108.951
710
108.951
710
Changelog 1.2:
-antennas now wiggle according to vehicle's momentum (thanks to FoxtrotDelta)
-tracks now adapt to the terrain and aren't static anymore (thanks to Oleg for giving me hints)
-glass doesn't shine very bright anymore
-pivot of turret rotation fixed
-cannon mantle moved backwards
-custom specular maps for body and turret
Changelog 1.1:
-coaxial MG added
-removed .50 cal+protection on commander seat (left side)
-added .50 cal+different protection (bulletproof glass windows inside protection) to the loader seat (right side)
Screenshots 1-6 show the new version with updated turret, the rest show the former version.
Here we have the current US main battle tank to replace that german Leopard 2-inspired GTA V Rhino. Includes two seperate texture files with either woodland or flat desert camo.
The tank comes with the "tank urban survival kit (TUSK)" including reactive armor and enhanced gunner protection. To also make it look more combat ready, I have added several bags to the turret (can be removed via trainer->vehicle components menu).
Driver compartment and gunner interior are modelled and included. You can't enter them physically, but it's still nice to have. Passenger seat is located in the left (opened) hatch on the turret (second pic). Multiple parts including panels, MG, bags can break off when the Abrams explodes.
All LODs are included, custom collision has been made and the tracks, wheels, lights are all working. (At some times the tracks are a little over the ground in the rear when breaking, but it's barely noticeable).
Before you ask: I have tried to:
-make the MG a secondary seat gunner placement. ->game crash
I may figure something out in the future, but right now, only the main cannon can be used.
Original model converted from Call of Duty: Ghosts.
Full credits in the Read Me file.
Like I have said before, I'm really eager to release more aircraft (military/civillian), helicopters and military vehicles. If you like my work and want to see more, please show your support donating. It helps me affording the things I need to continue modding (ZM3, model files, etc)
And thanks alot for the support I have recieved already :)
(And you could keep up with my YT channel to see WIP videos of upcoming mods)
-antennas now wiggle according to vehicle's momentum (thanks to FoxtrotDelta)
-tracks now adapt to the terrain and aren't static anymore (thanks to Oleg for giving me hints)
-glass doesn't shine very bright anymore
-pivot of turret rotation fixed
-cannon mantle moved backwards
-custom specular maps for body and turret
Changelog 1.1:
-coaxial MG added
-removed .50 cal+protection on commander seat (left side)
-added .50 cal+different protection (bulletproof glass windows inside protection) to the loader seat (right side)
Screenshots 1-6 show the new version with updated turret, the rest show the former version.
Here we have the current US main battle tank to replace that german Leopard 2-inspired GTA V Rhino. Includes two seperate texture files with either woodland or flat desert camo.
The tank comes with the "tank urban survival kit (TUSK)" including reactive armor and enhanced gunner protection. To also make it look more combat ready, I have added several bags to the turret (can be removed via trainer->vehicle components menu).
Driver compartment and gunner interior are modelled and included. You can't enter them physically, but it's still nice to have. Passenger seat is located in the left (opened) hatch on the turret (second pic). Multiple parts including panels, MG, bags can break off when the Abrams explodes.
All LODs are included, custom collision has been made and the tracks, wheels, lights are all working. (At some times the tracks are a little over the ground in the rear when breaking, but it's barely noticeable).
Before you ask: I have tried to:
-make the MG a secondary seat gunner placement. ->game crash
I may figure something out in the future, but right now, only the main cannon can be used.
Original model converted from Call of Duty: Ghosts.
Full credits in the Read Me file.
Like I have said before, I'm really eager to release more aircraft (military/civillian), helicopters and military vehicles. If you like my work and want to see more, please show your support donating. It helps me affording the things I need to continue modding (ZM3, model files, etc)
And thanks alot for the support I have recieved already :)
(And you could keep up with my YT channel to see WIP videos of upcoming mods)
Primeiro envio: 26 de Setembro de 2015
Último envio: 12 de Outubro de 2016
Último download: há 6 horas atrás
227 Comentários
Changelog 1.2:
-antennas now wiggle according to vehicle's momentum (thanks to FoxtrotDelta)
-tracks now adapt to the terrain and aren't static anymore (thanks to Oleg for giving me hints)
-glass doesn't shine very bright anymore
-pivot of turret rotation fixed
-cannon mantle moved backwards
-custom specular maps for body and turret
Changelog 1.1:
-coaxial MG added
-removed .50 cal+protection on commander seat (left side)
-added .50 cal+different protection (bulletproof glass windows inside protection) to the loader seat (right side)
Screenshots 1-6 show the new version with updated turret, the rest show the former version.
