sgt_savage 586 Posted July 24, 2011 (edited) Ok here's the Idea I got to thinking of how bloody annoying it is: 1/ Flying some user made planes in OA and some not having the missile warning receiver work or not exist. 2/ How most of the missiles fly off the rails and have unrealistic acceleration and speed when fired. 3/ Also the annoyance of having no chaff or flares to defeat the missile when its on your butt 4/ And lastly having to manually select afterburner in the menu to turn it off and on.... So the solution?? I believe most of it is in the config?? Why not create another addon that adds these features to most if not all new and pre released plane models (with authors permission of course) 1/ Add coding to master config to make it appear and work 2/ Add GLT mykes missiles to all since they appear to be the most realistic IMO. 3/ Add ACE 2 Flares 4/ Add throttle enabled afterburner coding (for those who haven't tried it download the racs mod ) Now obviously permissions have to be given from these mod groups before they can be applied.Now most not all use OA &ACE 2 ? and some not all use GLT missile box? these I believe would be the only required addons. If it seems like a worthwhile venture leave your thoughts ideas here. Anyone that can help out drop me a PM since my coding knowledge is not sufficient to do this :/ Sav Edited July 24, 2011 by SGT_SAVAGE Share this post Link to post Share on other sites
[frl]myke 14 Posted July 24, 2011 I'm open for every improvement suggestion regarding the Missilebox. I have to point out that i already received a lot of contributions for it so not everything in there is my own work. AFAIK someone is working on a ACE config enhancement for the Missilebox to make it compatible with ACE's EASA module, at least i gave the config out already. I will keep an eye on this thread and step in if i see i can contribute something helpful at any time. Maybe one personal note: i don't know if all planes in reality do have a RWR, so far i just guessed that thoes that don't have a RWR ingame don't have a RWR in reality aswell. Personally i would like to keep it this way. If it has a RWR in real it should have it ingame aswell, else not. Share this post Link to post Share on other sites
wld427 1705 Posted July 25, 2011 The new afterburner system used in PRACS is sourced from RKSL-Rock with the script edited by Sekra. The system requires a set of animations and memory points to be added to the model. Although not overy complicated it simply cannot be added by config. Share this post Link to post Share on other sites
sgt_savage 586 Posted July 27, 2011 The new afterburner system used in PRACS is sourced from RKSL-Rock with the script edited by Sekra. The system requires a set of animations and memory points to be added to the model. Although not overy complicated it simply cannot be added by config. Well most if not all of the released planes already have their own afterburner I was thinking using what is already there without changing any of the authors work, simply use the script to activate them when the throttle is pushed all the way up. Is possible wld427 ? :) Share this post Link to post Share on other sites
[frl]myke 14 Posted July 27, 2011 Please forgive me to make advertisement but somehow it is related to the thread. Please vote on this CIT ticket: http://dev-heaven.net/issues/22869 Share this post Link to post Share on other sites
wld427 1705 Posted July 27, 2011 Well most if not all of the released planes already have their own afterburner I was thinking using what is already there without changing any of the authors work, simply use the script to activate them when the throttle is pushed all the way up. Is possible wld427 ? :) Well the system i have now actally uses the animations in the model to trigger them propperly. Share this post Link to post Share on other sites
franze 196 Posted July 28, 2011 1/ Flying some user made planes in OA and some not having the missile warning receiver work or not exist. Bear in mind that a lot of the user made aircraft are ports from ArmA1 and older and those doing the ports may not understand how to add that functionality. 2/ How most of the missiles fly off the rails and have unrealistic acceleration and speed when fired. For most user missiles I've seen it looks like correct behavior. Examples: 3/ Also the annoyance of having no chaff or flares to defeat the missile when its on your butt Agreed, issue here seems to be more of whether to use old automatic system or new BI manual system. 4/ And lastly having to manually select afterburner in the menu to turn it off and on.... The problem here is that the game's throttle has a max of 0 to 1 (aka 0 to 100%). I'm not sure how much performance you lose with making the last 10% be your afterburner and only get 90% of 'game' power. Personal preference thing here IMO. The problem with standardization is everyone has their own preference on how things should be done; you get to making enough aircraft and associated weapon systems that you want a certain feel to things and every time you've tried someone's different solution, it just doesn't 'feel' right. It can be a minor detail or a totally major one. Some of us have been doing this for so long that to accept another solution is anathema - regardless of how well it may be done. For example, rather than using Mando Missile, I opted to develop my own missile guidance system so I could learn how it works on my own. I know what my system can do and what the limitations are, but I'd have to invest some serious time in learning how Mando Missile works (not a shot at Mandoble FWIW). Something to keep in mind anyways. Share this post Link to post Share on other sites