Jump to content
franze

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

Recommended Posts

You are certain it is Toggle IHADSS and not IHADSS Mode? Also just for a test, could bind custom user action 20 to a key and interact with the center of the storage box shown in the above photo? That was we can narrow it down a bit more as to wether or not something is gunking up somewhere or there is a misunderstanding.

Share this post


Link to post
Share on other sites

still cant turn one the IHADSS,i go into the editor,spawn a Apache,played as pilot,use mouse to scroll down to the "IHADSS toogle" and nothing happen :(

Share this post


Link to post
Share on other sites
still cant turn one the IHADSS,i go into the editor,spawn a Apache,played as pilot,use mouse to scroll down to the "IHADSS toogle" and nothing happen :(

Strange...I'm not quite sure what to tell you, I tried spawning the aircraft by placing it with me already the pilot, after turning on the battery the IHADSS toggle worked.

I then hopped out and repeated, it worked, also spawned it empty and then climbed in as a standard rifleman, after turning on the battery the toggle option (under open gunner door) worked again.

Are you starting on the ground or in the air from the start?

How can I access the heads-up nightvision/FLIR view shown in the link below? Does that work in Arma 3?

http://s229.photobucket.com/user/NodUnit/media/PIPT2_zps369f19e7.jpg.html?sort=3&o=9

The code is still there so its up to Franze if he wants to divulge the code to activate it but right now there is no way to de-activate it outside of restarting the mission and there is no symbology in place either.

It's mostly a testing phase to determine the effective difference between NVG mode (what you posted) and FLIR, to see how they match up for navigation and so on.

Edited by NodUnit

Share this post


Link to post
Share on other sites

Need more information - are you starting in flight or on the ground? If on the ground then you have to turn on the battery before the electrical systems can be turned on. If in the air then something is missing or being interfered with.

Share this post


Link to post
Share on other sites
Strange...I'm not quite sure what to tell you, I tried spawning the aircraft by placing it with me already the pilot, after turning on the battery the IHADSS toggle worked.

I then hopped out and repeated, it worked, also spawned it empty and then climbed in as a standard rifleman, after turning on the battery the toggle option (under open gunner door) worked again.

Are you starting on the ground or in the air from the start?

The code is still there so its up to Franze if he wants to divulge the code to activate it but right now there is no way to de-activate it outside of restarting the mission and there is no symbology in place either.

It's mostly a testing phase to determine the effective difference between NVG mode (what you posted) and FLIR, to see how they match up for navigation and so on.

I've got the same pb with the IHADSS... I tried "IHADSS toggle"... Never worked.

On the ground, I active the Battery... then I toggle the IHADSS => Doesn't work

In the Air, same pb.

Version 131: Gun Brust doesn't worked (B). It fired all the rounds... I've tried 10, 20, 50...

Share this post


Link to post
Share on other sites

hi guys,

why do i need LOS to get a successful lock on when using the 114L with fcr\g ? is it a bug on my end? i dont understand whats the advantages of the 114L over the 114K if you need LOS for both of them. please explain. thanks.

Share this post


Link to post
Share on other sites
I've got the same pb with the IHADSS... I tried "IHADSS toggle"... Never worked.

On the ground, I active the Battery... then I toggle the IHADSS => Doesn't work

In the Air, same pb.

Version 131: Gun Brust doesn't worked (B). It fired all the rounds... I've tried 10, 20, 50...

I'd double check and make sure you're using the controls file for A3 and not the one for A2. Also, what other mods are you using?

Gun Burst:

CHANGELOG

v1.31 -

...

- Gun burst no longer forced time restriction. Gun now has overheat tracking

and overuse can result in gun jamming.

...

hi guys,

why do i need LOS to get a successful lock on when using the 114L with fcr\g ? is it a bug on my end? i dont understand whats the advantages of the 114L over the 114K if you need LOS for both of them. please explain. thanks.

An LOS is required for an LOBL launch. LOAL does not require an LOS but it will be inaccurate without it. The 114L is pure fire and forget while the 114K requires steady designation for the duration of the missile's flight.