Here we have the current US main battle tank to replace that german Leopard 2-inspired GTA V Rhino. Includes two seperate texture files with either woodland or flat desert camo.
The tank comes with the "tank urban survival kit (TUSK)" including reactive armor and enhanced gunner protection. To also make it look more combat ready, I have added several bags to the turret (can be removed via trainer->vehicle components menu).
Driver compartment and gunner interior are modelled and included. You can't enter them physically, but it's still nice to have. Passenger seat is located in the left (opened) hatch on the turret (second pic). Multiple parts including panels, MG, bags can break off when the Abrams explodes.
All LODs are included, custom collision has been made and the tracks, wheels, lights are all working. (At some times the tracks are a little over the ground in the rear when breaking, but it's barely noticeable).
Before you ask: I have tried to:
-make the MG a secondary seat gunner placement. ->game crash
I may figure something out in the future, but right now, only the main cannon can be used.
Original model converted from Call of Duty: Ghosts.
Full credits in the Read Me file.
Like I have said before, I'm really eager to release more aircraft (military/civillian), helicopters and military vehicles. If you like my work and want to see more, please show your support donating. It helps me affording the things I need to continue modding (ZM3, model files, etc)
And thanks alot for the support I have recieved already :)
(And you could keep up with my YT channel to see WIP videos of upcoming mods)
-antennas now wiggle according to vehicle's momentum (thanks to FoxtrotDelta)
-tracks now adapt to the terrain and aren't static anymore (thanks to Oleg for giving me hints)
-glass doesn't shine very bright anymore
-pivot of turret rotation fixed
-cannon mantle moved backwards
-custom specular maps for body and turret
Changelog 1.1:
-coaxial MG added
-removed .50 cal+protection on commander seat (left side)
-added .50 cal+different protection (bulletproof glass windows inside protection) to the loader seat (right side)
Screenshots 1-6 show the new version with updated turret, the rest show the former version.
Here we have the current US main battle tank to replace that german Leopard 2-inspired GTA V Rhino. Includes two seperate texture files with either woodland or flat desert camo.
The tank comes with the "tank urban survival kit (TUSK)" including reactive armor and enhanced gunner protection. To also make it look more combat ready, I have added several bags to the turret (can be removed via trainer->vehicle components menu).
Driver compartment and gunner interior are modelled and included. You can't enter them physically, but it's still nice to have. Passenger seat is located in the left (opened) hatch on the turret (second pic). Multiple parts including panels, MG, bags can break off when the Abrams explodes.
All LODs are included, custom collision has been made and the tracks, wheels, lights are all working. (At some times the tracks are a little over the ground in the rear when breaking, but it's barely noticeable).
Before you ask: I have tried to:
-make the MG a secondary seat gunner placement. ->game crash
I may figure something out in the future, but right now, only the main cannon can be used.
Original model converted from Call of Duty: Ghosts.
Full credits in the Read Me file.
Like I have said before, I'm really eager to release more aircraft (military/civillian), helicopters and military vehicles. If you like my work and want to see more, please show your support donating. It helps me affording the things I need to continue modding (ZM3, model files, etc)
And thanks alot for the support I have recieved already :)
(And you could keep up with my YT channel to see WIP videos of upcoming mods)
Primeiro envio: 26 de Setembro de 2015
Último envio: 12 de Outubro de 2016
Último download: há 6 horas atrás
+++PLEASE BE ADVISED!+++
Gunrunning has broken ALL vehicle mods with multiple weapons and turret, so the turret(s) on this vehicle WILL NOT WORK PROPERLY!
