blakeace 11 Posted August 20, 2012 We have noticed during playing with the rover function. That we were viewing the screen for long periods of time while we watched an aircraft scan a villiage. Resulting in very tired right mouse button fingers.. Also it was more difficult to talk on the radio with ACRE while holding down the right mouse button giving talkons to the aircraft. A toggle for the Rover screen would help immensly! This has really added alot of useability of fixed wing in our missions! Have to broached the subject of ACE integration directly into the ACE mod? Im suprised that they havent done something like this eariler, as they are the "leader" of realism. in the ArmA community. I'll have a look at it to see about altering it to a toggle. No I haven't talked to the ACE crowd. Share this post Link to post Share on other sites
jumpartist 0 Posted August 24, 2012 I'll have a look at it to see about altering it to a toggle. No I haven't talked to the ACE crowd. cOOL TY!! When you talk to Sickboy, maybe ask him about ACE integration? they need this BADLY. Also, seems that the Jitter only happens in an MP session. Not sure if it would happen in a dedi, but a Local it jitters. and the farther you move the mouse (or keys set to look directions) worse the jitter gets. I don't ever remember that happening so it must be induced by the latest version of the ARMA. in fact ill test it without ARMA OA beta just in case. Share this post Link to post Share on other sites
jumpartist 0 Posted August 24, 2012 ALSO, have you worked on a UAV version of this addon? I know looking a t feed and remotely flying are two completely different things, but this would be an AMAZING setup for the MQ-9. If you could some how create a remote fly scrpit and use PINS while in that remote fly script, I really think it would be the best UAV solution to date. ---------- Post added at 23:45 ---------- Previous post was at 23:15 ---------- Tested and the jitter is there with the beta. Any time the server gets laggy the tgt pod gets very laggy as well. Share this post Link to post Share on other sites
blakeace 11 Posted August 25, 2012 cOOL TY!! When you talk to Sickboy, maybe ask him about ACE integration? they need this BADLY. Also, seems that the Jitter only happens in an MP session. Not sure if it would happen in a dedi, but a Local it jitters. and the farther you move the mouse (or keys set to look directions) worse the jitter gets. I don't ever remember that happening so it must be induced by the latest version of the ARMA. in fact ill test it without ARMA OA beta just in case. I've changed the mechanism for viewing to toggling the zoomin key on and off, that seems to be just as easy, just tweeking a couple of things and testing. Jitter, is that the camera view, or just the overlayed graphics? I know with my PRADAR addon every since Arma patch 1.62 the graphics pause and under a certain combo of advanced video settings they would be all jumbled and in the wrong place. Since the patch I have been slowly experimenting between ZSU MP missions trying to isolate the problem to no avail. I know disabling ATOC and PPAA setting helped my pausing to a certain degree. Part of the tweeking and testing atm is more trying to minimise the jumping. Re ACE it is probably more appropriate to pose what their direction and development is in their thread. Another possibilty which also better supports the smaller Mod developers in Arma is using Sixupdater to host your own custom repositories. I know our server admin is currently trying to set that up for us. It will allow use more flexibility in maintaining our custom mods. ALSO, have you worked on a UAV version of this addon? I know looking a t feed and remotely flying are two completely different things, but this would be an AMAZING setup for the MQ-9. If you could some how create a remote fly scrpit and use PINS while in that remote fly script, I really think it would be the best UAV solution to date.---------- Post added at 23:45 ---------- Previous post was at 23:15 ---------- Tested and the jitter is there with the beta. Any time the server gets laggy the tgt pod gets very laggy as well. I have, but it would take a bit of time to get that extra functionality into the the mod. As a side note the camera development actually started out as a UAV mod as I hated the nauseating effect of the default UAV module camera, plus the way it automatically labelled all groups gave to much away. If you are looking at a UAV like system have you tried Feint & Baraka's Raven mod? That is quite epic and is quite mature in it's development now. I've only played around with it in the editor but really like it. http://forums.bistudio.com/showthread.php?134031-RQ-11-Raven-A&highlight=raven http://www.armaholic.com/page.php?id=16723 http://www.armedassault.info/index.php?game=1&cat=news&id=5784 Share this post Link to post Share on other sites
