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AH-64D Apache Longbow for ArmA2 by Nodunit and Franze

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Thankyou for this awsome mod! I have been learning it and the tutorials are great help.

However, I have run into some trouble while trying to activate the optics for the gunner or pilot when using the 30mm. When I press "0" key, the camera is facing the interior of the cockpit and its angle is all messed up. This happens regardless of which seat you are in. Am I missing something here? I may have simply missunderstood how to activate the optics mode and I would appreciate if someone could explain it to me.

Cheers

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Gents, I was testing the acquisition capabilities of the FCR - I wanted to see whether it could perform as I had read it would in the real world (According to Mr. Macy, anyway). I set up two sets of armored vehicles ten kilometers away from me - One set was moving, (Which the FCR is supposed to be able to identify at 7000m) and one set was stationary (Which the FCR should be able to detect somewhere around 5000m). I did indeed detect the moving vehicles as soon as I came within radar range, being careful to fly high enough that I had a direct line of sight to the airfield on which they were moving. However, I found that while I could visually lock on using ArmA 2's default targeting from 7000m out, I could lock on with neither the AGM-114Ls using the FCR, or the AGM-114Ks using the HMD/TADS until I flew to within 4500m or so. Is that a limitation on the range you can give missiles imposed by the ArmA 2 engine, or is there a possible solution?

Edited by The Coyote

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Thankyou for this awsome mod! I have been learning it and the tutorials are great help.

However, I have run into some trouble while trying to activate the optics for the gunner or pilot when using the 30mm. When I press "0" key, the camera is facing the interior of the cockpit and its angle is all messed up. This happens regardless of which seat you are in. Am I missing something here? I may have simply missunderstood how to activate the optics mode and I would appreciate if someone could explain it to me.

Cheers

Both PNVS and TADS are stowed until the rotors are turning, at which point PNVS and TADS are activated.

Gents, I was testing the acquisition capabilities of the FCR - I wanted to see whether it could perform as I had read it would in the real world (According to Mr. Macy, anyway). I set up two sets of armored vehicles ten kilometers away from me - One set was moving, (Which the FCR is supposed to be able to identify at 7000m) and one set was stationary (Which the FCR should be able to detect somewhere around 5000m). I did indeed detect the moving vehicles as soon as I came within radar range, being careful to fly high enough that I had a direct line of sight to the airfield on which they were moving. However, I found that while I could visually lock on using ArmA 2's default targeting from 7000m out, I could lock on with neither the AGM-114Ls using the FCR, or the AGM-114Ks using the HMD/TADS until I flew to within 4500m or so. Is that a limitation on the range you can give missiles imposed by the ArmA 2 engine, or is there a possible solution?

The FCR sensor detects targets out to 8km, but acquisition of targets is linked to the TSD. The default TSD range is 5km. If you bump TSD range to 10km, you will be able to pick targets out to 10km.

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I have to say in my experience with the launch of missiles with fcr or laser guided tads are less accurate, it seems I'm not the only one who has noticed this anomaly with the missiles. I tried all the shooting modes and fail but a gun show.I uploaded a misien in Chernarus and the map is not in navigation mode.

Edited by Metralla

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You've made DCS from Arma... holy crap guys!

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what and where is this IHADS storage box???

The compartments are the big blocky bits located behind the radio panel (right console)

compartmentref_zps89791e49.jpgcompartment_zpsb943bbc9.jpg

Edited by NodUnit

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I have to say in my experience with the launch of missiles with fcr or laser guided tads are less accurate, it seems I'm not the only one who has noticed this anomaly with the missiles. I tried all the shooting modes and fail but a gun show.I uploaded a misien in Chernarus and the map is not in navigation mode.

Can you elaborate on this? Not understanding what's happening.

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I wonder if the Apache's FCR can alert enemy units in the same way that radar guided AAA trips the RWR.

In real life, I mean.

I can't imagine a MMW beam would be hard to detect.

