anything which is coming from FAF will Work in Steam. So you will need to modify the Code to make it Work in Steam. Or Wait until I integrate this System into CSK Units someday. My Aircraft Carriers doesn't have Access to this FAF External Factory System which makes Aircraft Carriers able to build thier Air Units in Motion. But I will Look into it to integrate this System in CSK Units soon to make it Work in all Gameversions.

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CDRMV
CDRMV - - 727 comments @ New Cybran Experimental Unit

As far as I know FAF has an Integrated System for Aircraft Carriers to build their Air Units If they Move. The original Game doesn't has this System. So the System from FAF needs to be ported over to the original Game with an Mod.

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ New Aeon Unit

Since there are directly linked to the Core Section/Torso of the Walker. They don't directly need to be Animated. But I will add this Suggestion to my To Do List. So I will Look into it later. The Model will need small Changes to add an Support to Animate these Secondary Sections.

Good karma+2 votes
CDRMV
CDRMV - - 727 comments @ New Aeon Unit

Ah these are Not Claws there are Secondary Sections.
There are linked with the Torso/Core Section of this Walker.
What Kind of Problem do you have with them?

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ New Aeon Unit

If the Version of the Mod you are using is an month old, it explains why several things are Not working correctly or are missed. It is always an good idea to Check Out the GitHub Repository of the Commander Survival Kit for Development Updates to get the most recent Version of CSK Units. I think what you describe is caused by an broken Animation or Bone Structure of the Model. This Issue was included in an older Version of CSK Units in the Early Stages of the Integration of this Unit. This Unit is now Working without any Problems in the recent Version of CSK Units on Github. So I can recommend to Download the Github Version of CSK Units from time to time to get the updated Most recent Version of the Mod.

Again what Claws do you mean?????
Do mean the 3 Legs of the Walker?
Do you mean the Turrets, which are attached on the 3 Legs or on the 3 Spike Like Sections of the Torso?
Do you mean the 3 Spike Like Sections on the Torso of the Walker? You can write me an PM If you want and send me an Screenshot with an mark of the thing you mean.. This makes it probably easier to See it visualy what do you mean exacly. Pictures say more than a thousand words.

And these units are not in fashion yet?

Unit 1:
The Aeon Experimental Bomber is currently Not included in the Mod but will be added soon.

Unit 2:
The Model was reserved for an UEF Tech 3 AA Gunship but unfortunately it is lost. The Blender File of this Model was Not saved correctly by Blender and gets broken. I will need to recreate the Model or develop a fully new Design for this Unit.

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ New Aeon Unit

The First one is the Calypso which doesn't has the Eye Cannon anymore. The Eye Cannon was Just an placeholder Weapon before the two Beam Cannons, other Weapon Turrets and the Enhancement Upgrade System has been added to it to make the Unit usable against enemy Land Units..

The two Other Walkers (The Experimental Habitat and Assembly Walker) below have recently get an Major Rework of thier Legs with an better Walk Animation. Of course the Animation is still Not perfect but better then before.

What Kind of other Animations do you expect on them? These are Walkers and similar Like other Units in the Game they have Access to an Single Walk Animation and a Death Animation. The third Animation is for the Get Up Sequence and Is Played If they Impact on the Map after you build them. Since all 3 Walkers are inspired by the Hierarchy Walkers from Universe at War I have try to make the Walk Animation so Close as possible to the original ones. But as I Said there is still room for Future Improvements for the Animations on these Units in General to make them look less stony. I never Said there are perfect. ;) So If you want to Create better Animations for them do it. I'm Open for any Kind of Support. The upper Part of these Units is Animated in thier Walk Animation as an Example but Not much because I don't want to make them Shake Like an Earthquake If they Move. There is Not so much room to Animate the Upper Part in General only horizontal or vertical. When it comes to animations, I'm not an ace myself. I can manage some animations, but others require longer attempts before the results look better. At the moment I'm working on new Units and Features for the mod. But improvements to existing units are possible at any time.

What do you mean with Hands?
These Walkers doesn't have any Hands or Arms.
Or do you mean the Slot Turrets on the Sides?

Do you have installed the recent Version of CSK Units from GitHub or are you still playing with an older Version?

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ New Aeon Unit

The Model and the Animations of this Unit has been created in Blender 2.49 and Exported by the Supcom Import and Export Plugin by Exotic_Retard. 3DS Max has its own Import and Export Plugin for Supcom Models. It is required to import the Model into 3DS Max. However I don't use 3Ds Max so I cant Help you much compared to Blender.

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ New Aeon Unit

Okay I will look into it.

Update:
Fix is now on Github
The Anti Air System is now working.
Additionally I have fix the Collisions Box of this Unit.

