kiwi1234 0 Posted May 14, 2014 Sorry kiwi I don't understand what you mean? If you ment what Lala has said? Here's the correct ones Co-pilot is Gunner01. Left Gunner is Gunner02. Right Gunner is Gunner03. Loadmaster is Gunner04. Backcrew is Gunner05. - Thats perfect thanks Konyo, exactly what i needed. I believe (will have to test) that you can maybe put a game logic into the Gunner 04 position, hence making it unplayable? Also could use the vehicleName lockTurret [[0,0], true]; command to lock that position. Will check it out when i get home. What I'm trying to achieve is to basically delete the loadmaster slot so in my multiplayer missions there isnt someone lying on the floor of the chopper! :-) (humans will always get in there for a laugh if they can) :-) Share this post Link to post Share on other sites
BadHabitz 235 Posted May 14, 2014 Love the mod! Based on ingame observation, it looks like the rvmats need adjusting, because when you shoot the aircraft you don't get the right sounds and you see the default dirt sprites coming from the vehicles. Add to rvmat in text editor: glass rvmat surfaceInfo="a3\data_f\penetration\glass.bisurf"; any metal body rvmat surfaceInfo="a3\data_f\penetration\metal_plate_thin.bisurf"; Share this post Link to post Share on other sites
kklownboy 43 Posted May 14, 2014 Love the mod!Based on ingame observation, it looks like the rvmats need adjusting, because when you shoot the aircraft you don't get the right sounds and you see the default dirt sprites coming from the vehicles. Add to rvmat in text editor: glass rvmat surfaceInfo="a3\data_f\penetration\glass.bisurf"; any metal body rvmat surfaceInfo="a3\data_f\penetration\metal_plate_thin.bisurf"; Awesome! good post! Share this post Link to post Share on other sites
EricJ 759 Posted May 14, 2014 BTW if you fire the left gun, the shells eject out of the middle of the cargo bay, the memory point needs to be fixed. Share this post Link to post Share on other sites
konyo 14 Posted May 15, 2014 Version 1.1 is here.. Check the first post for the updated download link :) v1.1 Changelog Added: Pilot & Co-Pilot's Collective & Cyclic work with the Chinook's movement. Added: Should now be compatible with Zeus.Added: Simulation usage 'helicopterX'.Added: Radio Chatter Off now displays a hint, instead of '60 Second Shutdown'. Added: Main Search Light.Fixed: Chinook floating above ground when level start.Improved: Fuel Capacity & Fuel Consumption Rate.Improved: Tweaked 'armor' values by -10.Improved: Tweaked 'accuracy', 'camouflage' & 'audible' values.Improved: Chinook can now part-submerge better/more. Share this post Link to post Share on other sites
x hunter33 10 Posted May 15, 2014 Version 1.1 is here.. Check the first post for the updated download link :)v1.1 Changelog Added: Pilot & Co-Pilot's Collective & Cyclic work with the Chinook's movement. Added: Should now be compatible with Zeus.Added: Simulation usage 'helicopterX'.Added: Radio Chatter Off now displays a hint, instead of '60 Second Shutdown'. Added: Main Search Light.Fixed: Chinook floating above ground when level start.Improved: Fuel Capacity & Fuel Consumption Rate.Improved: Tweaked 'armor' values by -10.Improved: Tweaked 'accuracy', 'camouflage' & 'audible' values.Improved: Chinook can now part-submerge better/more. Chinook can now part-submerge better/more? NICE! I was able to do it without the update but this is gonna be so much more useful! Now all we need is lifter/igiload to load a boat Inside :D Share this post Link to post Share on other sites
Stekelenburg 10 Posted May 15, 2014 Maybe you can integrate the load scripts by yourself, just like Randomslap did with the C17, so you don't have to install any load script like Igiload or Lifter Share this post Link to post Share on other sites
Ruskish 10 Posted May 15, 2014 Nice Update! I am a fan of your MH47E Mod. so I made a new “editor map icon†for this MH47E. konyo, Feel free to use, if you would like. .paa File(icomap_ch47.paa) https://docs.google.com/file/d/0Bx9aFh7ZOtOLTnhOUm1KbGJpRXc/edit Sample JPG Share this post Link to post Share on other sites
islesfan186 83 Posted May 15, 2014 Good stuff man. Glad this got ported over to A3. If only it would stop its perpetual climb :-/ Still no dice with that issue I'm assuming? It's really the ONLY blemish with this masterpiece. Share this post Link to post Share on other sites
LEOVA 10 Posted May 15, 2014 nice work guys but, without mods this only fly and load people, this lost a lot without cargo mod. I dont like use 2 mods to enjoy 1. Nice job and ill pray for a new version without addons dependences to make rappel, cargo, jump in pachute.... Share this post Link to post Share on other sites
Guest Posted May 15, 2014 New version frontpaged on the Armaholic homepage. Boeing/SOAR MH-47E v1.1 ================================================ We have also "connected" these pages to your account 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! Share this post Link to post Share on other sites
Ophelian 10 Posted May 15, 2014 (edited) We use this mod and its abselutely wonderful. I have however found that if you are seated in the helicopter and people roam around it (outside), they are "distorted" and look huge! I'm not sure if its because we use it on fallujah or if this is a known bug. Edited May 15, 2014 by Ophelian Share this post Link to post Share on other sites