jumpartist 0 Posted August 27, 2012 I've changed the mechanism for viewing to toggling the zoomin key on and off, that seems to be just as easy, just tweeking a couple of things and testing. Jitter, is that the camera view, or just the overlayed graphics? I know with my PRADAR addon every since Arma patch 1.62 the graphics pause and under a certain combo of advanced video settings they would be all jumbled and in the wrong place. Since the patch I have been slowly experimenting between ZSU MP missions trying to isolate the problem to no avail. I know disabling ATOC and PPAA setting helped my pausing to a certain degree. Part of the tweeking and testing atm is more trying to minimise the jumping. Re ACE it is probably more appropriate to pose what their direction and development is in their thread. Another possibilty which also better supports the smaller Mod developers in Arma is using Sixupdater to host your own custom repositories. I know our server admin is currently trying to set that up for us. It will allow use more flexibility in maintaining our custom mods. I have, but it would take a bit of time to get that extra functionality into the the mod. As a side note the camera development actually started out as a UAV mod as I hated the nauseating effect of the default UAV module camera, plus the way it automatically labelled all groups gave to much away. If you are looking at a UAV like system have you tried Feint & Baraka's Raven mod? That is quite epic and is quite mature in it's development now. I've only played around with it in the editor but really like it. http://forums.bistudio.com/showthread.php?134031-RQ-11-Raven-A&highlight=raven http://www.armaholic.com/page.php?id=16723 http://www.armedassault.info/index.php?game=1&cat=news&id=5784 I have tinkered with the raven mod, but TBH, I enjoy a weaponized pred for kinetic type engagements. BTW could you post when PINS gets updated on SIX thats all we are waiting for to integrate it into our mod pack. Share this post Link to post Share on other sites
blakeace 11 Posted August 28, 2012 I have tinkered with the raven mod, but TBH, I enjoy a weaponized pred for kinetic type engagements. BTW could you post when PINS gets updated on SIX thats all we are waiting for to integrate it into our mod pack. Sickboy has updated the version on Six to the current version you are testing. Sorry I forgot to mention it, been quite a busy time atm. I'm hoping to get out the new version with the toggle option and some minor tweaks out over the weekend barring RL getting in the way :P Share this post Link to post Share on other sites
jumpartist 0 Posted August 28, 2012 (edited) Sickboy has updated the version on Six to the current version you are testing. Sorry I forgot to mention it, been quite a busy time atm. I'm hoping to get out the new version with the toggle option and some minor tweaks out over the weekend barring RL getting in the way :P Ah yes I saw that the folders are seperated with "optional" mods. I had to explain that to my unit. Is there anyway to integrate them all into the "addons" folder for ease of use? maybe make an ACE version (for the bomb fix, and possible moveable rover terminal) From their use of both PINS and ROVER. they ahve a few suggestions. 1st, is either have the rover terminal be loadable into a vehicle, I beleive ACE has a system for this. or what I think would be better is the UAV back pack, so it can be used on the go. "However that would take up the place of the back pack 117 radio for ACRE, which is undesireable". So just making the rover laptop moveable would be the best way to do it. 2nd, They hope it can be toggleable, (already covered by you) 3rd, is there a way to while in the ROVER can it mute the engine sound of the plane? maybe mute the in game sound while your looking at that screen? 4th, is there a way to separate the CCIP CCRP modes into a stock version and leave them out for an ACE version? I have come across some problems visually, they both seem to get in the way of eachother. And ACE's seems to be very integrated into their mod. But man are they far behind you in the tgt pod and rover mods. Edited August 29, 2012 by jumpartist Share this post Link to post Share on other sites