Share this post


Link to post
Share on other sites

An LOS is required for an LOBL launch. LOAL does not require an LOS but it will be inaccurate without it. The 114L is pure fire and forget while the 114K requires steady designation for the duration of the missile's flight.

I'm wondering what point on the aircraft is used for the LoS? Is it the optics, the pilot's eyes, or the mast-mounted FCR antenna? Ideally for the 114Ls it would be the FCR so that the aircraft can fire from behind defilade as it can IRL. I have no idea if that is actually feasible to change, though.

Share this post


Link to post
Share on other sites

To simplify the scripting, it uses the center of the aircraft to determine LOS. Further enhancements to that would probably be considered only for the TKOH version which will see modifications to the sensors and database scripting.

Share this post


Link to post
Share on other sites

Support to major bug fixing in Arma 3 officially will be cut off from this point on. After much testing it appears that several things are simply broken and at this time cannot be repaired such as gun control in multiplayer, the trade off would be to scrap the controls fully and go back to default which at this time is not an option. Furthermore when helicopterX was applied to fix the aircraft behaviour, it messed up an array of animations and as such several things behave strangely such as the cockpit interactions buck and zoom around in a completely unhelpful fashion.

These along with several other key things have pushed things too far, and since Arma 3 was never really our focus to begin with it has now dropped to back burner status. We will be moving to TKOH fully and possibly add some of its features into the A3 package much later but won't be pursuing much in the way of fixing.

We'd like to thank everyone for their help in testing and special shout out to the 1AGR for the extensive testing and friendly chatter as well as RDS for their translations to Spanish and more, if you guys continue to translate more then we will most certainly add it to the addon and as per agreement here is the url to your community.

http://www.salamandre.es/

http://www.mediafire.com/download/vcu8dqc7xrfa8gs/fza_ah64_controls.pbo - Spanish translation

Edited by NodUnit

Share this post


Link to post
Share on other sites

This is sad news indeed :sad: I was really hoping to see this amazing bird really get to fly strong in Arma 3.

Thanks for all the hard work in creating this really hope you guys change your minds....

Share this post


Link to post
Share on other sites

The bird still works in Arma 3 with all the bells and whistles, it just flies a bit oddly. The gun problem in MP may be addressed later though I suspect the system would need to be gutted for the cpg in order for that to work right.

In comparison to TKOh, Arma 3 just doesn't have anything to offer us outside of maybe better PIP implementation.

The visuals are nice and all but after flying the apache in both Arma's and TKOH I have to say that there is no competition. The response to flight controls is the same but the addition of drag adds a huge element, whenever you try for a loop you can feel the point where the helicopter hangs and unloading your rotors is far more fatal now, its proper aerodynamics vs faking by tinkering with the aircraft weight which was finicky to begin with.

Furthermore several systems achieved via script are engine ingrained in TKOH, so the ENG page for example has more function and start up audio is consistent.

Even better is that Franze is able to use rotorlib to simulate how the aircraft behaves with the weight of its weapons, for example the aircraft glides smooth and silky with lighter or no weapons but with all hellfires and especially all fuel tanks it handles more heavily and required more collective to maintain a steady hover.

If Arma 3 had included rotorlib as they said it would at first then there would be no hesitation but they didn't and the pretties aren't worth the loss of gameplay.

I'm sure the birds in Arma 2 and Arma 3 will receive visual updates on materials, textures and so on but neither will be as deeply simulated as what can be done in TKOH.

Edited by NodUnit

Share this post


Link to post
Share on other sites
This is sad news indeed :sad: I was really hoping to see this amazing bird really get to fly strong in Arma 3.

Thanks for all the hard work in creating this really hope you guys change your minds....

I can only agree. It's a wonderfully detailed mod and I was overjoyed when I saw it was available for A3 and then heartbroken when the support wouldn't be continued.

Share this post


Link to post
Share on other sites
I can only agree. It's a wonderfully detailed mod and I was overjoyed when I saw it was available for A3 and then heartbroken when the support wouldn't be continued.

Not sure what Arma 3 could have added to be honest, they dropped rotorlib early in so that is a HUGE chunk of potential gone, the PIP requires experimenting and it could probably be brought over..maybe, seemed to be cross compatible with TKOH and Arma 3 when we were first testing it.

