SGT Fuller 856 Posted April 15, 2014 Chortles is correct the project isnt cancelled. Just trying to adapt back to civilian life is alot harder than i expected but we are still working on the mod so here is a small update/news. The C-17 that is currently in our pack will be scrapped and we are making our own. We both grew tired of this this is mine stuff coming out of no where so we abandoned the current model. In the showcase we didnt show what our C-17 is capable of but rest assured all the features that were made for the other are already in the new and fully working. It will not be in the alpha release. Everything else with the exception of the F22 and B2 will be in..just ironing out those small errors and i will present them as a work in progress public alpha. Constructive criticism is welcome but keep in mind its WIP. Anyways stay tuned hoping to have this in your hands soon. Share this post Link to post Share on other sites
CyclonicTuna 87 Posted April 15, 2014 Good to know you guys keep challenging yourself. That's one of the most important thing to do on a project like this, make sure that at the end of the day everything gets your approval. Good luck ;) Share this post Link to post Share on other sites
ice_age0815 37 Posted April 15, 2014 Chortles is correct the project isnt cancelled. Just trying to adapt back to civilian life is alot harder than i expected but we are still working on the mod so here is a small update/news. The C-17 that is currently in our pack will be scrapped and we are making our own. We both grew tired of this this is mine stuff coming out of no where so we abandoned the current model. In the showcase we didnt show what our C-17 is capable of but rest assured all the features that were made for the other are already in the new and fully working. It will not be in the alpha release. Everything else with the exception of the F22 and B2 will be in..just ironing out those small errors and i will present them as a work in progress public alpha. Constructive criticism is welcome but keep in mind its WIP. Anyways stay tuned hoping to have this in your hands soon. sounds good to me cant wait to upload it to a sever and play with some good old friends Share this post Link to post Share on other sites
p0laris 14 Posted April 16, 2014 Hey all well the verdict is been set so i am separating from the Air Force on 6 April due to a mess up from big air force. Ill be joining the Army National Guard afterwards and moving so i wont have internet for a little bit after the 6th. I am still working on the mod. Ive decided that i will be releasing the Security Forces, AC130 and one of my secret projects the F/A-22 before i release the rest of them. I saw that there was another C-17 released..his mod will not conflict with this one. He is doing his thing and I mine and wish him the best of luck with it. More to come Chortles is correct the project isnt cancelled. Just trying to adapt back to civilian life is alot harder than i expected but we are still working on the mod so here is a small update/news. The C-17 that is currently in our pack will be scrapped and we are making our own. We both grew tired of this this is mine stuff coming out of no where so we abandoned the current model. In the showcase we didnt show what our C-17 is capable of but rest assured all the features that were made for the other are already in the new and fully working. It will not be in the alpha release. Everything else with the exception of the F22 and B2 will be in..just ironing out those small errors and i will present them as a work in progress public alpha. Constructive criticism is welcome but keep in mind its WIP. Anyways stay tuned hoping to have this in your hands soon. So are you now going back on including the F/A-22 :'( Share this post Link to post Share on other sites
LykosMactire 298 Posted April 16, 2014 So are you now going back on including the F/A-22 :'( he said that they were not in yet, hes working on fixing. Share this post Link to post Share on other sites
p0laris 14 Posted April 16, 2014 he said that they were not in yet, hes working on fixing. I realize this.. Hence why i said hes going back on including it.. meaning it wont be included.. if you look at my first quote he said he would be releasing it before releasing the rest of them.. but now i guess he wont cause of some bugs. Share this post Link to post Share on other sites