blakeace 11 Posted August 29, 2012 Ah yes I saw that the folders are seperated with "optional" mods. I had to explain that to my unit. Is there anyway to integrate them all into the "addons" folder for ease of use? maybe make an ACE version (for the bomb fix, and possible moveable rover terminal)From their use of both PINS and ROVER. they ahve a few suggestions. 1st, is either have the rover terminal be loadable into a vehicle, I beleive ACE has a system for this. or what I think would be better is the UAV back pack, so it can be used on the go. "However that would take up the place of the back pack 117 radio for ACRE, which is undesireable". So just making the rover laptop moveable would be the best way to do it. 2nd, They hope it can be toggleable, (already covered by you) 3rd, is there a way to while in the ROVER can it mute the engine sound of the plane? maybe mute the in game sound while your looking at that screen? I had the terminal as optional as I didn't know if it even worked. Now that it is known to work I'll add it to load as standard. I don't know how or if it is possible to create/alter certain classes of objects dependant on if a certain addon is included. That is why I have the ace pbo changes as optional. If they were included as standard whenever you run arma without ace it causes an error dialog to appear. 1. I would need to think about some way to make it usable whilst in a vehicle, but should be possible. You are able to pack up the terminal and carry it already. To enable the action menu option make sure you are close to the terminal then hold down the zoomout key (default NUM -) That will display a stow terminal action. Once stowed hold the zoomout key and use that action menu to deploy the terminal. If you die, the terminal will appear near the body of the person carrying it. I do it this way to prevent the action menu becoming to cluttered. 2. Done just testing. 3. I have also already added code to stop the jet sounds in the next update :) Share this post Link to post Share on other sites
jumpartist 0 Posted September 3, 2012 I had the terminal as optional as I didn't know if it even worked. Now that it is known to work I'll add it to load as standard.I don't know how or if it is possible to create/alter certain classes of objects dependant on if a certain addon is included. That is why I have the ace pbo changes as optional. If they were included as standard whenever you run arma without ace it causes an error dialog to appear. 1. I would need to think about some way to make it usable whilst in a vehicle, but should be possible. You are able to pack up the terminal and carry it already. To enable the action menu option make sure you are close to the terminal then hold down the zoomout key (default NUM -) That will display a stow terminal action. Once stowed hold the zoomout key and use that action menu to deploy the terminal. If you die, the terminal will appear near the body of the person carrying it. I do it this way to prevent the action menu becoming to cluttered. 2. Done just testing. 3. I have also already added code to stop the jet sounds in the next update :) Ah thats great news on those features. As far as the addons are concerned, I was hoping that we could get an ACE version and a Stock version. that way we can add the proper version to a SIX preset and not have to worry about swapping around files in folders. Id also like to report a bug I and a friend have come across. Sometimes when you come out of the camera and you had switched to IR, the regular view is now stuck in IR. And you cannot correct it until you die and respawn. Cant wait to see the new version. Also I know this is nit picky but generally the views of the camera are called (in order) ULTW (thats ultra wide), WIDE, MED (medium), NAR (Narrow), ULTN (Ultra Narrow), 2X, 4x I know you have a different scheme, but that is what they are called, (at least in the UAV world). So you may wanna keep yours. Share this post Link to post Share on other sites