ice_age0815 37 Posted May 15, 2014 nice thank you for the update Share this post Link to post Share on other sites
sonsalt6 105 Posted May 15, 2014 New update v1.1 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
warlord554 2065 Posted May 15, 2014 Nice update. Thanks again Konyo. We. are working hard to provide your mod with a little "air company". ;) Share this post Link to post Share on other sites
tryteyker 28 Posted May 16, 2014 We use this mod and its abselutely wonderful. I have however found that if you are seated in the helicopter and people roam around it (outside), they are "distorted" and look huge! I'm not sure if its because we use it on fallujah or if this is a known bug. That's been around since ArmA2, especially annoying when you load up boats/ATVs since they practically stick out back and kinda block the screen. But it isn't gamebreaking, which is good. Share this post Link to post Share on other sites
konyo 14 Posted May 16, 2014 Good stuff man. Glad this got ported over to A3. If only it would stop its perpetual climb :-/ Still no dice with that issue I'm assuming? It's really the ONLY blemish with this masterpiece. Nope, never figured out why it was doing this. I tried different models & it still done the same. I'm guessing it lays somewhere in the config.cpp or model.cfg.. but where I'll never know. Maybe one day I'll figure out why.. We use this mod and its abselutely wonderful. I have however found that if you are seated in the helicopter and people roam around it (outside), they are "distorted" and look huge! I'm not sure if its because we use it on fallujah or if this is a known bug.That's been around since ArmA2, especially annoying when you load up boats/ATVs since they practically stick out back and kinda block the screen. But it isn't gamebreaking, which is good. Yes, as tryteyker said. It's been around since ArmA2. It's just a general ArmA bug :( Also tryteyker, I havn't forgotten what you sent me. I haven't yet tried it so hence its not in this release. Will be in the next one for sure! Nice update. Thanks again Konyo. We. are working hard to provide your mod with a little "air company". ;) Sorry? What do you mean to "provide my mod with a little "air company""? :confused: Share this post Link to post Share on other sites
PVT Watt.J 14 Posted May 16, 2014 Sorry? What do you mean to "provide my mod with a little "air company""? :confused: They are making a bunch of MH-60s and MH/AH-6s which will go nicely with yours. Share this post Link to post Share on other sites
Ophelian 10 Posted May 16, 2014 OK thanks! I never experienced this bug in Arma 2 so i thought it was a new thing/bug with Arma 3. Awesome, like tryteyker said its not gamebreaking so its fine by me. Share this post Link to post Share on other sites
mordeaniischaos 3 Posted May 17, 2014 Just kind of curious about this: "Pilot & Co-Pilot's Collective & Cyclic work with the Chinook's movement." What does that mean? The wording has me a bit confused. Share this post Link to post Share on other sites
EricJ 759 Posted May 17, 2014 The stick on both sides moves when the player gives it input. Share this post Link to post Share on other sites
Flying-Coyotus 12 Posted May 17, 2014 Hello, I activated the mod but the MH47 doesnt appear in the list (blufor/nato/air). I tried to manually add one of the classname: kyo_MH47E_base, doesn't appear too. Is there another mod to add or remove ? Thanks Share this post Link to post Share on other sites
Lala14 135 Posted May 17, 2014 Hello,I activated the mod but the MH47 doesnt appear in the list (blufor/nato/air). I tried to manually add one of the classname: kyo_MH47E_base, doesn't appear too. Is there another mod to add or remove ? Thanks You must not have the mod correctly working. Check that it is installed correctly. Share this post Link to post Share on other sites
JestersDead 2 Posted May 17, 2014 Has anyone managed to drive an assault boat into the cargo area yet? We tried it a few times last night, and ALMOST got it to work. One time the boat got mostly in, but as soon as I lifted out of the water the boat and driver fell through the fuselage. I'm not sure if I just wasn't deep enough in the water, or if the boat is just slightly too wide to fit. I didn't have a lot of time to test, so we only made a couple attempts. Anyone else had any luck? 1 Share this post Link to post Share on other sites
PVT Watt.J 14 Posted May 17, 2014 Has anyone managed to drive an assault boat into the cargo area yet? We tried it a few times last night, and ALMOST got it to work. One time the boat got mostly in, but as soon as I lifted out of the water the boat and driver fell through the fuselage. I'm not sure if I just wasn't deep enough in the water, or if the boat is just slightly too wide to fit. I didn't have a lot of time to test, so we only made a couple attempts. Anyone else had any luck? I don't think that is expected to work. A3's physics do not support that sort of thing. You'd really need a scripted solution, like Igiload. Share this post Link to post Share on other sites