Hello, and welcome to the C&C Guild - the definitive resource for Command & Conquer modding. You can find a wide variety of articles and resources within this site and the forum to help you whether you're just new to the modding field, or even if you've been around a while longer. In addition, we also have a plethora of (hosted) mods which range from simple balancing patches to large-scale total conversions.

To log in to the site, please click "Log In" above and use your Revora Forums account. When logged in, you'll be able to contribute your own articles to the site. Further info can be found in the forums. Also, if you want to be hosted here yourself, give Revora's Hosting Portal a visit to send off an application to us. For anything else, details of how to contact us are in here. Thanks, and have fun.

~ The C&C Guild Staff

0 YR Red-Resurrection on CnCNet 5

Posted by OmegaBolt on August 8, 2017 in Tech Center News

rr-mini-banner.jpg
Resurrected for CnCNet 5


In the two years since the last update I totally quit Yuri's Revenge modding after being tired with combating the engine and running out of stamina when it came to adding additional content, which felt like a strange necessity as if there was some kind of bloat war taking place in my mind. Knowing however that the mod was no longer easily accessible with the shutdown of CnCNet 4, I have decided to go back and update it for CnCNet 5, bringing with it the new interface and client to play the mod more easily. Here is a preview of the interface:
 

GM5bZwZm.jpg


I cannot stress enough how vital Starkku of Project Phantom has been to this effort in providing his build of the client and supporting my use of it, and of course Rampastring for making it in the first place. What's more is that the mod is being updated with additional content and sweeping tech tree changes. There are dozens more units, mainly focusing on making each of the countries more unique in capability and playstyle as well as new gamemodes, more multiplayer maps to play on and a conversion of the original Red Alert 2 campaign for funsies.
 

y9jzGbom.jpg


Progress on this update is steady and I aiming to get it out before the end of the year. In the meantime here is a 1v1 match played between Alstar as Japan and Asylum as the Confederation.
 


If you would like to playtest the new build then I am running an open beta on the YR Red-Resurrection discord channel. So join in and give your feedback!

----------
weblink.png revora.png facebook.png moddb.png youtube.png

Read the replies to this post - Write your own - Return to top

8 Mental Omega News Bulletin #28 (14/07/2017)

Posted by Speeder on July 14, 2017 in Mental Omega APYR News

332release.jpg


The time has come to roll out the newest patch for Mental Omegaupdate 3.3.2, which includes Ares 0.Dp1. Once again AlexB delivers a wide selection of improvements to Red Alert 2 Yuri's Revenge game engine, which allows us to focus on new features and important gameplay tweaks that further enhance our mod. Furthermore, more fixes and tweaks to the Client created by Rampastring have been done in recent weeks, the most important one being changes to which files are compared between players on CnCNet. Just like the last time, you can either use the Mental Omega Client to perform the update or download the files manually and extract them in your Mental Omega folder.
 
It's also worth mentioning that our website supports two other languages, with language packs for the mod soon to follow: Chinese and Russian.
 
 

news_additions.png


The 3.3.2 update comes with 13 new singleplayer and cooperative missions, further continuing and expanding the story of Mental Omega.
  • Allied Act Two Mission Paranoia
  • Allied Act Two Mission Relentless
  • Soviet Act Two Mission Power Hunger
  • Soviet Act Two Mission Thread of Dread
  • Epsilon Act Two Mission Obsidian Sands
  • Allied Co-Op Mission Hypothermia
  • Soviet Co-Op Mission Ravages of War
  • Soviet Co-Op Mission Combustion
  • Soviet Co-Op Mission Cyberanatomy
  • Epsilon Co-Op Mission The Cardinal
  • Epsilon Co-Op Mission Mind Over Matter
  • Epsilon Co-Op Mission Neuromancers
  • Epsilon Co-Op Mission Backbitten
The 3.3.2 update also (finally) adds full mission briefings to many of the Act Two missions that are currently available.
 