blakeace 11 Posted September 9, 2012 Updated Version 1.03 Available in the first post. Version 1.03 [*]Minor changes to the rover terminal and have included the pbo by default. [*]Changed: Rover terminal FEED view now selected by toggling the zoomin key NUM+ by default. [*]Removed sound when viewing rover feed. [*]Added code to hopefully prevent the locked thermal view issue. Ah thats great news on those features. As far as the addons are concerned, I was hoping that we could get an ACE version and a Stock version. that way we can add the proper version to a SIX preset and not have to worry about swapping around files in folders.Id also like to report a bug I and a friend have come across. Sometimes when you come out of the camera and you had switched to IR, the regular view is now stuck in IR. And you cannot correct it until you die and respawn. Cant wait to see the new version. Also I know this is nit picky but generally the views of the camera are called (in order) ULTW (thats ultra wide), WIDE, MED (medium), NAR (Narrow), ULTN (Ultra Narrow), 2X, 4x I know you have a different scheme, but that is what they are called, (at least in the UAV world). So you may wanna keep yours. Thanks again for the feedback. I have no issue with how the levels of zoom are named, choices were arbitrary selected at during coding. I'll have a look when I get some more time. Share this post Link to post Share on other sites
Guest Posted September 9, 2012 Thanks for informing us about the new version :cool: Release frontpaged on the Armaholic homepage. Blake's Pseudo Inertial Navigation System (PINS) and Bombing v1.03Community Base Addons Share this post Link to post Share on other sites
UGLY58 10 Posted September 10, 2012 Blakeace, Did some testing on local server with client. No problems with: F16, F14, A10A, AH64, good rover down links from all of them using - this setvariable ["FLIRloc", [3.4,0.9,-1.1],true]; GBU12 release parameters are guessable using SP and guided well with - this setvariable ["Laser", true,true]; and O key. Unfortunately because they have no turrets in the config I guess MQ-9 and MQ-8 did not work, shame as I have a GBU12 equipped MQ-9 somewhere. ROVER Similar success and fails as above. The pointers above ref zoom levels would help, just a repeat of what the pilot selections are. SUGGESTION CCRP for the GBU12 to complement the above would be awesome. A vertical tape relevant in range to the SP point, with a carrot that slides down as you get closer. Two markers on that tape denoting the release basket would be ideal. This is on the POD video rather than HUD, allowing alignment and release from either seat in dual seat aircraft. Picture probably would have saved a thousand words there, I can draw one up from a typical mil standard HUD if you need it. I can try a dedicated server test sometime this week. Share this post Link to post Share on other sites
blakeace 11 Posted September 11, 2012 Thanks Old Bear, Foxhound and Sickboy. Blakeace,Did some testing on local server with client. No problems with: F16, F14, A10A, AH64, good rover down links from all of them using - this setvariable ["FLIRloc", [3.4,0.9,-1.1],true]; GBU12 release parameters are guessable using SP and guided well with - this setvariable ["Laser", true,true]; and O key. Unfortunately because they have no turrets in the config I guess MQ-9 and MQ-8 did not work, shame as I have a GBU12 equipped MQ-9 somewhere. ROVER Similar success and fails as above. The pointers above ref zoom levels would help, just a repeat of what the pilot selections are. SUGGESTION CCRP for the GBU12 to complement the above would be awesome. A vertical tape relevant in range to the SP point, with a carrot that slides down as you get closer. Two markers on that tape denoting the release basket would be ideal. This is on the POD video rather than HUD, allowing alignment and release from either seat in dual seat aircraft. Picture probably would have saved a thousand words there, I can draw one up from a typical mil standard HUD if you need it. I can try a dedicated server test sometime this week. Cheers mate for the feedback, not sure what it is with the UAv's etc but they don't like you to be able to create a camera off them. I was disappointed because I was hoping to be able to combine this and my autopilot addon to make a nice UAV controller setup! Re CCRP for the GBU12, I agree, just need to find the energy to rewrite that part of the addon. To allow the unguided functionality for the laser stuff. Even more involved to translate it to the pod view. Will have a think about if and how that could be achieved. Share this post Link to post Share on other sites
jumpartist 0 Posted September 14, 2012 Hey there BlakeAce have you been working on this in Take on As well? with that new patch and render to texture, wellthe possibilities are making me drool........:)"0 Share this post Link to post Share on other sites