SGT Fuller 856 Posted April 21, 2014 Ok done with my break/readjustment to civilian life..time to get back on it..will be in full beast mode to get this out. Share this post Link to post Share on other sites
blackadder 10 Posted April 21, 2014 Ok done with my break/readjustment to civilian life..time to get back on it..will be in full beast mode to get this out. :yay: Share this post Link to post Share on other sites
x hunter33 10 Posted April 21, 2014 :yay: Agreed ^^ Share this post Link to post Share on other sites
kremator 1065 Posted April 21, 2014 Ok done with my break/readjustment to civilian life..time to get back on it..will be in full beast mode to get this out. Go, go, beast-mode ! Share this post Link to post Share on other sites
Raid 18 Posted April 21, 2014 Go, go, beast-mode ! Was that a Go, Go, Gadget reference? I'm sorry I'm old school ;) Share this post Link to post Share on other sites
LykosMactire 298 Posted April 21, 2014 Was that a Go, Go, Gadget reference?I'm sorry I'm old school ;) im not even 20 and i get this reference, more like middle school GO, GO, Gadget Umbrella. Why? Because its about to rain hell on them CSAT forces Share this post Link to post Share on other sites
kremator 1065 Posted April 22, 2014 Was that a Go, Go, Gadget reference?I'm sorry I'm old school ;) Of course it is !! Ahh the good old days. By the power of Grey Skull! Anyway back on topic ... looking forward to seeing what can be done. Share this post Link to post Share on other sites
LykosMactire 298 Posted April 22, 2014 Of course it is !! Ahh the good old days.By the power of Grey Skull! Anyway back on topic ... looking forward to seeing what can be done. (one day, when the mod releases) Gunning AC-130 I HAVE THE POWER!!!! HE-MAN dude this mod is gunna tear apart the syfy bugs we come to know as CSAT Share this post Link to post Share on other sites
SGT Fuller 856 Posted April 22, 2014 (edited) Status Report: B-1: Finished for Alpha B-2: Not released with Alpha(Finalizing for 2nd Stage Alpha) F-22: Not relreased with Alpha(Finalizing for 2nd Stage Alpha) RQ-4A: Not released with Alpha C-5: Finished for Alpha AC-130: Finalizing for alpha will be released with Alpha C-17: Entire Overhaul KC-135: Finished for Alpha Security Forces: Finished for Alpha USAF Pilots: Finished for Alpha Been burning the midnight oil. Here is our status as of 23Apr14 at 1135 Hrs. I have provided an explanation for each that will not be released with alpha. F-22: Cockpit overhaul B-2: Cockpit and texture overhaul RQ-4A: Camera fixing C-17: Model Finished, Cockpit overhaul in progress. Model is more alive than the old. All features that were in the previous are working in the new. For the Alpha you will be getting 1 bomber, 1 heavy lifter, 1 gunship and 1 refuler. Keep in mind that this will be a Alpha release so be advised there might be some errors but i have been careful to comb through this and make sure there were not any. Look for release of this alpha Late Wednesday(23Apr) or early Thursday morning(24Apr). These are approx dates and i wont deviate from last time i give my word. stay tuned Still looking for that texture artist. PM me Edited April 22, 2014 by fullerpj Share this post Link to post Share on other sites
x hunter33 10 Posted April 22, 2014 Could you include the LAIRCM pod on the C-17, i assume you already know about it but it is located below the very end of the tail. http://www.b-domke.de/AviationImages/Globemaster/Images/C-17A_96-0006_18429.jpg (203 kB) Share this post Link to post Share on other sites
CyclonicTuna 87 Posted April 22, 2014 An ambitious project to say the least. I will try to contribute as much as possible to alpha testing. Share this post Link to post Share on other sites
Rages123 10 Posted April 22, 2014 Will the alpha release have the Interactive cockpit or service menu? or is that later down the line? Share this post Link to post Share on other sites
SGT Fuller 856 Posted April 22, 2014 Will the alpha release have the Interactive cockpit or service menu? or is that later down the line? Later down the line for both..the 2nd stage alpha will have the service menus but the interactive cockpit will be further down the line. Share this post Link to post Share on other sites