It is currently being researched: https://forums.gta5-mods.com/topic/12323/military-vehicles-with-turret-problem-after-gunrunning-update
@SkylineGTRFreak dont have a update of turret rotation yet? i like so much this mod
This is probably most iconic tank in U.S. Army history and you did great job with this file.
The replacement works... However, the main cannon doesn't turn when in "Tank cannon", but when I switch it to "Machine Gun", now it turns... Could someone please help me fix this? Thanks
I didn't find this file in the game file. rhino+hi.ytd After replacing the remaining three files and data, I entered the game and found that the turret of the tank had not turned.
how to install mods>x64e.rpf>levels>vehicles.rpf
@Ron_Nel many of these vehicle mods with turret have the same problem! reason: gunrunning update! it won't work because of Primary and Secondary weapons spin in the same turret! ( that's why in GTA: O none of this vehicle can use 2 turrets in 1 user! that means 1 turret is for 1 user, 2 turret means error! )
被炸毁后破坏效果不够,最好再把反应装甲做成随机件或者改装件。
i wonder that the "read me" show me this model includes a secondary seat on turret but it doesn't. i try to spawn it and get into this tank then i spawn another ped then it do not get in? i'm sorry for my bad english.
does this work with fivem?
Works perfect as a simple replacement without adjusting meta files, otherwise it causes issues.
@SkylineGTRFreak how i can edit the tank shooting reload time?
Hi, I wanted to create a reskin of the Italian tank army, so I hope you accept my proposal.
I LOVE U @skylineGTRFreak I SUCK AT ADDING ADD ONS AND U MAKE IT DSO EASY I COULD KIS U
turret not turning for some reason
Only Replace
where is the installation location not meta please tell me
@SkylineGTRFreak no solution for it yet?
if you are looking to replace rhino with M1 Abram and turret is not working, i have found the solution. its the problem with your handling and vehicle .meta files. But i have found it for this replacement https://www.gta5-mods.com/vehicles/m1a1-abrams-operation-desert-storm
you need to download this and extract three model file and replace their name with rhino_hi and rhino respectively. then you'll need to replace vehicle and handling meta file with this
Handling.meta
<Item type="CHandlingData">
<handlingName>rhino</handlingName>
<fMass value="61000.000000" />
<fInitialDragCoeff value="16.000000" />
<fPercentSubmerged value="200.000000" />
<vecCentreOfMassOffset x="0.000000" y="0.000000" z="-0.300000" />
<vecInertiaMultiplier x="1.000000" y="1.000000" z="1.000000" />
<fDriveBiasFront value="0.500000" />
<nInitialDriveGears value="1" />
<fInitialDriveForce value="0.110000" />
<fDriveInertia value="1.700000" />
<fClutchChangeRateScaleUpShift value="1.300000" />
<fClutchChangeRateScaleDownShift value="1.300000" />
<fInitialDriveMaxFlatVel value="55.000000" />
<fBrakeForce value="0.200000" />
<fBrakeBiasFront value="0.600000" />
<fHandBrakeForce value="0.200000" />
<fSteeringLock value="40.000000" />
<fTractionCurveMax value="2.500000" />
<fTractionCurveMin value="2.400000" />
<fTractionCurveLateral value="35.500000" />
<fTractionSpringDeltaMax value="0.150000" />
<fLowSpeedTractionLossMult value="0.000000" />
<fCamberStiffnesss value="0.000000" />
<fTractionBiasFront value="0.500000" />
<fTractionLossMult value="0.000000" />
<fSuspensionForce value="2.000000" />
<fSuspensionCompDamp value="1.320000" />
<fSuspensionReboundDamp value="2.6500000" />
<fSuspensionUpperLimit value="0.300000" />