blakeace 11 Posted September 14, 2012 Hey there BlakeAce have you been working on this in Take on As well? with that new patch and render to texture, wellthe possibilities are making me drool........:)"0 Would be nice, but not at this stage. I really only know how to render camera views atm. So all the overlay information wouldn't be there. Which is one reason I haven't gone down that route at this stage. The other is time which there never is enough of unfortunately. Share this post Link to post Share on other sites
jumpartist 0 Posted October 9, 2012 hey Blake Im having a problem where the scroll menu items are duplicating themselves, it happens with both the Autopilot and PINS addons, Im using ACE, if that matters. Share this post Link to post Share on other sites
sjaba 19 Posted October 26, 2012 Hi Blake, im getting the same issue as Jumpartist these days, also playing with ACE but did that for a long time and the bug is only quite recent. Sjaba... Share this post Link to post Share on other sites
blakeace 11 Posted October 27, 2012 Cheers guys I'll have a look at it and get back to you. Share this post Link to post Share on other sites
mjolnir66 48 Posted November 3, 2012 This doesn't work if you team switch to the aircraft. Share this post Link to post Share on other sites
blakeace 11 Posted November 4, 2012 This doesn't work if you team switch to the aircraft. The addon requires you to either start in the aircraft or getin the aircraft to that the get in eventhandler fires to initiate then scripts sorry. @Jumpartist and Sjaba; does the doubling up occur during MP when in an aircraft with two people? I don'y use this in MP so really just guess the coding for that area most times :( I know the autopilot action menu item currently duplicates when getting out and back in an aircraft at the moment. That has been fixed and I'm just currently testing it with other additions before uploading to the community. Share this post Link to post Share on other sites
jumpartist 0 Posted November 5, 2012 I beleive that is when it happens Blake. Now that I think about it. Becasue I tried it again today but was in the harrier and it did NOT duplicate. Ill try it near a Helo with more people in it. Share this post Link to post Share on other sites
sjaba 19 Posted November 7, 2012 I did take notice of this during our clan night yeasterday. And in fact it occurs even if im alone in the chopper. However not in the same degree so i believe it has something to do with player count of some sort. As example when i flew a full chopper with players the list of SPaircaft/ Set SP etc was duplicated proably 40/50 times..when alone in chopper and i might add only after some time, i had 3 or 4 duplicates. I have not thought much of this bug to be honest, but yeasterday when i flew transport and actually had to use time to be able to scroll down to shut engine off and get out it was a bit frustrating. I hope you can find the cause :) Sjaba... Share this post Link to post Share on other sites
blakeace 11 Posted November 7, 2012 I did take notice of this during our clan night yeasterday.And in fact it occurs even if im alone in the chopper. However not in the same degree so i believe it has something to do with player count of some sort. As example when i flew a full chopper with players the list of SPaircaft/ Set SP etc was duplicated proably 40/50 times..when alone in chopper and i might add only after some time, i had 3 or 4 duplicates. I have not thought much of this bug to be honest, but yeasterday when i flew transport and actually had to use time to be able to scroll down to shut engine off and get out it was a bit frustrating. I hope you can find the cause :) Sjaba... That would have been frustrating! I think I have come up with a quick effective solution to the duplication issue. Just doing some tests locally and I hopw to find time to package it up in the next day if nothing ugly pops up. Part of the problem is when I first started on this I was focused almost solely on the harrier as the development platform which is also a single seater :P Share this post Link to post Share on other sites
blakeace 11 Posted November 8, 2012 (edited) Updated version 1.03.01 Just a small update to fix a couple of small issues. Available from the first post. Version 1.03.01 Fixed: Bomb pipper staying visible when non bomb weapons selected. Fixed: Action menu item duplication in multi person aircraft. Thanks Jumpartist and Sjaba for the feedback :) Edited November 8, 2012 by blakeace Share this post Link to post Share on other sites
Guest Posted November 8, 2012 Thanks for always keeping us up to dtae with your work :cool: Release frontpaged on the Armaholic homepage. Blake's Pseudo Inertial Navigation System (PINS) and Bombing v1.03.01Community Base Addons Share this post Link to post Share on other sites