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nice downloading know

just played with it a little love it sound is really nice

Edited by ICE_AGE0815

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@ Stitlman

First, thank you so much for this aircraft. I love it!!! I'm having an issues on my teams' dedicated server though.... I have the A-10A sitting on the tarmac at the main air terminal on Altis. When I enter into the cockpit... BOOOOOMMMM!!!! plane blows up. I tested it in the editor real quick and it worked fine but on DS, BOOM!!!! Any ideas???

Thanks again.. very nice work sir!

Z

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@Zlin Yeah, ive heard from some that it likes to blow up on Dedicated Server, ive not seen it much myself i tried running DS localy myself and its been really random

on if it blows up or not, not sure why it does that.

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Could the explosions in co-op multiplayer have anything to do with requiring a key for the mod? I don't know what BIS keys do, but I thought that people gave out "keys" with their mod to tell the ARMA3 game engine "this mod is approved/accepted for use". It just seems like the instant explosion could have something to do with BIS saying, "this mod has not been approved with a key, so we're blowing your object up". But I know nothing about programming, so that's only a GUESS on my part. If I'm wrong, please forgive my extreme ignorance.

-V.

---------- Post added at 14:16 ---------- Previous post was at 13:53 ----------

Actually, I just noticed that your mod does include a key. Sorry. Are there different types of keys perhaps? One for key single player, and a different key for dedicated server? Maybe? I'm just spit-balling ideas here. Again, I'm not a programmer/mod person.

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As far as i know the key shouldnt be the issue, keys are only used on servers with the option "verifySignatures" on where the server uses the key to check against the clients bisign and pbo so that the addon pbo

has not been tampered with.

If you dont use the verifySignatures option you could run without key and bisign files.

So im no expert in the area but as far as i can tell that shouldnt cause it.

To go back to the explosions, does it explode every time? if you say put out 10 A10s does everyone explode when entering?

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We had two down on the map for testing. They both exploded every time any of us tried to get in to them and this occurred both times that we restated the server so we had 100% exploding on entering. Didn't matter who tried to get in.

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That's great to hear :)
;2664401']And I´ll make chorus with Misty Ronin and suggest the Av-8B harrier' date=' everybody looooves the JumpJet![/quote']The main hold-ups in my Harrier release have been a mix of sidetracking ( :rolleyes: ) and seeking permissions on incorporating sources from an A2 Harrier mod (the sources are included in the Armaholic download alongside the packed PBO). Without that, you'd basically be looking at a a straight port of BI's... unless you don't actually mind that?
;2664401'](or maybe the Su-34 Fullback for some serious OPFOR CAs...
I gave this a go' date=' but I didn't get far on account of inexperience, indecision about just how to properly allocate the 'weapons control' between the pilot and the 'gunner' (bombardier?), and to some degree a sense that relative to Arma 3, the To-199 Neophron makes it somewhat superfluous.

Keep in mind after all out of the four different weapons in the Su-34's Arma 2 loadout, half of them are unguided (the gun and the rockets) and therefore entirely reliant on the pilot for aiming with the gunner's role being only to cycle through and fire the weapons, so arguably the guns and rockets [i']should[/i] be in the pilot's weapons and not the gunner's... (Battlefield 3's SP mission "Going Hunting" is a more-AAA-game example of this problem.) On top of that, Arma 3 supports helmet-mounted display (HMD) but not so much helmet-mounted cuing, so you'll still need a turret entry in the config (as in A2) and possibly "fly towards your cursor" weapon configs for the gunner to make 'off-boresight' shots for the "Ch-29" and the R-73.

@ Stiltman: Your A-10A looks as solid as ever... other than the exploding...

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To go back to the explosions, does it explode every time? if you say put out 10 A10s does everyone explode when entering?

As soon as player 1 got into aircraft #1, it exploded. Server was reset, and as soon as player 1 got into aircraft #1, it exploded. As soon as player 2 got into aircraft #2, it exploded.

We only added 2 planes. But yes, the planes exploded 100% of the time no matter which gamer got into the plane. The F-18 add-on planes didn't explode, nor did the A-164 wipeout explode when player(s) climbed into those planes on the same game server, during the same multiplayer session. So currently, the problem seems to be specific to the STI A-10.

-V

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@Zlin: have you tried placing those A-10s 2 feet (or half meter) above the ground? It seems A3 has this issue with meshes collinding with the ground, when I spawn vehicles through MCC, sometimes they explode but they never explode if I recall to place them a lil above ground...

Chortles, you´re refering to GR7 Harrier, that would be nice, but if it has too much permission issues, a plain BI port would be great anyway ;)

Maybe you´re right, except if you load the Su34 with 6 bombs in the ventral pillon, it wouldn´t make much diference to the Nephron and would have those issues with copilot... better use Service menu and load the Su35 with AG ordinance and have less hassle =)

cheers!

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;2665109']@Chortles' date=' you´re refering to GR7 Harrier, that would be nice, but if it has too much permission issues, a plain BI port would be great anyway ;)

[/quote']

Agree 100% with Lib!

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Thanks for the weapons Stiltman :D

I've done a showcase on them - use if/however you wish.

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@Stiltman - great work mate on A10a. Keep up this quality standard, we are looking forward to your next update.

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;2665109']@Zlin: have you tried placing those A-10s 2 feet (or half meter) above the ground? It seems A3 has this issue with meshes collinding with the ground' date=' when I spawn vehicles through MCC, sometimes they explode but they never explode if I recall to place them a lil above ground...[/quote']

Yes, Zlin did put the planes a half meter above the ground. He knows about that particular bug/issue. (I game on Zlin's server. We tested together.)

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Even though Zlin has the altitude fix on his co-op multiplayer server, the planes still blow up when you get in the cockpit. But I found a temporary work-around. If you use a repair truck (or any big truck) to bump the A-10 a little, you can then get in the cockpit without it exploding. You have to bump the a-10 just enough to move the plane forward a few feet. Then it works ok.

If you bump it light enough, you won't do any damage. Of coarse, you should always use the repair truck to check it. It's not an elegant solution, but bumping the plane a few feet forward seems to work. I'm hoping that eventually we get some type of TOW vehicle to move airplanes around.

-V

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Apart from the giant AT-4 :D, here are some more stuff i packed into the Launcher pack.

th_2014-04-14_00002.jpg th_2014-04-14_00003.jpg

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Just because its not in the images doesn't mean it is not in the pack ;)

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Nice, Does the M32 flex with page up and page down for changing range?

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Depends on how you mean by flex, but the stock itself dont flex the sight does move with ranging.

http://i1230.photobucket.com/albums/ee492/stilt666/STI%20Addons/m32.gif

http://i1230.photobucket.com/albums/ee492/stilt666/STI%20Addons/m32_3p.gif

Nice. How did you get that to work?

When I tried it, the "OP_look" memory point remained in the same place all the time, so the view through the sight from "OP_eye[1,2,3,4...]" wouldn't align with the optics properly even if I tried to rotate the "Look" memory point along with the sight bone.

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ah alright thanks, but yeah i was meaning the stock

ps: loved the RG31

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