<fSuspensionLowerLimit value="-0.180000" />
<fSuspensionRaise value="0.000000" />
<fSuspensionBiasFront value="0.470000" />
<fAntiRollBarForce value="0.000000" />
<fAntiRollBarBiasFront value="0.000000" />
<fRollCentreHeightFront value="0.300000" />
<fRollCentreHeightRear value="0.300000" />
<fCollisionDamageMult value="0.005000" />
<fWeaponDamageMult value="0.030000" />
<fDeformationDamageMult value="0.100000" />
<fEngineDamageMult value="0.010000" />
<fPetrolTankVolume value="100.000000" />
<fOilVolume value="8.000000" />
<fSeatOffsetDistX value="0.250000" />
<fSeatOffsetDistY value="0.000000" />
<fSeatOffsetDistZ value="0.500000" />
<nMonetaryValue value="40000" />
<strModelFlags>43004808</strModelFlags>
<strHandlingFlags>C201081</strHandlingFlags>
<strDamageFlags>20</strDamageFlags>
<AIHandling>AVERAGE</AIHandling>
<SubHandlingData>
<Item type="CVehicleWeaponHandlingData">
<uWeaponHash>
<Item>VEHICLE_WEAPON_TANK</Item>
<Item />
<Item />
</uWeaponHash>
<WeaponSeats content="int_array">
0
0
0
</WeaponSeats>
<fTurretSpeed content="float_array">
5.000000
0.000000
</fTurretSpeed>
<fTurretPitchMin content="float_array">
-0.050000
0.000000
</fTurretPitchMin>
<fTurretPitchMax content="float_array">
0.707000
0.000000
</fTurretPitchMax>
<fTurretCamPitchMin content="float_array">
-0.707000
0.000000
</fTurretCamPitchMin>
<fTurretCamPitchMax content="float_array">
0.000000
0.000000
</fTurretCamPitchMax>
<fBulletVelocityForGravity content="float_array">
0.000000
0.000000
</fBulletVelocityForGravity>
<fTurretPitchForwardMin content="float_array">
-0.160000
0.000000
</fTurretPitchForwardMin>
<fUvAnimationMult value="0.660000" />
<fMiscGadgetVar value="1.500000" />
<fWheelImpactOffset value="0.080000" />
</Item>
<Item type="NULL" />
<Item type="NULL" />
</SubHandlingData>
<fWeaponDamageScaledToVehHealthMult value="0.340000" />
</Item>
vehicles.meta
<Item>
<modelName>rhino</modelName>
<txdName>rhino</txdName>
<handlingId>RHINO</handlingId>
<gameName>rhino</gameName>
<vehicleMakeName />
<expressionDictName>vehicle</expressionDictName>
<expressionName>rhino</expressionName>
<animConvRoofDictName>null</animConvRoofDictName>
<animConvRoofName>null</animConvRoofName>
<animConvRoofWindowsAffected />
<ptfxAssetName>null</ptfxAssetName>
<audioNameHash>HAULER</audioNameHash>
<layout>LAYOUT_TANK</layout>
<coverBoundOffsets>RHINO_COVER_OFFSET_INFO</coverBoundOffsets>
<explosionInfo>EXPLOSION_INFO_DEFAULT</explosionInfo>
<scenarioLayout />
<cameraName>FOLLOW_TANK_CAMERA</cameraName>
<aimCameraName>DEFAULT_THIRD_PERSON_VEHICLE_AIM_CAMERA</aimCameraName>
<bonnetCameraName>VEHICLE_BONNET_CAMERA_TANK</bonnetCameraName>
<povCameraName>VEHICLE_BONNET_CAMERA_TANK</povCameraName>
<FirstPersonDriveByIKOffset x="0.000000" y="0.000000" z="0.000000" />
<FirstPersonDriveByUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" />
<FirstPersonProjectileDriveByIKOffset x="0.000000" y="0.000000" z="0.000000" />
<FirstPersonProjectileDriveByPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" />
<FirstPersonProjectileDriveByRearLeftIKOffset x="0.000000" y="0.000000" z="0.000000" />
<FirstPersonProjectileDriveByRearRightIKOffset x="0.000000" y="0.000000" z="0.000000" />
<FirstPersonDriveByLeftPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" />
<FirstPersonDriveByRightPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" />
<FirstPersonDriveByRightRearPassengerIKOffset x="0.000000" y="0.000000" z="0.000000" />
<FirstPersonDriveByLeftPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" />
