disco.modder 116 Posted September 1, 2013 A small issue with the RAAF skin: there's a US Air Force logo on its left wing. Another thing that these aircraft have always bugged me about are the keyboard shortcuts for afterburners, tailhook down, etc. Perhaps a separate config can be made to remove these? Great update anyways, thanks guys. Share this post Link to post Share on other sites
saul 24 Posted September 1, 2013 The roundels will be corrected in time, simple texture fix. Glad you guys like them. Share this post Link to post Share on other sites
John Spartan 89 Posted September 1, 2013 (edited) @Modder, mate, as for setting up keyboard keys then please see the full readme, the shortcut keys we use for two extra actions are not used in game. http://i1290.photobucket.com/albums/b531/John_Rybeck/FA18%20v2%20RELEASE/ARMA2_FA18_controls_setupcopy_zpsc77293fd.jpg (102 kB) just unbind them and you can use action menu only. This Is matter of preference. Regarding RAAF texture, thanks' we will take a look at this. Edited September 2, 2013 by John_Spartan Share this post Link to post Share on other sites
DeltaDog17 1 Posted September 1, 2013 @soldier2390 - noted will look in to this matter, thanks for feedback Amazing, and it's obvious you put a lot of time and effort into detailing these bad-boys, but i have a question. Is this (Or will this new version) compatible with Mando missile? Because the last time i used this, my flares went away and had problems with the armament. I'll be fine with removing the Mando Missile mod, but i'm just curious! Share this post Link to post Share on other sites
vengeance1 50 Posted September 1, 2013 Congratulations John Spartan Team! This has been a pleasure being part of it along the way, truly one of the best Aircraft Models ever done for ARMA 2. Vengeance Share this post Link to post Share on other sites
John Spartan 89 Posted September 1, 2013 small video to quickly show main changes for version 2.0 of these "bad boys" Share this post Link to post Share on other sites
islesfan186 83 Posted September 1, 2013 Daaaaamn, you added alot of squadrons. Very cool. When I get my computer fixed, I will absolutely be giving these new toys a try Share this post Link to post Share on other sites
MadM0nkey 1 Posted September 1, 2013 Whoah, why and how did I miss this one.. sweet you just earned +10,0000 cookie points by me. Downloading now & Thank You in advance. Share this post Link to post Share on other sites
UGLY58 10 Posted September 1, 2013 Congrats John ! Looking forward to working with you on future projects Share this post Link to post Share on other sites
sv5000 127 Posted September 1, 2013 Awesome Work John, Many thanks for RAAF Skin As well! Share this post Link to post Share on other sites
tom.tucka 75 Posted September 2, 2013 Hello guys is there anyway to make the Canopy stay open while no player is inside the aircraft Share this post Link to post Share on other sites
saul 24 Posted September 2, 2013 Not yet, currently we have a long list of bits and bobs we are working on for both A2 and A3 versions. We will discuss this though amd see what comes of it. Share this post Link to post Share on other sites
chortles 263 Posted September 2, 2013 I imagine that you're both waiting for September 12 to peek under the hood of the "A 143 Buzzard", so to speak? Share this post Link to post Share on other sites
nodunit 397 Posted September 2, 2013 (edited) Impressive! You and your team have come a long way, I am both surprised and overjoyed to see another aircraft addon with it its own dynamic arming and by allowing you to choose individual weapons rather than only set loadouts. The carrier operations are something I always liked about the package since it's early days and it is good to see that this has if anything, been expanded upon. The new model and textures look great as well and the squadrons are icing on the cake. I wish we could have gotten some zoom shots of the cockpit but more incentive to use it ingame heheh. The only part that bugs me is just a general asthetic, the way shadows overlap the digital displays..I would be more than happy to share my display rvmat with you if you would like, so that shadows do not effect the image, and the same can be used in both day and night. If you would rather not though I certainly understand. Lots of lovely updates and releases this weekend. Edited September 2, 2013 by NodUnit Share this post Link to post Share on other sites