Good karma+2 votes
CDRMV
CDRMV - - 727 comments @ New Aeon Unit

Hello,
can you explain what kind of Issue do you have with this Unit in Detail? This Unit doesn't use any Custom Weapons.
It uses Weapons from the Game and is functional on my Side

Which Game Version are you using?
Do you have install CSK Units correctly?

If you need help you can write me an direct PM here on Moddb.

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ New Cybran Unit

Interesting Suggestion for Sure.
I will See what I can do to Release it. ;)

Good karma+2 votes
CDRMV
CDRMV - - 727 comments @ Commander Survival Kit (C.S.K.)

Ah now I understand what you mean with the two Icons. I have check out the Commander Survival Kit in an Campaign Mission today. If you start and play an Campaign Mission the two Buttons for the Reinforcement and Fire Support Managers are available and visible. However if you save the Campaign game and load it after that the two Buttons are gone. This is an Issue, which only appears in the Campaign it seems. After that I tried the same thing in an Skirmish Match. So I create an Save Game with the Mod in Skirmish. The two Buttons were still available and visible after I load the saved Skirmish Game. This Issue needs to be analyzed in Detail and adressed for an Fix. Thank you so much for the Report. I recommend to play an Campaign Mission fully with the Mod without to save it. I know this sounds dump a bit but that is currently the best solution until the Fix for it arrives.

Good karma+2 votes
CDRMV
CDRMV - - 727 comments @ Commander Survival Kit (C.S.K.)

You mean the Icons didn't Show Up after you Load an Save Game? Was the Save Game an new or old one?
It is possible that a few unknown Issues will appear If you Play the Commander Survival Kit in the Campaign. Didn't have Test Out anything in the Campaign yet so I looking forward for Additional Feedback. There is an other Issue which is already known.: The Callable Air Strikes are only working If the Map is fully expanded in an Campaign Mission. So you can call the Callable Air Strikes If the Map is fully expanded mostly in the latest Phases of the Mission. Just a Note and I looking for an fix regarding to These Issues.

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ Commander Survival Kit (C.S.K.)

Nice to hear that.
Always a pleasure ;)

Good karma+2 votes
CDRMV
CDRMV - - 727 comments @ Commander Survival Kit (C.S.K.)

The Point Generation should Work in the Campaign.
However I Play with the Development Version of the Commander Survival Kit on GitHub, which is the Most Recent Version of the Mod. Since the Campaign doesn't has an Lobby the new Command and Tactical Centers are an another Option to generate the Points for both Managers. They are included in the Development Version of the Commander Survival Kit on GitHub and Not in the latest Moddb Version. Additionally the Development Version on GitHub has some fixes in the Code of the Point Generation which are related to Skirmish and the Campaign. I still working on the next Version for the Commander Survival Kit, which will be Released soon. So I would recommend to Install the GitHub Version of the Commander Survival Kit from here:
Github.com
On GitHub there is an Green Button called "Code" where you can find the Option to download the ZIP File. The Install Instructions are basically the Same but If you have any Problems let me know.

Good karma+2 votes
CDRMV
CDRMV - - 727 comments @ Commander Survival Kit (C.S.K.)

Hello qteBTR
Are you Play the Steam Version of Supreme Commander or Forged Alliance?
Do you have Download the Mod from here (Moddb) or from GitHub?
Do you have follow the Install Instructions inside of the included Read Me File or on GitHub to Install the Mod correctly?
Since You Play the Steam Version of the Game you will need to Install the Lobby Enhancement Mod 4.6 next to of the Commander Survival Kit which is included in the Download ZIP File. The Installation of the Lobby Enhancement Mod 4.6 is only required for the Steam Version of the Game to add the new Lobby Options for the Point Generation of the two Managers. You can find the SCD File of the Lobby Enhancement Mod 4.6 inside of the Gamedata Folder, which is located in the Download ZIP File. Just Put the Lobby Enhancement Mod 4.6 SCD File into the Gamedata Folder of the Game and Restart the Game. An activation of the Lobby Enhancement Mod 4.6 inside of the Mod Manager is Not required. After that is done Go to the Skirmish Lobby. You should See alot of New Lobby Options related to the two Managers of the Commander Survival Kit. I recommend to start an Skirmish Match to Check Out of the Functionality of the Point Generation for both Managers. If anything Works you can start the Campaign. Since the Campaign doesn't has an Lobby compared to the Skirmish and Multiplayer Matches it will probably load the Basic Values for the Point Generation for the two Managers. Hope that helps. If it still doesn't Work write me an Personal Message here on Moddb for better Support.