PhysX hasn't really been demonstrated all that well, I was hoping we could do something about weapon weight but at this point who knows. Wind was taken out effecting aircraft was dropped and we haven't seen anything on fast roping.

Share this post


Link to post
Share on other sites

There were two major issues that came across for the ArmA3 version:

- simulation=helicopterx introduced a velocity error when translating model position coordinates to world coordinates. This completely ruined the clickable cockpit mechanic. A velocity correction routine was tried but still did not completely fix the issue.

- In multiplayer, the gun and pylons would not properly animate for the gunner. There was a 5 second delay between where the gunner aimed and the weapons following suit. The animate command was modified in such a way that it no longer transferred animation data effectively between the pilot and gunner. v1.31 for ArmA2, the gunner had control of the gun and pylon elevation exclusively and was tested with such; no issues came up. What I couldn't seem to figure out was in ArmA3, for everyone not part of the helicopter crew, the animations looked normal; but for the gunner there was always a 5 second delay.

These two issues attack some major 'selling points' for not just the Apache, but future aircraft as well. I am unwilling to give these features up simply for some extra graphical effects, especially when the game itself runs very poorly for me. TKOH on the other hand offers RotorLib and we've already been able to do some amazing stuff with it. Things like loadout weight, fuel weight, crew weight, etc. can be accounted for, we don't have to hack a startup sequence, and we have far more flexibility in helicopter specific equipment and health. ArmA3 offers none of this; it's claim to fame is some additional graphics effects. If our project were simpler then we'd likely be fine with it. However, our plan was never to rehash the same old with a new model, and going into ArmA3 is one step forward, two steps back. Once the TKOH project is done then perhaps ArmA3 will have matured enough to make it worthwhile.

Share this post


Link to post
Share on other sites

Don't get me wrong, I fully understand why you as addon creators want to use the platform that will give you the most possibilities to further develop your project and I support that. My disappointment lies in the fact that my community plays Arma3 and won't be able to use your chopper anymore. Hopefully someone else will create a working AH64D addon for A3, most likely much simpler but I take what I can get ;) or if you in the future will continue supporting A3 again.

I've managed to get it somewhat working for now as long as we don't use two humans in the same chopper. Guess that will keep my apache addiction at bay for now :D

Edited by Watarimono

Share this post


Link to post
Share on other sites

Sure you can, just not to the fullest extent. It's a shame but the cost of what must be done in order to "fix" everything is too great, and its very possible that down the road something could change somehow, just got to wait and see.

Share this post


Link to post
Share on other sites

Nod/Franze

is the last release pretty much the last update that we will see for A2/OA or are you guys still planning to do the block III/AH-64E or atleast the BII+? I remember from testing you guys had the models (no textures)

also curious if you guys were still planning to do the pilot with the IHADDS helmet that we had talked about?

btw sorry for never getting on skype....my Arma desire kinda died out for quite a while do to lack of desire to play, as well as RL commitments and such, but since I've been on break from college I started picking it up again

Edited by islesfan186

Share this post


Link to post
Share on other sites

A2 version is still on the table for at least one more version but more focus will be toward TKOH over A2.

Share this post


Link to post
Share on other sites

i cant select any of the knobs or switches to save my life in A3

Share this post


Link to post
Share on other sites
A2 version is still on the table for at least one more version but more focus will be toward TKOH over A2.

Share this post


Link to post
Share on other sites
There were two major issues that came across for the ArmA3 version:

- simulation=helicopterx introduced a velocity error when translating model position coordinates to world coordinates. This completely ruined the clickable cockpit mechanic. A velocity correction routine was tried but still did not completely fix the issue.

Yep, this is an annoying as hell bug that I noticed working on some advanced concepts for wounding and other effects.

There is a ticket related to this here: http://feedback.arma3.com/view.php?id=16115

Share this post


Link to post
Share on other sites

I have been trying to spawn this mid air with AI flying using bis_fnc_spawnvehicles but it always just drops down from the sky. I know AI can fly it if taking off from the ground. I have searched everywhere (google) but can't get a good answer. Help.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×