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F/A-18 Super Hornet and Su-35S Flanker E

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And it's only going to get better :d

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A question on the inner workings of the model: The dll_tow script used in the USS Nimitz utilizes data from the model itself to find a point to attach to. However, for the F/A-18 it reports a constant as distance between the axis (10000, arbitrary value). I've set the offset for front axis and wheels in the configuration naively to [0,0]. Any advice on which offsets to pick here from? The code that calculates the position is in the spoiler tag:

private ["_T", "_P", "_min_P", "_min_dist"];

_delay = 3;

_T = _this select 0;

sleep random _delay;

if(dll_tow_debug) then {

player sidechat format["searching for P.. from %1", typeOf _T];

};

_T_axis_offset = (_T getvariable "dll_tow_back_axis_offset") + [0];

while {alive _T && !(_T getVariable "dll_tow_towing")} do {

_aTpos = _T modelToWorld _T_axis_offset;

_objs = nearestObjects [_aTpos, dll_tow_classlist, 15];

if ((count _objs) > 1) then{

_min_dist = 10000;

{

_P = _x;

_P_axis_offset = (_P getvariable "dll_tow_front_axis_offset");

_P_wheel_offset = (_P getvariable "dll_tow_wheel_offset");

_isTowable = !isNil("_P_wheel_offset") && !isNil("_P_axis_offset");

if(_isTowable && _P != _T) then {

_aPpos = _P modelToWorld (_P_axis_offset + [0]);

//get the x and y length of the difference vector

_dx_axis = (_aTpos select 0) - (_aPpos select 0);

_dy_axis = (_aTpos select 1) - (_aPpos select 1);

_d_axis = sqrt(_dx_axis^2 + _dy_axis^2);//absolute length of diff vector

if(_d_axis < _min_dist) then { // find closest axis

_min_dist = _d_axis;

_min_P = _P;

}

}

} forEach _objs;

_P = _min_P;

_canAttach = alive _P && _min_dist < 2 && !(_T getVariable "dll_tow_towing");

_T setvariable ["dll_tow_canAttach", _canAttach];

if(count crew _T > 0 && dll_tow_debug) then {player sidechat format["Found P: %1 - Axis dist: %2", typeof(_P), _min_dist];};

if(_canAttach) exitWith {

_T setvariable ["dll_tow_P", _P];

};

}

else{

if(count crew _T > 0 && dll_tow_debug) then {player sidechat "nothing found yet...";};

};

if(count crew _T > 0) then {

sleep (_delay / 4); // search faster when driver is in

}

else{

sleep _delay;

};

};

if(dll_tow_debug) then {

player sidechat "Search ended...";

};

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I have only one thing to mention. The model when the plane gets destroyed.

I don't know if its been fixed in latest release but it used to separate into 8 parts or so but all stayed glued together. Looks a bit weird to me. Other than that I love the plane. I adore it, thanks for your work.

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So facianted addons and free to fly in 800km speed :)

but

Some how I can't arm what i want it in 'dedicated server'

I try

[1]

1. spawn F18 by using mcc

2. click every weapon to GBU 38

3. apply custom load out

4. It's show a no armed looks in short times

but after 2sec it's rearmed all of weapon to default mod (message still say rearming untill it's say rearming complete)

[2]

1. click CAS

2. Armed well doned

3. click empty

4. click every weapon to GBU 38

5. well doned

6. But no 20mm gun loaded

Well seems I loaded all weapon but isn't it good for load all weapon in the very first time?

and here is another problem after i loaded in [2]

Can't rearm 20mm gun and flaers after i click empty [2] 3.

1. make empty by clicking empty

2. click rearm

3. 20mm and flaers are still zero

Edited by kgino1045

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@kgino

I'll need a bit more detail on this:

are you using DEV branch?

are you using any mods beside MCC?

is it E or F model we are talking about?

does it works for you in single player mode [just to understand is it MP related issue]?

any additional info will help to trace the issue so it can be fixed.

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1. are you using DEV branch?

No

2. are you using any mods beside MCC?

Yeap lot's of weapons and clothes.I put them in one folder

3. is it E or F model we are talking about?

Both.

4. does it works for you in single player mode [just to understand is it MP related issue]?

It is MP issue, I played in dedicated server (server is made by me and It's maded by using TADST tool, I also check mods sections) haven't try it in SP

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Ok, the only issue that we are aware off in MP is with two seater F version.

At the moment there is a only one way to get it working. You have to make sure that gunner is out of the aircraft and pilot must get in as gunner to gain access [get ownership] of turret weapons/turret, and then by getting back in pilots seat rearming works ok.

If this does not help and you have similar issues with SP then you have found a new issue we were not aware yet and we will need to go thru all rearming sequence again to find error.

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It's worked

Thanks for care my problem and kind feed back.

ps. Is sp you meaning I choose in senario or play in multiplay as i made 'NEW' room?

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Hi John & Saul,

Just wondering if you know of a way to set an empty F18 to have the canopy open?

Also just a note to say the F18 Top Gun mission has been updated slightly. New weather/briefing/scoring implemented.

http://steamcommunity.com/sharedfiles/filedetails/?id=180522508

If you guys need a PBO for server pm me, thanks

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@kgino, great. The issue you encountered is a game engine limitation, we have not yet fully found a solution to. We will do our best to sort it out. As for SP I meant editor, your own mission, this issue does not appear in SP environment.