Good karma+2 votes
CDRMV
CDRMV - - 727 comments @ New Aeon Tech 3 Heavy Unit

Probably Crew quarters or additional Energy Storages for the Core Reactor of the Walker.
I used the Hierarchy Science Walker from Universe at War as the Main Reference for this Design and He has these Hull Balls as Well. You can Check him Out here:
Universeatwar.fandom.com

At the moment I'm thinking about whether I should remove them from the model or keep them. They are generally Not necessary for this Design, just an Easter egg more or less.

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ New Aeon Experimental Unit

CSK Units will include the new Designs of my Multi Legged Assault Walkers for the UEF from FBP New Techs. Short M.L.A.W. I will use several References for these Walkers including Star Wars to develop their new Design. That means it is highly possible that we will See an UEF Version of an ATM6 in CSK Units but with an Design which fits the UEF more. ;)

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ Commander Survival Kit (C.S.K.)

Glad to hear you like it. :)

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ Commander Survival Kit (C.S.K.)

The official Unit Pack of this Project Commander Survival Kit: Units short CSK: Units is still in Development but available on my GitHub Repository for Early Access If you want to Play with the Current Development Version. The Aeon have get Access to the Deroys (two really Deadly Tripod Walkers) in the recent Early Access Update. However more Units and Features are coming so make Sure to Check Out the Gallery of this Moddb Page or the official Discord Server of New upcoming Updates.

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ Two new Aeon Units

You mean Naval Transports.
They will be Amphibious Transports in the Mod
The UEF already has two Amphibious Transports in CSK Units which use the new Bunker Transport System.
This System is different to the regular Transport System from the Game so you will need to learn how it works. But this is Not Complicated and easy to learn.
The regular Transport System from the Game doesn't really Support Naval or Land Transports without any Bugs or Strange Glitches. This is the Main Reason why I have develop the Bunker Transport System.

Good karma+2 votes
CDRMV
CDRMV - - 727 comments @ Cybran Tech 3 Heavy Point Defense

Blackops Unleashed has an Cybran Defense which has an similar Design. Since the Cybran Scorpions in CSK Units has get an new Design we will See an new Design for this Defense as Well. However the new Design will Look more Like an Obelisk instead of an Scorpion Tail.

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ Two new Aeon Units

The Design of both Tripods is inspired by the Deroys from EDF 4.1 and 5.
You can Check Out the original References of the Deroys here for more Details:
Theearthdefenseforce.fandom.com

It is possible that the Design of the original EDF Deroys are inspired by several Tripod Design Adaptions from War of the Worlds. Personally I like the Design of the original EDF Deroys and my own ones but I know its still a Matter of Taste.

If you have any Suggestions of an Tripod Design, which is more your Favourite feel free to share it here. It is possible that I will use it as an Reference for an Design of an another Aeon Tripod which will be added into CSK Units. ;)

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ Two new Aeon Units

Not really both Deroys have access to their Animations already. ;)

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CDRMV
CDRMV - - 727 comments @ A new UEF Unit

Regarding to the Barga:
I have already Create my own different Version of the Mech.
But with some other Design Elements
He is called Gipsy Omega
You can Check him Out here:
Moddb.com

And here with the new Head Design:
Moddb.com

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ A new UEF Unit

They will be more Units in the Mod, which are inspired by Vehicles and Mechs from the EDF Series. So stay tuned for more. ;)

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CDRMV
CDRMV - - 727 comments @ (F.B.P.) Orbital

This Mod is Still in Development and Not Released yet.
However If you want to get the Current Development Stage of this Mod as Early Access you can download it from my GitHub Repository.

Good karma+1 vote
CDRMV
CDRMV - - 727 comments @ A new UEF Unit

You mean Tankbots?
There are planned to appear in CSK Units as Well. ;)
But mostly for the Cybrans.

Good karma+2 votes
CDRMV
CDRMV - - 727 comments @ UEF Experimental Assault Mech

For me it Looks much better compared to an Cube/Square like Head but of course it's a matter of taste. I will think about it to make an new Head with angular and round Elements later.
The Gipsy Omega is a further development of an another Mech, which Looks more angular in Design. By the way, the predecessor Mech will soon also be available in the mod but on Tech 3 and mostly based on the angular Design of the Walking Fortress Balam from EDF 4.1.

Good karma+2 votes
CDRMV
CDRMV - - 727 comments @ (F.B.P.) Future Battlefield Pack [Modproject]

Hello everyone,
A small new Patch for FBP Legends (Version 1.3) will be Released in the next coming Days. I have been informed that the Seraphim Assault Drone didn't get Launched by the Seraphim Drone Station. The Issue is caused by an Missing Folder inside of the Projectiles Folder, which contains a Lua and BP File. The Code Inside of the Missing Lua File is responsible and important for the Spawn Sequence of the Seraphim Assault Drone. This Issue will be fixed in the upcoming small Patch.

Stay tuned for it.
Best regards
CDRMV

Good karma+1 vote