eymerich 11 Posted April 22, 2014 Status Report:B-1: Finished for Alpha B-2: Not released with Alpha(Finalizing for 2nd Stage Alpha) F-22: Not relreased with Alpha(Finalizing for 2nd Stage Alpha) RQ-4A: Not released with Alpha C-5: Finished for Alpha AC-130: Finalizing for alpha will be released with Alpha C-17: Entire Overhaul KC-135: Finished for Alpha Security Forces: Finished for Alpha USAF Pilots: Finished for Alpha Been burning the midnight oil. Here is our status as of 23Apr14 at 1135 Hrs. I have provided an explanation for each that will not be released with alpha. F-22: Cockpit overhaul B-2: Cockpit and texture overhaul RQ-4A: Camera fixing C-17: Model Finished, Cockpit overhaul in progress. Model is more alive than the old. All features that were in the previous are working in the new. For the Alpha you will be getting 1 bomber, 1 heavy lifter, 1 gunship and 1 refuler. Keep in mind that this will be a Alpha release so be advised there might be some errors but i have been careful to comb through this and make sure there were not any. Look for release of this alpha Late Wednesday(23Apr) or early Thursday morning(24Apr). These are approx dates and i wont deviate from last time i give my word. stay tuned Still looking for that texture artist. PM me Can't Wait!! Share this post Link to post Share on other sites
Bradders36 2 Posted April 22, 2014 Sounds great Fuller. I have a question regarding flight handling, are you going to use the stock A3 planes now to create proper fixed wing handling? I've noticed most models that have been put in A3 have not had this due to them being released before BI made the Wipeout etc, but will you be using that handling config as a base and then adjusting it to each aircraft? I.e. bigger planes turn slower and can't be as dynamic as a jet fighter? Share this post Link to post Share on other sites
SGT Fuller 856 Posted April 22, 2014 Sounds great Fuller. I have a question regarding flight handling, are you going to use the stock A3 planes now to create proper fixed wing handling? I've noticed most models that have been put in A3 have not had this due to them being released before BI made the Wipeout etc, but will you be using that handling config as a base and then adjusting it to each aircraft? I.e. bigger planes turn slower and can't be as dynamic as a jet fighter? Havent even thought about it tbh..you will notice once you get your hands on it that the C-5's aircraft handling is nothing like a fighter plane..the C17 before we scrapped it had the issue that your speaking of. I will adapt that new tech to the Jets and thanks for pointing that out because i really didnt notice. I guess more of a reason to keep the F22 with the make believe lockhead martin so they can fix it :) Share this post Link to post Share on other sites
Raid 18 Posted April 22, 2014 (edited) Sounds great Fuller. I have a question regarding flight handling, are you going to use the stock A3 planes now to create proper fixed wing handling? I've noticed most models that have been put in A3 have not had this due to them being released before BI made the Wipeout etc, but will you be using that handling config as a base and then adjusting it to each aircraft? I.e. bigger planes turn slower and can't be as dynamic as a jet fighter? The plane "handling" in A3 is controlled by PhysX. A better question to ask is has he incorporated PhysX to these model's? I myself am quite curious to this question as well. Second note: It isn't just a copy and paste. You have to create the Geometry for the Model. Personally I would like the Plane's landing gears to actually work and compress when touch down has been made. A lot of A2 port's when you touch down the plane say hit's one wheel on the tarmac and because there is no compression the plane slams down on the other wheel straight away. PhysX Code Example landingSpeed = 185; /// used for AI to approach the runawy, the plane should be stable at this speed acceleration = 300; /// used for AI to plan the waypoints and accelerating, doesn't affect plane performance maxSpeed = 890; /// maximal speed of the plane, affects even thrust and is base for both envelope and