John Spartan 89 Posted September 3, 2013 @Tom Tucka, yeah as Saul said - there is no quick way to get it set up with open canopy. Reason, animation is tied to in game controller "cabin" - so it cant be animated othervise. But you can move an AI pilot in FA18 and set fuel to 0, in that case crew ladder/canopy will be animated [useful for screenshots/cut scenes]. The might be a possibility to remove fuel and move in a "fake" invisible pilot in FA18, theoretically that can be done. @Chortles, man you are a "part of the furniture" on these forums, you should now by now - no surprises on fixed wing are coming. We all seen BI presentations, statements, so I don't think that 12th September will bring as any big changes regarding fixed wing, so far flight model, concept of gameplay is exactly as in A2. Only addition that can be easily utilized is Picture in Picture for MFD and targeting. As for what's under the hood you can already see that in config placements in "Development branch" @NodUnit, thanks for a kind work Sir. I have been so busy playing with switches on that rotary beast you lads done, so I have not even noticed MFD rvmat setting you have done. Sure I would like to learn how you managed to get that done, I'll drop you a PM latter on, thanks. Individual rearming is something Franze placed as concept in our minds since OFP. Remember... ...good old days, so not having it now feel just not right. Share this post Link to post Share on other sites
simon 10 Posted September 5, 2013 First of all let me say that this is a GREAT Addon, and my unit is loving is so far. +1 We are however having some slight issues with it in that we can't seem to get some of the variables set right. We are attempting to Disable the Service Menu, Aux Fuel Control, and enable GLT Support so we can use GPS Guided Munitions. However we are running into a few problems, and the documentation isn't exactly clear. ENABLE/DIABLE USER INTEFACE – SERVICE MENU Access to user interface can be restricted for whole length of mission or with help of triggers just for desired period of time. Changing this variable will affect all F/A-18’s in mission. In mission editor, in custom created trigger in its “onactivation†field for this unit put following code to disable: FA18_SERVICE_OPTIONS = False; ENABLE/DIABLE AUXILARY FUEL CONTROL This built in feature can be disabled if mission designer chooses so. In that case fuel tanks available in loadouts menu will become just visual. Changing this variable will affect all F/A-18’s in mission. In mission editor, in custom created trigger in its “onactivation†field for this unit put following code to disable: FA18_FUEL_CONTROL = False; Both of these state to place a custom trigger and that all aircraft on the map will be affected, while I have been able to modify the trigger conditions to get these conditions to take effect they only take effect for one player, once another player joins the server the variables reset themselves for all aircraft. Similar problem for GLT, although the documentation on where the "FA18_GLTMISSILEBOX_LOADOUTS = True;" code should go is missing. Even so the result is the same, no matter how I place the code (mission init.sqf, trigger, etc) it will only work for the first person on the server, once a second joins it resets and no players have access to the GPS/INS Control System in the plane. It will even turn off mid flight. Could you clarify exactly how it was intended for the variables to be set and how to keep them set the way we want? Again, great Addon, just this little issue. Thanks for your time!! -Simon **EDIT: Sorry forgot to mention that this is for your latest version (2.0), thanks again!! Share this post Link to post Share on other sites
John Spartan 89 Posted September 5, 2013 @Simon, Ok, I'll defiantly try to cover more in README with next release. Regarding your mission. What is happening: - mission is created - every unit is created with its own init scripts [in case of FA18 there is all there public variables set as default] - mission starts [i might a shortened the sequence] - other player joins in progress [or with a slight delay] and he resets all these variables to default, because his unit init is called, which overrides previously set values by trigger/init.sqf FULL AND DETAILED MANUAL ON MP MISSION EDITING IS FAUND HERE solution would be not set player as FA18 unit but as pilot and then with a script command move in as driver/gunner in his plane. By that you will archive that plane is created on mission start-up and all its init scripts are executed before player joins. In this way no matter when player joins in there will be aircraft waiting