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Yeah! NOW WHERE TALKING! From now on, this is how you should build a helicopterMOD! NICE NICE NICE

The best mod i have seen so far!

many thanks!

I hope it will be soon ready for A3

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From now on, this is how you should build a helicopterMOD!

If that was true, there would be very few helicopter mods out there. This thing is a very special beast that is possible because of the authors' drive, talent, focus, backgrounds, and personalities. It took a scripted and a modeller working together for years and years. So, if this was the minimum bar for helicopter addons, I'm quite sure that this would be the only one ever made.

It's not like detailed helicopters are quick to make at any rate, but let's say I want to model something like a Tiger or a Denel Rooivalk and I have a scripter that is willing to do the research to simulate its systems. Even if I could dedicate the amount of time that Nod did, which I'm sure I can't, if I started today, the thing would be out in 2016.

Edited by Max Power

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If that was true, there would be very few helicopter mods out there. This thing is a very special beast that is possible because of the authors' drive, talent, focus, backgrounds, and personalities. It took a scripted and a modeller working together for years and years. So, if this was the minimum bar for helicopter addons, I'm quite sure that this would be the only one ever made.

It's not like detailed helicopters are quick to make at any rate, but let's say I want to model something like a Tiger or a Denel Rooivalk and I have a scripter that is willing to do the research to simulate its systems. Even if I could dedicate the amount of time that Nod did, which I'm sure I can't, if I started today, the thing would be out in 2016.

Too true, a level like this requires a LOT of time and patience, for example Franze's script to get all of the calculations for gun controlling for the pilot and tracking took a long time to say the least. If this were the standard then so many beginners wouldn't have a chance at any kind of happyness in making their first helicopter. You also have to be ready to ape established rules of what is the right way to create a model. All of those pages and icons tend to jump the selection count quite a bit, and the cockpit detail

While I like that people are excited about this I don't think it should become the standard..it's not for everyone, some people prefer simple and I can respect that..there shouldn't exactly be one particular standard, only that people should make standards for themselves if they so wish it. I don't want someone to look at our helo present or future and think "There is no way I can compete with that". It's not about competition or even trying to be on level, it's about doing something you enjoy doing.

watch this video and see that only 2 armored select all missiles shot FCR mode and I can not destroy either.

Thank you for the demonstration, we'll review the video to the information and see if there was a missed step or if it was a glitch or otherwise.

Great work! Un believably good and way way way beyond expectation! Thanks a lot for all the hard work!

An -=XTRA=- Article about the AH-64D: http://www.battlegroup-xtra.eu/index.php/ArmA-2/ah-64d-apache-longbow.html

Is the hiddentexture selection option still on the todo list?

Thank you, though please be sure to update it to 1.1 here http://forums.bistudio.com/showthread.php?162767-AH-64D-Apache-Longbow-for-ArmA2-by-Nodunit-and-Franze/page17 it will fix a lot of the confusion with start up and fix some other bits. The hidden selections are still in but due to a few changes are kind of sort of working right now, with some faces not working correctly. Next update they will be fixed however so you'll be able to create your own skins without any odd gaps.

Edited by NodUnit

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NodUnit, Franze,

Superb add-on, also when flown by the AI. It seems the Apache is a bit more nimble than the stock one.

I've added to my PlannedAssault single player mission generator support for your AH-64 Apaches in 'anti-armor', 'cover' and 'escort' configurations (and long-range variations thereof, with a fuel tank). In generated missions, I also use a script (for any gunship) to keep the AI from flying headlong onto their target. Instead, the script tries to keep the gunship circling around the point it first detects their targets until it runs out of targets (or luck).

The screen shots below show AI pilots and gunners in "action":

_a2_ah64d_firing_another_hellfire.jpg _a2_downed_ah64d.jpg

Thanks,

William

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watch this video and see that only 2 armored select all missiles shot FCR mode and I can not destroy either.http://www.youtube.com/watch?v=H5asj5E3QYc&feature=youtu.be

Thanks, what version of the game are you running? There is a known issue with A2CO/OA betas where the missiles aren't properly guided. This looks like the same issue. There's also a conflict with the ACE mod if that is running.