In addition to the new story-based maps, 4 new Challenge maps have been added, each with its own unique trait.
  • Contagion Challenge against the Scorpion Cell
  • Madness Challenge against the Haihead
  • Revolution Challenge against all 3 Soviet subfactions
  • Heavyobject Challenge against the defensive subfactions
Last, but not least, several new skirmish/multiplayer maps have been added. They are as follows:
  • '(2) Hamlet Mirror', '(2) Hanamura', '(2) Spratly Island', '(4) Dragon Harbour', '(4) Hail Mary's Revenge', '(4) Transistor', '(4) Warhead Junction', '(4) Winterspring Redux', '(6) Gryphon Paradise', '(8) Central Quad'
Additionally, a lot of these new maps include a new tech building: Tech Reinforcement Pad, placed usually somewhere near the center. Capture it to get free unit drops.
 

newmaps-june2017.jpg


news_changes.png

 
Now let's talk some of the most important gameplay changes, balance tweaks and bugfixes in this patch.
  • Soviet mission 'Noise Severe' has been moved, along with 'Archetype', to a new section in the mission selection screen called Covert Operations. Any additional missions that are not part of the main story in Act One and Act Two will appear there from now on. Since 'Noise Severe' does not affect the main story in a major way, I've decided to move it and make room for one more Soviet mission between 'Earthrise' and 'Death's Hand', which will be called 'Fatal Impact'.
  • Stolen tech units now require infiltration of both the advanced technology building (Tech Center, Soviet Lab, Pandora Hub, Cloud Piercer) and the respective side's ConYard.
  • The mod should now properly default to English to prevent launch errors if Mental Omega files were extracted to a directory with the version of the game in a different language.
  • Superweapons toggle is no longer permamently set to 'yes' in Challenge mode, except for the 'Superweapons Challenge'.
  • Mental AI Boost makes the AI even more difficult now.
  • The CnCNet message that says 'Modified files detected! This person could be cheating!' should be more reliable now, so if you get one in 3.3.2, there's most likely something wrong with someone's Mental Omega setup and they could in fact be cheating with modified files.
  • Thanks to Ares updates, units can no longer be used to block War Factory or Refinery entrances with the use of ALT key.
  • Foehn MCV prerequisite has been changed from Nanofiber Loom to the Cloud Piercer.
  • Haihead AI will now properly use the M.A.D.M.A.N. against you.
  • EMP Mines, M.A.D. Mines and Genomines are no longer instantly active after their placement, they require a few seconds to become armed.
You can see the complete list of new additions, changes and bugfixes under the following link:
 

Patch 3.3.2 Changelog

 
Here are the preview pictures of new and updated objects in the game:
 

techreinfopad.png
Tech Reinforcement Pad by Nooze

allpala.png
Allied Paladin Tank Destroyer (mission unit) by ONEX

allsthor.png
Allied Super Thor (mission unit) by Azri_Apoc & ONEX

allriot.png
United States Riot Trooper by Trans_C

epsstatue.png
Yuri's Statue (mission structure) by Donut_Arnold

epsmalver.png
Scorpion Cell Malver by Trans_C


 
:thumbsuphappy: Send us all the feedback regarding the new update at the usual places.
 

news_playthrough.png


The developer playthrough of Mental Omega campaign continues on our YouTube channel. One of the new missions added to the mod in this update is a remake of a classic Mental Omega 2.0 mission, now known as Paranoia, and it's as difficult as ever! Remember, everything in this jungle is out to hunt your heroes down. The other missions will be uploaded to the channel too, eventually.
 


That's all for now, stay tuned for more news! 
 

news_contribute.png

 
If you'd like to help develop Mental Omega further, write an e-mail to mental.omega.apyr@gmail.com
We always welcome additional Voxel Artists3D & SHP ArtistsMission Scripters and Voice Actors.
Single contributions are also welcome and will speed up the development of the mod.
 

news_follow.png
bt_left.pngbt_md.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_tch.pngbt_right.png

controlmore.png

Read the replies to this post - Write your own - Return to top

3 Contra 009 work in progress - Update 9

Posted by predator_bg on June 6, 2017 in Contra News (eng)

Originally posted on ModDB by d-ce on Jun 06th, 2017

 
Hi everyone!
 
This time, we made a special treat for all of you. Before showing renders with descriptions as usual, we put a bit more effort and made little trailer video about this update. 
 
CAUTION!
 
Holding onto something while watching video is highly recommended, due to much awesomeness which causes your ass falling on the ground!
 
 
Now, let's explain what we saw.
 