thrustCoef driveOnComponent[] = {"wheel_1","wheel_2","wheel_3"}; /// array of components to be assigned special low-friction material (usually wheels) rudderInfluence = 0.5; /// coefficient of rudder affecting steering of the plane aileronSensitivity = 1; /// coefficient of ailerons affecting twisting the plane elevatorSensitivity = 0.8; /// coefficient of elevators affecting changing of plane horizontal heading irScanRangeMin = 500; /// defines the range of IR sight of the vehicle irScanRangeMax = 5000; /// defines the range of IR sight of the vehicle irScanToEyeFactor = 2; /// defines the effectivity of IR sight of the vehicle /// envelope defines lift produced by the shape of the plane according to current speed relative to maxSpeed /// the first element of the array is for zero speed, the last for 125 % of maxSpeed, the rest in between is evenly distributed /// there may be as many elements as you wish, using 13 should be preferred as it modulates the 10% increase with reasonable error envelope[] = {0.0,0.15,1.1,3,5,5.83,6.0,5.85,5.5,4.8,3.6,1.8,0}; /// angle of incidence - difference between forward and airfold chord line - def. val is 3*PI/180 (meaning three degrees) angleOfIndicence = 0.05235987; /// forces keeping plane aligned with its speed direction - the bigger force the better it changes the direction of flight draconicForceXCoef = 2.5; draconicForceYCoef = 0.5; draconicForceZCoef = 0.5; draconicTorqueXCoef = 0.15; draconicTorqueYCoef = 2.0; /// rudder, elevator, aileron, thrust effectiveness; if empty old settings is used // effectiveness according to current speed and maxSpeed ratio // last value goes for 150% of max speed thrustCoef[]= {1.5, 1.2, 1.1, 1.0, 1.0, 1.0, 1.0, 0.9, 0.7, 0.5, 0.3, 0.1, 0.0, 0.0, 0.0, 0.0}; elevatorCoef[]= {}; //default value is 1 aileronCoef[]= {}; //default value is 1 rudderCoef[]= {}; //default value is fabs(speed.Z())*InvSqrt(Square(speed.X())+Square(speed.Z())); //! coefficient of player's controller sensitivity (does not affect AI) elevatorControlsSensitivityCoef = 4; aileronControlsSensitivityCoef = 4; rudderControlsSensitivityCoef = 4; landingAoa = "rad 10"; /// what AoA is going the IA use to land the plane laserScanner = 1; /// if the vehicle is able to see targets marked by laser marker gunAimDown = 0.029000; /// adjusts the aiming of gun relative to the axis of model headAimDown = 0.0000; /// adjusts the view of pilot to have crosshair centred memoryPointLRocket = "Rocket_1"; /// use this for simulating different rocked pods in case you don't want to mess with "maverick weapon" simulation memoryPointRRocket = "Rocket_2"; /// it is used to alternate two points/pods of fire the missiles flapsFrictionCoef = 0.32; /// sets the effectivity of using flaps to increase drag/lift minFireTime = 30; /// how long does the pilot fire at one target before switching to another one threat[] = {1, 1, 1}; /// multiplier of cost of the vehicle in eyes of soft, armoured and air enemies Wipeout Code altNoForce = 35000; altFullForce = 13636; maxSpeed = 706; aileronSensitivity = 0.75; elevatorSensitivity = 1.9; rudderInfluence = 0.01; aileronControlsSensitivityCoef = 3; elevatorControlsSensitivity = 2; rudderControlsSensitivityoef = 4; elevatorCoef[] = {0.6,0.9,0.5,0.4,0.35,0.3,0.3}; aileronCoef[] = {0.6,1.0,0.95,0.9,0.85,0.8,0.75}; rudderCoef[] = {0.6,1.0,1.0,0.9,0.8,0.7,0.6}; flapsFrictionCoef = 0.5; angleOfIndicence = 0.05235987; draconicForceXCoef = 7.4; draconicForceYCoef = 3.0; draconicForceZCoef = 0.1; draconicTorqueXCoef = 1.2; draconicTorqueYCoef = 3.0; envelope[] = {0.1,0.1,0.9,2.8,3.5,3.7,3.8,3.8,3.6,3.3,2.7}; thrustCoef[] = {0.9,0.8,0.9,1.3,1.2,1.2,1.1,1.0,0.9,0.2,0.1,0.0,0.0}; acceleration = 300; landingSpeed = 195; landingAoa = 0.174533; threat[] = {1,1,1}; irScanRangeMin = 500; irScanRangeMax = 5000; irScanToEyeFactor = 2; laserScanner = 1; minFireTime = 30; gunAimDown = 0.029; headAimDown = 0.0; cabinOpening = 1; driverLeftHandAnimName = ""; driverRightHandAnimName = "ControlStick"; memoryPointsGetInDriver = "GetIn_driver_pos"; memoryPointsGetInDriverDir = "GetIn_driver_dir"; memoryPointLRocket = "Rocket_1"; memoryPointRRocket = "Rocket_2"; memoryPointCM[] = {"FlareLauncher_1_pos","FlareLauncher_2_pos"}; memoryPointCMDir[] = {"FlareLauncher_1_dir","FlareLauncher_2_dir"}; memoryPointLDust = "WheelDust_left_pos"; memoryPointRDust = "WheelDust_right_pos"; memoryPointGun = "Gatling_barrels_end"; selectionFireAnim = "Gatling_muzzleflash"; driveOnComponent[] = {"Gear_1_damper","Gear_2_damper","Gear_3_damper"}; Edited April 22, 2014 by Raid Share this post Link to post Share on other sites