Great work! Un believably good and way way way beyond expectation! Thanks a lot for all the hard work!

An -=XTRA=- Article about the AH-64D: http://www.battlegroup-xtra.eu/index.php/ArmA-2/ah-64d-apache-longbow.html

Is the hiddentexture selection option still on the todo list?

Skins are on the table but Nodunit has not finished the master skin or material yet; when he does we will be fully implementing customizable skins.

NodUnit, Franze,

Superb add-on, also when flown by the AI. It seems the Apache is a bit more nimble than the stock one.

I've added to my PlannedAssault single player mission generator support for your AH-64 Apaches in 'anti-armor', 'cover' and 'escort' configurations (and long-range variations thereof, with a fuel tank). In generated missions, I also use a script (for any gunship) to keep the AI from flying headlong onto their target. Instead, the script tries to keep the gunship circling around the point it first detects their targets until it runs out of targets (or luck).

The screen shots below show AI pilots and gunners in "action":

http://www.plannedassault.com/images/screenshots/_a2_ah64d_firing_another_hellfire.jpg http://www.plannedassault.com/images/screenshots/_a2_downed_ah64d.jpg

Thanks,

William

I'm a tad bit surprised to hear that the AI pilots it well enough as we had a lot of problems with the AI spinning out of control and crashing the aircraft. The increased agility was a major reason for that, but toning down the maximum speed the AI flies it at seemed to fix most of the problems. I'm glad it works out though!

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You're right I disabled the beta and now works perfect, it seems that the betas did not sit well with this mod. I have to say that the damage system is unrealistic because aparacen damage as you machine gun is firing tanks and I believe that it is unrealistic in this helicopter because the shield must either a calbre aguntar that. I think you should damage to pose a system of stronger and not as weak.

Version Beta: 1.62.103.718

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Great work!! Thank you for all the hard work!

I have tried to look this up but cannot get find info on it...

How do you assign user key 20?? for clicking in cockpit. Please step by step instructions. Thanks !

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Guest

Thanks a lot for informing us of the updated release :cool:

Sorry for the long delay due to the reasons posted in the release thread on our forums.

New version frontpaged on the Armaholic homepage.

We have also "connected" these pages to your account (NodUnit) on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

** Note: since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic.

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I have to say that the damage system is unrealistic because aparacen damage as you machine gun is firing tanks and I believe that it is unrealistic in this helicopter because the shield must either a calbre aguntar that. I think you should damage to pose a system of stronger and not as weak.

Version Beta: 1.62.103.718

Just checking to make sure I understand you, are you saying that the armor of the helicopter feels a bit weak because it can take damage from tanks machine gun fire or?

Great work!! Thank you for all the hard work!

I have tried to look this up but cannot get find info on it...

How do you assign user key 20?? for clicking in cockpit. Please step by step instructions. Thanks !

Press escape, click options, click controls, click the tab that says "All Controls", scroll down it and click Custom Controls, scroll all the way down to the bottom of the control list and user action 20 will be there.

....

Thank you Foxhound, sorry to hear about your hand, hope it recovers quickly!

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Mmmm, love those sounds of the ignitors kicking in on the T700s.

Love all the work you guys have put in so far, and looking forward to seeing your AH-64 perfected.

Sorry if these questions were already answered, 20 pages is a lot of time to read through... Curious if you plan on doing any A2CU flight suit skins for your pack? And if you still have any intentions on doing some H-60s down the line?

Thanks again for the fun addon!

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Great addon and good support.

A question: Aiming a tank is it real? I always find arma2 too easy to find a tank/vehicle, just press a button and then it pops up, another button (or more here) and it gets killed. Hope this addon finds his way to arma3 someday (and beside tanks that have more defensive stuff then just smoke) :D

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