- first, there is a new cool thing for Laser general. His Power Plant structures got unique upgrade, Laser Fences which can be upgraded from rank1. Laser fences will protect Power Plants from sabotage, and capturing by killing any infantry which comes very close. It also provides additional health to structure. But upgrade is not cheap, and drains one power point.
 
cores_render.jpg
 
- defense cores are special vehicle units for Super Weapon general, which can be produced from Command Center. From left to the right, Patriot, Ion and Grendel. As we saw in video, they can be deployed in their respective defense structures. Their cost is equal to defense structure and half of the Dozer price. In balance order, they are vulnerable, and especially in deploying phase which takes around 7 seconds. Defense cores are great at reducing micro, and capturing more zones on map. Carrying them by Chinook and deploying multiple at the same time, is much easier than building each structure with one Dozer.
 
- Atlas defense structure is already shown:
And now you saw it in game, with new weapon projectiles.
 
weather_render.jpg
 
- Weather manipulation device, is actually replacement for Blackout Missile System. More or less, it acts the same, but more visual effect is given, and will be even more. It also deals a bit more damage.
 
- Thing which is not shown in video, is Gatling addon for Patria
 
 
gatling_render.jpg
 
In order to balance Infantry vs. Airforce matchup, minigun upgrade for minigunners is moved to rank 3, while Gatling upgrade affects Machinegun Patria both visually and with firepower. 
 
And last but not least, is visual improvement on all USA structures, thanks to PredatorBG who took some time and effort to improve them for all of us: Click
 
We would also like to thank Hecthor Doomhammer who gave great review of Contra mod.
 
 
That's it for this update, see you soon!

Read the replies to this post - Write your own - Return to top

2 Hecthor Doomhammer's Red Alert 1vs1 Tournament (tm) 2017

Posted by Hecthor Doomhammer on June 3, 2017 in C&C Guild News

8GTldl9.png
 
Greetings ladies and gentlemen. My name is Hecthor Doomhammer and welcome to the second edition of the Hecthor Doomhammer Red Alert 1vs1 Tournament ™ in OpenRA. 
Seeing as how last year’s tournament went in terms of organisation and execution, I am happy be hosting another edition of this kind of tournament.
 
Starting Saturday July 1st at 10:00 AM GMT / 12:00 PM GMT 16 of you will be waging a 2 weekend war to decide who take the honor, glory and the prize money on Sunday July 9th
Hosted and livestreamed from my channel on Twitch and joined by SoScared, FiveAces and Jazz_KCS as tournament officials. All matches will be streamed live and later edited and uploaded to my Youtube channel.
 
In this topic on Sleipnir's Forum you can see all the information necessary as well as sign up if you wish to have a shot at the prize pool, currently sitting at a solid €160.
 
Hope to see you all then!

Read the replies to this post - Write your own - Return to top

6 Hecthor Doomhammer Tries Contra

Posted by Hecthor Doomhammer on May 14, 2017 in Contra News (eng)

4Cl2p6P.png
 
It's time to bring the Command & Conquer: Mod Spotlight back to a Generals - Zero Hour mod.
This mod was highly requested back in 2015 when I first announced I was interested in doing these Mod Spotlights and now it's finally time to dive in BLINDLY!
 
Over the course of 4 weeks (with 1 week me being away) I will 
take a good look at what Generals: Contra has to offer.
I can already tell from the 5 minutes I looked at this mod to see it it would work, that I've got my work cut out for me.
 
Tonight, May 14th 2017 at 20:00 CET / 18:00 GMT I'll have a good look at what treatment the GLA Faction received.
Since Contra introduces 1 new General per faction, I'll go over the vanilla Generals first and save the new one: Assault, for last.
 
For this momentous occasion I've created a countdown here. 
 
Hope to see you all then on my channel on Twitch TV!

Read the replies to this post - Write your own - Return to top

0 Atlas Base Defense

Posted by predator_bg on April 16, 2017 in Contra News (eng)

Happy Easter everyone!
 
This time we didn't make a news article, since there are not many visually finished changes, but we do have one new unit ready.
 
Atlas.jpg
 
"Atlas" base defense replaces the old SSM artillery defense for Super Weapon general at rank 3.
 
Cost and build time are the same, it can hold up 4 infantry like before. But it lost ability to clear toxins and acids.
Also, it doesn't fire rockets anymore, instead it fires Power Bullets which can be upgraded both with Emmiter upgrade and EMP explosions.
 
Bullets are currently not deviated by ECM field.
 
Stay tuned for the upcoming Update with more news and fancy stuff!