for him and with right settings. In this FA18 version 2.0 following settings are defined as public variables: FA18_FUEL_CONTROL FA18_SERVICE_OPTIONS FA18_GLTMISSILEBOX_LOADOUTS Loadouts - simple. In your mission you have to state a dependency/requirement on GLT missilebox. Also you don't need to play with FA18_GLTMISSILEBOX_LOADOUTS variable since in this add-on its used only to allow acces to GLT UI for arming, but since you wish to disable "Service Menu" then we can forget about it. Create a custom loadout script [sample in FA18 README], based on GLT missilebox clasnames [see GLT readme] and execute it on every aircraft you wish with triget or init.sqf To make it more easier I have made a quick MISSION TEAMPLATE - DOWNLOAD HERE in mission the situation is set up as you described, two GLT loadouts [E/F], 6 pilot slots, and all of pilots once join will be moved in their aircraft on ground, except one pilot who starts in mid air [if that slot is not taken, then relevant FA18 is deleted since no pilot in it]. Service menu is disabled. Respawn is set near hangars. To test place whole FA18_MP_SAMPLE.Chernarus folder in your ...\Documents\ArmA 2 Other Profiles\your profile\missions\ folder to gain access to it in editor. Let me know how is this working for you. Share this post Link to post Share on other sites
flv*venom* 83 Posted September 5, 2013 wow, have been checking this out and it realy is nice! I know that this addon is called "Super Hornet" and it's meant to be the "Super Hornet" :) but, since you're the specialist for this plane, could you consider making a pack with the old A/C B/D variant? most likely no I guess... still, awesome plane! many thanks for it. Share this post Link to post Share on other sites
simon 10 Posted September 5, 2013 @John_Spartan, Took a look at that example mission and noticed the one thing that was missing on my end from the start, setting the variables as public variables. Went back to my mission and set it up to match the settings you used for the example. In my init.sqf I placed: //Set F/A-18 variables and make them public publicVariable "FA18_FUEL_CONTROL"; publicVariable "FA18_SERVICE_OPTIONS"; publicVariable "FA18_GLTMISSILEBOX_LOADOUTS"; FA18_FUEL_CONTROL = False; FA18_SERVICE_OPTIONS = False; FA18_GLTMISSILEBOX_LOADOUTS = True; Then in the mission editor I placed three triggers with the following attributes: One trigger for each variable, and the JIP issue is no more and all vars remain as they should!!! Now all I have to do is figure out why the GLT GPS/INS can only be locked onto by some people.... But that is for another thread. Thanks again for your help!! -Simon P.S. Oh one more thing that I noticed, not something huge, but every time I take off the Tailhook goes down. Like I said not a huge deal, or even a game breaking thing, just off. Share this post Link to post Share on other sites
John Spartan 89 Posted September 5, 2013 @Simon, great, and regarding "tail hook" up and down then I have to say take a look in the manual - Setup And Instalation where this issue is mentioned. There are two new custom key shortcuts added with this add-on I would like to mention.- Afterburner shortcut is “seagullfastforward†key - Tail hook Up/Down shortcut is “seagullback†key with default Arma setting these keys are mapped to same keys you are using to control your aircraft. Conflict, just remap them. Share this post Link to post Share on other sites
tom.tucka 75 Posted September 5, 2013 Is there a ETA on the arma 3 versions Share this post Link to post Share on other sites
chortles 263 Posted September 6, 2013 Is there a ETA on the arma 3 versionsNone has been announced yet. Share this post Link to post Share on other sites
saul 24 Posted September 7, 2013 Expect sometime soon after Arma 3 release. We are knee deep in the F18s development right now. Share this post Link to post Share on other sites
MadM0nkey 1 Posted September 8, 2013 This Superbug Mod is supurb! It's well made and thought out. the loadouts configuration menu is perfectly suited for your mod & works great. Fantastic Job! I only wish this this type of settings menu was implemented as a stock feature for all aircraft in ArmaII. they need to hire you =) Share this post Link to post Share on other sites
John Spartan 89 Posted September 8, 2013 @MadMonkey, If you mean something like this - http://forums.bistudio.com/showthread.php?158698-EB_Air-mod&p=2486896#post2486896 then it can be accomplished without me loosing a good job. Keep an eye on this tread. Share this post Link to post Share on other sites