<FirstPersonDriveByRightPassengerUnarmedIKOffset x="0.000000" y="0.000000" z="0.000000" />
<FirstPersonMobilePhoneOffset x="0.155000" y="0.315000" z="0.520000" />
<PovPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" />
<PovRearPassengerCameraOffset x="0.000000" y="0.000000" z="0.000000" />
<vfxInfoName>VFXVEHICLEINFO_TANK_RHINO</vfxInfoName>
<shouldUseCinematicViewMode value="true" />
<shouldCameraTransitionOnClimbUpDown value="false" />
<shouldCameraIgnoreExiting value="false" />
<AllowPretendOccupants value="true" />
<AllowJoyriding value="false" />
<AllowSundayDriving value="false" />
<AllowBodyColorMapping value="true" />
<wheelScale value="0.510000" />
<wheelScaleRear value="0.510000" />
<dirtLevelMin value="0.000000" />
<dirtLevelMax value="0.700000" />
<envEffScaleMin value="0.570000" />
<envEffScaleMax value="0.590000" />
<envEffScaleMin2 value="0.570000" />
<envEffScaleMax2 value="0.590000" />
<damageMapScale value="0.600000" />
<damageOffsetScale value="1.000000" />
<diffuseTint value="0x00FFFFFF" />
<steerWheelMult value="1.000000" />
<HDTextureDist value="5.000000" />
<lodDistances content="float_array">
25.000000
50.000000
90.000000
180.000000
500.000000
500.000000
</lodDistances>
<minSeatHeight value="0.771" />
<identicalModelSpawnDistance value="20" />
<maxNumOfSameColor value="10" />
<defaultBodyHealth value="1000.000000" />
<pretendOccupantsScale value="1.000000" />
<visibleSpawnDistScale value="1.000000" />
<trackerPathWidth value="2.000000" />
<weaponForceMult value="1.000000" />
<frequency value="100" />
<swankness>SWANKNESS_2</swankness>
<maxNum value="5" />
<flags>FLAG_NO_BOOT FLAG_EXTRAS_ONLY_BREAK_WHEN_DESTROYED FLAG_EXTRAS_ALL FLAG_DONT_CLOSE_DOOR_UPON_EXIT FLAG_USE_HIGHER_DOOR_TORQUE FLAG_DONT_SPAWN_IN_CARGEN FLAG_DONT_SPAWN_AS_AMBIENT FLAG_IS_TANK FLAG_USE_COVERBOUND_INFO_FOR_COVERGEN FLAG_DONT_TIMESLICE_WHEELS FLAG_CAN_NAVIGATE_TO_ON_VEHICLE_ENTRY</flags>
<type>VEHICLE_TYPE_CAR</type>
<plateType>VPT_NONE</plateType>
<vehicleClass>VC_MILITARY</vehicleClass>
<wheelType>VWT_SPORT</wheelType>
<trailers />
<additionalTrailers />
<drivers>
<Item>
<driverName>S_M_Y_Marine_03</driverName>
<npcName />
</Item>
<Item>
<driverName>S_M_Y_Marine_01</driverName>
<npcName />
</Item>
</drivers>
<extraIncludes />
<doorsWithCollisionWhenClosed />
<driveableDoors />
<bumpersNeedToCollideWithMap value="false" />
<needsRopeTexture value="false" />
<requiredExtras />
<rewards />
<cinematicPartCamera />
<NmBraceOverrideSet>Truck</NmBraceOverrideSet>
<buoyancySphereOffset x="0.000000" y="0.000000" z="0.000000" />
<buoyancySphereSizeScale value="1.000000" />
<pOverrideRagdollThreshold type="CVehicleModelInfo__CVehicleOverrideRagdollThreshold">
<MinComponent value="22" />
<MaxComponent value="22" />
<ThresholdMult value="1.500000" />
</pOverrideRagdollThreshold>
</Item>
then the turret will work properly. i have not tried this meta with m1a2 but have done with m1a1
I installed this and updated the handling but the abrams doesn't react to the dispatch or my being in the base. it does work fine when I commandeer the vehicle. anything I can do to make it work like vanilla or is it like the swat vehicle and just better to leave as vanilla?
@iprabhsidhu this worked. I did try those meta settings for this mod and it slows the spinning on the main turret but makes the crows nest do a high speed turns now. I suspect theres more moving parts than the other abrams who knows but the m1a1 and the meta edits work better.