Read the replies to this post - Write your own - Return to top

11 Command & Conquer: Mod Spotlight Streams

Posted by Hecthor Doomhammer on March 21, 2017 in C&C Guild News

Greetings every one,
 
In June of 2015 I made this video:
 
I wanted to have a series where I look at some mods for Command & Conquer: Generals - Zero Hour and showcase what they did with the game.
 
However, after I finished the first spotlight, which can be watched Here and Here And due to life interfering, this was all I could do in the aforementioned form.
 
However, wit my life currently having a bit of a schedule, as well as always regretting not being able to finish this, I've decided to get back into it in a new form, as well as expand with more Generals / Zero Hour mods.
 
But that's not all.
In my latest vlog, around the 6 minute mark I eventually show that I'm interested in even more mods for Generals Zero Hour
 
Mods thus far confirmed
Crazy mod
Contra
CNC Untitled
Vietnam: Glory Obscured
Wargames: Zero Hour

Operation: Firestorm

 

 
Are there mods missing? Hook me up on any of the links posted at the bottom.
DO NOT RESPOND IN THIS TOPIC. THIS TOPIC IS PURELY FOR ME ANNOUNCING THE STREAMS
 
But guess what? There is STILL more.
In the same vlog, I announce that I will be branching out into mods for Red Alert 2 / Yuri's Revenge
 

Mods confirmed thus far

Cannis Rules
Mooman's Rules
Red Resurrection
Robot Storm
EASB Hour
Red Alert 2: Reborn
It Came From Red Alert

YR: Zero Hour

 

 
Once again, if there is a mod you want me to showcase, links down below.
 
A few things to note
- I will NOT be doing any campaigns or challenges

- I will NOT be doing any PVP

- No matter which mod, I will take 1 Sunday PER FACTION
- Depending on how many factions a mod has, each Spotlight will take X Sundays

- If a mod does not have a publicly available version, I will not be showcasing it

- There may be personal reasons for me not to showcase a mod that you suggested
- I will switch up which game I focus on. 1 spotlight Gen / ZH, then Ra2/YR, etc

- I will do my confirmed mods first

- The order may vary
 
The livestreams will of course be held my channel on twitch
 
Want to suggest a mod?
Twitter: Follow me
Email: hecthor.doomhammer@yahoo.com
ONCE AGAIN, DO NOT POST ANY SUGGESTIONS IN THIS TOPIC
 
Now onwards with the announcements!

Read the replies to this post - Write your own - Return to top

4 West Germany

Posted by Mig Eater on March 20, 2017 in D-Day News

mdb_wger01_s.png


I am proud to announce the addition of West Germany to D-day as a new sub-faction. They will be playable in the Post-War time frame as an alternative to the Third Reich. While the normal Third Reich faction makes use of prototypes and paper projects designed during the closing stages of World War II in a hypothetical scenario where the war continued on. The West German faction on the other hand uses equipment developed in the 1950's and 1960's for the newly established Bundeswehr, as in our real timeline. The addition of this sub-faction lets players create Cold War scenarios gone hot as you stand with you American and British Allies to fend off a Soviet invasion of Europe. Access to the West German sub-faction is done in the same manner as the American Marines sub-faction, where after deploying your construction vehicle you are given the choice of two factions to pick from. Once chosen you will not be able to change sub-factions for the rest of the game.

gersub.png




 

 


Click to enlarge
westger_01_s.png westger_02_s.png westger_03_s.png


westger_04_s.png westger_05_s.png





Here is a more in depth look at the units available to the West German sub-faction. As usual for more information and pictures click on the unit name/animation to view their D-day Wiki page.


Unimog 404
Unimog_3d.gif


Unimog.jpg

Development of the Unimog series of trucks started in 1946 as a truck that could also be used as an agricultural tractor allowing great versatility for farmers struggling in the post-war period. The first prototype was ready at the end of 1946 and after trials and adjustments was put into mass production at the end of 1947. In 1951 Daimler-Benz bought the Unimog company and in 1953 launched two new versions, the 401 and 402. In 1955 with the formation of the Bundeswehr Daimler-Benz designed a new 404 version of the Unimog truck specifically for military service. Production started that same year and continued until the 1980s, with various upgrades being made over the years but still keeping the same rugged and proven design of the original. The civilian version of the Unimog also continued to evolve over the years and remains in production this day.