@Rory, mate unfortunately you cant manipulate canopy [due to animation being tied to default BI anim source]. As for empty aircraft use in aircrafts init field:

fa18_dynamic_loadoutscript = this execvm "\js_jc_fa18\scripts\LOADOUTS\FA18_empty_loadout.sqf";

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Hi john no worries, just had a thought that lines of F18s with their canopies open would have looked cool as a mission set piece. Il give the empty ini a go though, thanks for that.

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Please do not handicap this jet by trying to "balance it". It flies fast and has the near 1:1 power to weight ratio, as it should have. It can be called from base and get to its destination in a timely manner. In combat and ground engagements it handles and reacts fantastically around 300, as it should. Please do not second guess yourself about its power or speed.

Thank you.

Don't worry the flight characteristics will only improve, by "game balance" we meant - bringing in something that can make pilots day a bit harder - an adversary

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As in, "realistic flight characteristics (within the limitations of Real Virtuality 4) but imbalanced against the Buzzard*, so we're going to bring in a counterpart jet for OPFOR"? :p Thankfully there's a selection out there that's thankfully more diverse than "insert Flanker here"... then again, "if it was in Arma 2, it's more likely to bore me than not"... maybe a Chengdu/Shenyang J-## (China)?

* Which, in fairness, is kind of a given when the only other jet we've got besides the Super Hornet is an armed jet trainer...

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Exceptional work with the paint scheme menu, that was brilliant.

Edited by NodUnit

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Is JDAM could locked and shot by Laser designator?

I can't see any lock on mark. Is it shoot and forget system? so I release and guided automatically?

Don't know how to guide JDAM help me :(

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Maybe a Mig-29 for OPFOR, and also a good idea is to add a new faster that current Independent Jet like the F-4?

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Is JDAM could locked and shot by Laser designator?

I can't see any lock on mark. Is it shoot and forget system? so I release and guided automatically?

Don't know how to guide JDAM help me :(

A JDAM in real-life is supposed to be GPS/INS (GPS-guided with inertial navigation system for backup), but I don't recall that having been included with the mod, you'll have to ask John_Spartan and Saul about that.
Maybe a Mig-29 for OPFOR, and also a good idea is to add a new faster that current Independent Jet like the F-4?
I was hoping for more variety than stereotypical Soviet/Russian... and did you mean the F-4 Phantom II??

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Don't worry the flight characteristics will only improve, by "game balance" we meant - bringing in something that can make pilots day a bit harder - an adversary

Really good news, whatever one you pick it will be right :)

BTW what about the F35 in the future. It'd be cool to have a fighter that can be used in a carrier and other variant that has VTOL, that for a island like Altis could be awesome.

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As in, "realistic flight characteristics (within the limitations of Real Virtuality 4) but imbalanced against the Buzzard*, so we're going to bring in a counterpart jet for OPFOR"? :p Thankfully there's a selection out there that's thankfully more diverse than "insert Flanker here"... then again, "if it was in Arma 2, it's more likely to bore me than not"... maybe a Chengdu/Shenyang J-## (China)?

* Which, in fairness, is kind of a given when the only other jet we've got besides the Super Hornet is an armed jet trainer...

+1 for J-10/20/30 (why not a three hit combo? 4th Gen and 2 5th gen for the advent of the port of the ArmA2 F22) as the chinese could be suplying the CSAT with their latest jets... ;)

on a sidenote, the F-4 Phantom II is still active in the HAF -

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True, but I'm admittedly really not interested in seeing overlap -- I absolutely don't want the "adversary" jet or the F/A-18E/F to be mod dependencies for one another! -- since Aplion's Hellenic Armed Forces Mod already covers the Phantom II. Same rationale re: the J-20, I admit -- RKSL-Rock's done model and interior work on that* -- but the J-10 is fair game (although there's an Arma 2 version by Foxtrop).

If one is going to be stuck (ugh) with a "Flanker" though, it might as well by the J-15 instead for variety's sake since that's the PLANAF's carrier fighter.

* Although it turned out that the cockpit interior, specifically the instrument panel/MFD, was more like what was glimpsed of the J-31...

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Is JDAM could locked and shot by Laser designator?

I can't see any lock on mark. Is it shoot and forget system? so I release and guided automatically?

Don't know how to guide JDAM help me :(

The JDAM is a GPS guided munition and is used in coorperation with the GPS/ INS system, its not yet implemented with the state the mod is in currently. But John Spartan and Saul are working on it.

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What CyclonicTuna (although we said very similar) said -- only the GBU-12 ("LGB12" in the Service Menu screen) can be laser-guided.

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So in this version of today, it's just Normal Analogue bomb right?

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True, but I'm admittedly really not interested in seeing overlap -- I absolutely don't want the "adversary" jet or the F/A-18E/F to be mod dependencies for one another!...

Seriously!!??

You don't want a OPFOR jet with all this "F-18" greatness (load out and paint GUI's etc etc) that no other A2 or A3 airplane has ever had ...... ?

...... Never have understood the community that's "I only want/ I only play NATO/US units" and seem to be quite fine relegating the OPFOR units to AI ......

@ the Air-Lords ..... Look forward to an OPFOR jet to play with! Awesome.

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@Everyone concerned with the OPFOR aircraft = I can assure you that whatever aircraft we do, it will be up to our standards and just as amazing as the F-18s. There are a lot of aircraft out there and we are going to choose one that best fits the OPFOR faction and is comparable to the F-18. Meaning we want something that can give the F-18 a run for its money.

This is going to take some time as we haven't even started yet and we are still in F-18 development. All ideas are appreciated and stay tuned for more updates :D

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