SGT Fuller 856 Posted April 22, 2014 The plane "handling" in A3 is controlled by PhysX. A better question to ask is has he incorporated PhysX to these model's? I myself am quite curious to this question as well. Second note: It isn't just a copy and paste. You have to create the Geometry for the Model. Personally I would like the Plane's landing gears to actually work and compress when touch down has been made. A lot of A2 port's when you touch down the plane say hit's one wheel on the tarmac and because there is no compression the plane slams down on the other wheel straight away. PhysX Code Example landingSpeed = 185; /// used for AI to approach the runawy, the plane should be stable at this speed acceleration = 300; /// used for AI to plan the waypoints and accelerating, doesn't affect plane performance maxSpeed = 890; /// maximal speed of the plane, affects even thrust and is base for both envelope and thrustCoef driveOnComponent[] = {"wheel_1","wheel_2","wheel_3"}; /// array of components to be assigned special low-friction material (usually wheels) rudderInfluence = 0.5; /// coefficient of rudder affecting steering of the plane aileronSensitivity = 1; /// coefficient of ailerons affecting twisting the plane elevatorSensitivity = 0.8; /// coefficient of elevators affecting changing of plane horizontal heading irScanRangeMin = 500; /// defines the range of IR sight of the vehicle irScanRangeMax = 5000; /// defines the range of IR sight of the vehicle irScanToEyeFactor = 2; /// defines the effectivity of IR sight of the vehicle /// envelope defines lift produced by the shape of the plane according to current speed relative to maxSpeed /// the first element of the array is for zero speed, the last for 125 % of maxSpeed, the rest in between is evenly distributed /// there may be as many elements as you wish, using 13 should be preferred as it modulates the 10% increase with reasonable error envelope[] = {0.0,0.15,1.1,3,5,5.83,6.0,5.85,5.5,4.8,3.6,1.8,0}; /// angle of incidence - difference between forward and airfold chord line - def. val is 3*PI/180 (meaning three degrees) angleOfIndicence = 0.05235987; /// forces keeping plane aligned with its speed direction - the bigger force the better it changes the direction of flight draconicForceXCoef = 2.5; draconicForceYCoef = 0.5; draconicForceZCoef = 0.5; draconicTorqueXCoef = 0.15; draconicTorqueYCoef = 2.0; /// rudder, elevator, aileron, thrust effectiveness; if empty old settings is used // effectiveness according to current speed and maxSpeed ratio // last value goes for 150% of max speed thrustCoef[]= {1.5, 1.2, 1.1, 1.0, 1.0, 1.0, 1.0, 0.9, 0.7, 0.5, 0.3, 0.1, 0.0, 0.0, 0.0, 0.0}; elevatorCoef[]= {}; //default value is 1 aileronCoef[]= {}; //default value is 1 rudderCoef[]= {}; //default value is fabs(speed.Z())*InvSqrt(Square(speed.X())+Square(speed.Z())); //! coefficient of player's controller sensitivity (does not affect AI) elevatorControlsSensitivityCoef = 4; aileronControlsSensitivityCoef = 4; rudderControlsSensitivityCoef = 4; landingAoa = "rad 10"; /// what AoA is going the IA use to land the plane laserScanner = 1; /// if the vehicle is able to see targets marked by laser marker gunAimDown = 0.029000; /// adjusts the aiming of gun relative to the axis of model headAimDown = 0.0000; /// adjusts the view of pilot to have crosshair centred memoryPointLRocket = "Rocket_1"; /// use this for simulating different rocked pods in case you don't want to mess with "maverick weapon" simulation memoryPointRRocket = "Rocket_2"; /// it is used to alternate two points/pods of fire the missiles flapsFrictionCoef = 0.32; /// sets the effectivity of using flaps to increase drag/lift minFireTime = 30; /// how long does the pilot fire at one target before switching to another one threat[] = {1, 1, 1}; /// multiplier of cost of the vehicle in eyes of soft, armoured and air enemies Thanks raid Share this post Link to post Share on other sites