Note: In game the Unimog 404 is used as a supply collection vehicle


Schützenpanzer HS.30
Hs30_3d.gif


Hs30.jpg

The Schützenpanzer HS.30 was a infantry fighting vehicle developed by the Swiss company Hispano-Suiza for the Bundeswehr in the 1950's. It was the first armoured vehicle to be developed for Germany after World War II. Unlike other armoured personnel carriers that were in use at the time the HS.30 was fitted with a turret equipped with a 20mm auto-cannon. This gave it the ability to engage enemy infantry and unarmoured targets, making it arguably the worlds first infantry fighting vehicle. The HS.30 was authorised for production before a prototype was ready and tested. This meant that early production versions suffered from many problems, especially with the engine and transmission which were originally designed for a lighter vehicle. This rush into production along with an inordinate order of 10,000 vehicles (much more than what was required) raised some suspicions. An investigation revealed that personnel associated with the procurement process and several politicians had received in total over 50 million Deutschmarks in bribes for their support of the HS.30, creating a scandal within the German government. Eventually the early problems with the HS.30 were worked out and the order reduced with only 2,176 being built between 1958-1971.


Flakpanzer HS.30
Fp30_3d.gif


Fp30.jpg

The Flakpanzer HS.30 was an anti-aircraft system developed by Hispano-Suiza on the base of the HS.30 infantry fighting vehicle. Two different prototypes where built in the mid 1950's, one using duel 20mm guns and the other fitted with a larger turret equipped with duel 30mm cannons. Neither of the designs were put into production, further information is limited and the fate of the prototypes unknown.


Spähpanzer Ru 251
Ru251_3d.gif


Ru251.jpg

The Spähpanzer Ru 251 was designed in 1960 to replace the M41A1 Walker Bulldog that the Bundeswehr had been using in the reconnaissance role. Prototypes where built in 1963/64 and underwent testing, it was however decided to cancel the project as the newly deployed Leopard 1 tank was just as if not more capable of fulfilling the intended reconnaissance role. Documents related to the development of the Ru 251 are still considered classified material by the Bundeswehr and the surviving prototype is kept in a secure storage facility, as such there is only basic information available and a few photos from during it's testing. Recently someone working at the storage facility managed to take and release several photos of of the prototype tho, marking the first time it has been seen in several decades.


Kanonenjagdpanzer
Kanon_3d.gif


Kanon.jpg

In the mid 1950's the newly formed Bundeswehr put out a request for a new tank destroyer. The German companies Henschel and Hanomag jointly worked on a design together, as well as the Swiss company MOWAG. In 1960 both had finished prototypes that where given to the Bundeswehr for trials. The Henschel and Hanomag design was chosen and in 1965 was put into production as the Kanonenjagdpanzer. In the 1970's the Soviets introduced new Soviet tanks with thicker amour, this rendered the Kanonenjagdpanzer's 90mm cannon obsolete. Plans were made to refit the Kanonenjagdpanzer with the 105mm L/7 cannon to combat this new threat, instead it was decided to remove the gun a fit the Kanonenjagdpanzer with an anti-tank missile system on it's roof, this new modification was called the Raketenjagdpanzer Jaguar.


Leopard 1
Leo1_3d.gif


Leo1.jpg

Development of the Leopard tank started in 1956 as a part of a joint project between Germany, France and Italy to create a new standard European tank (a.k.a. the Europa-Panzer). In 1960 Porsche, Rheinmetall (Germany) and AMX (France) submitted prototype tanks for evaluation. Disagreements in the design and manufacturer of the tank put a strain on the project and political changes in France further exacerbated problems. So Germany and France decided to end the partnership and continue development of their own designs independently. For Germany Porsche's design was chosen and after a second prototype and a limited run of 50 pre-production vehicles it started mass-production as the Leopard tank in 1964. The Leopard went on to also became a huge success on the export market, being bought by many European countries thus largely fulfilling it's originally intended role of being a standard European tank. While being largely replaced by the Leopard 2 in Europe the Leopard 1 is currently still in active service in several South-American countries.


Light Artillery Rocket System
Lars_3d.gif


Lars.jpg

The Light Artillery Rocket System or LARS was a multi-barrelled rocket launcher fitted on the back of a Magirus 6x6 truck. It could fire 36 110mm rockets which could be fitted with various warheads ranging from anti-personnel, anti-tank and parachute equipped mines. Development started in the mid 1960s and it came into service with the Bundeswehr in 1969. In the 1980s the system was upgraded by changing to a new armoured MAN 6X6 truck which is know as the LARS 2, with the original design becoming the LARS 1. In 1998 LARS was replaced in front line service with the American M270 MLRS but two hundred of them are still in reserve storage.


EWR VJ 101C
Vj101_3d.gif


Vj101.jpg

During the Cold War the West German Airforce expected their airfields to be a primary target in any conflict with the Soviets. To counter this they planned to adopt a mobile strategy with heavy use of new VTOL aircraft that in a time of war could be operated from makeshift runways or the autobahn. To fulfil this new strategy Heinkel (VJ 101A), Messerschmitt (VJ 101B) and Bolkow all submitted different designs for a new VTOL fighter/interceptor. Instead of making the three companies compete for the production contract the Defence Ministry encouraged them to work together, so in 1959 the three of them joined together to create the EWR (Entwicklungsring Süd) consortium. The new jointly designed VJ 101C incorporated the best features from the original concepts, with Heinkel's wing mounted engine pods and Messerschmitt's fuselage lift fan being combined to provide the aircraft's VTOL capability.

In early 1960 a rudimentary test rig was built to test the feasibility of the VTOL engines, a skeletal prototype was then built and in May 1961 underwent testing on a telescopic column. Work continued on improving this prototype and in March 1962 it was able to fly freely on its own. With the success of these tests a full prototype (X-1) was built and flew for the first time on April 10th 1963 and the first transition from vertical to horizontal flight was achieved on September 20th 1963. On September 14 1964 the X-1 prototype crashed and was destroyed during take-off, it was later found that a roll rate gyro had been installed backwards causing the autopilot to malfunction. A second prototype (X-2) completed in mid 1965 and along with fixes to the autopilot it also featured newer engines fitted with afterburners, it achieved its first VTOL flight on October 22th 1965. Testing of the X-2 prototype continued for several more years and plans were made for construction a larger and more advance EWR VJ 101D design, however changes in strategic requirement meant that interest in the EWR VJ 101 diminished and in 1968 the project was cancelled. The X-2 prototype survives to this day and can be found in the Deutsches Museum in Munich.

Following the cancellation of the VJ 101 EWR continued work on several conceptual designs (The AVS project in partnership with Boeing and the EWR A 400 STOL Design Study), these slowly evolved the original VJ 101 design and culminated into the Panavia Tornado.


Focke Wulf Fw-860
Fw860_3d.gif


Fw860.jpg

The Fw-860 was an unique VTOL aircraft designed in partnership between Focke Wulf and the French company SNECMA, the French version being known as the AP 519. While most VTOL design used lift fans or rotating engines to achieve vertical flight the Fw-860 instead would take off and land on it's tail, in a similar fashion to a rocket. This tail-sitting method while requiring complex landing gear had advantages of needing less complex VTOL engines, saving wight and space within the aircraft making it possible to produce a more compact design. A major problem with this design though is that the pilot's view is restricted to looking up vertically at the sky when taking-off/landing, to solve this the nose section of the Fw-860 would be able to rotate 90 degrees giving the pilot an unrestricted horizontal view. This unusual aircraft never left the concept stage and work instead moved to more traditional VTOL designs.


Dornier Do-31
Do31_3d.gif


Do31.jpg

The Dornier Do-31 was a VTOL transport aircraft designed to be used along with the EWR VJ 101 VTOL fighter plane as part of West Germany's mobile defense strategy. Development of the Do-31 started in 1959 with a test rig being completed in 1962 which was used for several years to work out the problems with this large and ambitious design. Three different prototypes were then completed during 1967. The first prototype (Do-31E1) was only fitted with Bristol Pegasus engines for testing the standard horizontal operations and flew for the first time on February 10th 1967. The second prototype (Do-31E2) was used for static ground tests and never flew. The third and final prototype (Do-31E3) was fitted with both Bristol Pegasus engines and the Rolls-Royce RB162 lift engines and was capable of full VTOL operations, its first flight was during July 1967 and the first vertical take-off was achieved on November 22nd 1967. During the 1969 Paris air show the Do-31E3 gave a demonstration, during which it set world records for speed, distance, altitude and speed and duration over a course. The Do-31 remains the only jet powered VTOL transport aircraft ever built and as such these records have yet to be challenged. Unfortunately for this unique aircraft changes in strategy and the high cost of the project lead to its cancellation in 1970. Dornier also put forward a proposal for a larger civilian passenger version called the Do-231 but couldn't find any airlines interested in purchasing it so it failed to leave the drawing board. Two of the prototypes still exist today, Do-31E1 can be found displayed at the Dornier Museum in Friederichshafen and the Do-31E3 prototype is located within the Flugwerft Schleissheim aviation museum in Oberschleißheim. The second prototype Do-31E2 was scrapped soon after the project was cancelled.

Read the replies to this post - Write your own - Return to top

0 Contra 009 work in progress - Update 8

Posted by predator_bg on February 26, 2017 in Contra News (eng)

Originally posted on ModDB by d-ce on Feb 26th, 2017

 
Hi folks!
 
It's been two months since we released Contra 009 Beta 2 version, and we can only say that we are very happy with your feedback, and with approximately 100 downloads per day.
 
We are also glad to see more people being active on Tunngle and our Discord channel. We apologize for not being active there, since we are occupied with our work for Contra, but you can discuss things there with some other people, and arrange games.
 
As you guys play and report bugs, we fix them and improve things. 
We fixed obvious Ratel II overpowered state, Centurion bonus damage and so on. Everything with purpose to make game even more balanced and enjoyable.
 
But we also proceeded with our scheduled work. It's important to note that this is not a patch update as some people are thinking, but a news update. Let's get to it.
 
This time we are more focused on GLA. 
 
- GLA Chemical general got a new structure, Chemical Lab, which replaces both Defiler and Bunker.
 
lab.jpg
 
Chemical Lab holds important upgrades for Chemical general. This is also the only structure which can spill toxins around, on your demand. Lab can launch both toxin and acid clouds anywhere on the map. Structure is available at rank 3, but requires Palace.
 
- Next one is Demo Scorpion
 
scorp.1.jpg
 
It was about time to change the old model right? We are focused on Demo general, since he has serious problems dealing with other generals. Demo Scorpion has better primary damage, and his standard suicide weapon. But, new addition is the demo charge, which Scorpion leaves on the ground when destroyed (not suicided). Demo charge can deal serious damage to tanks and infantry. It is a very good addition when your forces are retreating, or when attacking. Demo charges will block enemy units from advancing forward, or from chasing your units.
 
- All GLA generals got one version of Technical which replaces all old variants.
 
tech.jpg
 
This means also for GLA Chemical general. Chemical general now has Wasp available from rank 1, as AA unit. And Technical is now conventional rank 1 transport unit. His weapons are fixed now and get proper bonus from salvages.
 
- Last but not least, is visual update for China Bunkers. Previously, their garrisoned versions just had additional housecolor blocks, which were ugly. Now, it is improved with sandbags and wires.
 
bunk.jpg
 
I suggest you to subscribe and to follow Persun's channel, you can see good testing games between us there. You can also see new updated things even before article here.
 
There were some awesome games lately, which you should see:
 
 
 
 
 
 
 
A few errors, possibly causing mismatch errors have been found. We are testing for mismatches as well.
 
ThePredatorBG analyzed and fixed some errors in Skirmish and Challenge AI, as well as usual bug fixes.
 
Hope you enjoy, and see you next time!

Read the replies to this post - Write your own - Return to top

1 Ansaldo Magrini Mangiapan

Posted by Mig Eater on February 25, 2017 in D-Day News

It's been quite awhile since I posted any new D-day news, that doesn't mean I've been sitting idle tho. I have lots of new (& old but unreleased) content to post, which I plan to start churning out on a weekly basis. To start things off tho here is a little known WW1 tank for the Italians.

Ansaldo Magrini Mangiapan
Magrini_3d.gif

Magrini.jpg

The Ansaldo Magrini Mangiapan was designed in 1916 by major Magrini as a "mobile fort" and was one of Italy's first tank designs. It featured multiple sets of tracks to help it traverse the crater filled battlefields of no-man's land. To power these tracks there were four 200hp engines in the centre of the tank which then drove two electric motors at the front and back, propelling this massive 70t vehicle to an estimated 20 km/h. It also unusually for that era featured two rotating turrets equipped with 76mm (some sources state 75mm or 105mm) cannons, as well as having multiple machine guns fitted around the hull. The design was approved by the direzione generale del regio esercito but was cancelled soon after because of the high cost and feasibility of such a complex design. Instead interest moved to the Fiat 2000 and purchasing tanks from France and Britain.

Read the replies to this post - Write your own - Return to top