negah 26 Posted July 28, 2015 Id like to see Radar control functions for SAM units and targeting cameras for the AGM missiles and laser guided bombs. Would be great if you could implements those functions within your mod. Maybe as a Game Logic or Module for those who dont like them. Share this post Link to post Share on other sites
eggbeast 3673 Posted July 28, 2015 targeting cameras for the AGM missiles and laser guided bombs we have these for the two-seater aircraft, plus GPS targeting for single and two seater aircraft, plus HARM radar targeting for SEAD aircraft. do you mean you wish to have a single seat pilot being able to designate targets himself with a moving camera? I've been thinking of implementing a nose cursortarget point and click location mapper, pretty much like the modern aircraft use to relay radar based GPS targets to each other. using this, you would point your nose at a target and press a pre-defined button and it would spawn a lasertarget on the location. press the key again and it would delete it. this would allow for first-pass aircraft to "capture" a target then go round and go again and else allow a following wingman to nail the target. if you mean dynamically move the target while flying (in a single seat aircraft), i'm not sure how easy that is to do without a lot of work. i know mando did a lot of ingenious stuff before, but his mod is his, and it's quite unique. i don't think we want to copy it particularly. Share this post Link to post Share on other sites
hcpookie 3770 Posted August 1, 2015 Id like to see Radar control functions for SAM units Not sure exactly what you mean by this. The SAM sites I have spawned have AI control scripts to make the SAM/AAA batteries function BVR and at much longer engagement distances than default. There isn't much need for a player to sit at a radar site and target enemy aircraft... seems like that would be a pretty boring feature :) Share this post Link to post Share on other sites
axtros 10 Posted August 2, 2015 Hi Guys, I have a question: How can I fixed the target head with the F-111 (and other aircrafts) laser designator, because the view always move (random) automatically? The package is very fantastic, good job guys! Keep it up! :) Share this post Link to post Share on other sites
eggbeast 3673 Posted August 2, 2015 there's possibly a bug with the F-111 gunner, whose head is slaved to the pilot i think. can fix next patch Share this post Link to post Share on other sites
eggbeast 3673 Posted August 17, 2015 Release of Rangemaster Patch 3.1 Files: http://server.elite-warriors.co.uk/eggbeast/releases/Rangemaster_patch_3_1.rar Content: - F-16C Viper (courtesy of wld427) - updated MQ9 loadout - new 3K60 Bal and 4K51 Rubezh SSBM launchers by hcpookie - many fixes to SAM pack by hcpookie - tweaked EB_Ship - was causing too many trigger spawns and latency in MP - changed type settings in these planes (so they are now all the same value = 2): L39 / L159 / GR4 / F111/ Mig23 / Mig29 / MQ9 / Su25 / Su27 / Su34 / Tu95 to improve blufor locking compatibility Detail pook_SAM - FIX: Removed proximity fuse “burning†effect on aircraft.- FIX: Pantsir S1 commander light couldn’t be damaged.- FIX: 9K331 lights couldn’t be damaged.- FIX: Occasional pop-up errors in ZSU config.- FIX: Missing sounds in CRAM, NASAMS config.- IMPROVED: SA-10 vehicle textures.- IMPROVED: BUK family internal views.- NEW: ZSU crew can be shot (added FireGEO LOD components missing in original model).- NEW: ZSU driver hatch turn-out/turn-in.- NEW: MEADS mobile launch system.- NEW: S-300 PMU2 “Favorit†(NATO: SA-20) SAM system including:- SA-20 Site spawner units.- 5P85TE S-300 PMU2 (NATO: SA-20B) static launcher.- 30N6E2 Engagement Radar vehicle (NATO: “Tomb Stoneâ€).- 48N6E2 SA-20 missile. Slightly enhanced performance in-game over SA-10 missile. pook_SSBM classnames pook_SCUD_TAK // East - Tak pook_SCUD_INS // East - ChDKZ pook_SCUD_TKINS // East - TAK-Militia pook_SCUD_CDF // West - CDF pook_SCUD_GUE // Independent - NAPA GUE pook_SCUD_TKGUE: // Independent - TAK-Locals pook_4K51_RU // East - RU pook_4K51_TAK // East - Tak pook_4K51_INS // East - ChDKZ pook_4K51_TKINS // East - TAK-Militia pook_4K51_CDF // West - CDF pook_4K51_CDF_IND // Independent - CDF pook_4K51_GUE // Independent - NAPA GUE pook_4K51_TKGUE // Independent - TAK-Locals pook_3K60_RU // East - RU pook_3K60_TAK // East - Tak pook_3K60_INS // East - ChDKZ pook_3K60_TKINS // East - TAK-Militia pook_3K60_CDF // West - CDF pook_3K60_CDF_IND // Independent - CDF pook_3K60_GUE // Independent - NAPA GUE pook_3K60_TKGUE // Independent - TAK-Locals F-16 Viper Model courtesy of wld427 and PRACS mod pack, original work in it and its scripts by footmunch, anzacsassteve, myke, wld427, sekra, and rock Model tweaks and new scripts and config overhaul by eggbeast and hcpookie New weaponry by Myke, von knudenberg, eggbeast and hcpookie Features: - New engine flame - new gun tracers and shell drop fx - new afterburner logic and fx - wheelbrakes - 12 weapon loadouts - currently 2 skins (desert and grey) - new USAF tail and roundels - globally synched random aircraft numbering - working ARM radar seeking missiles, CBU and CMU's, GPS/INS targeting and runway busters Loadouts: classnames GREY VARIANTS "FRL_F16_CAP" ---- Combat Air Patrol "FRL_F16_CAS" ---- Close Air Support "FRL_F16_HCAS" --- Heavy CAS "FRL_F16_EHCAS" -- Extra Heavy CAS "FRL_F16_AGM" ---- Air-Ground Missiles "FRL_F16_MR" ----- Multi-Role "FRL_F16_LBMB" --- Light Bomber "FRL_F16_BMB" ---- Bomber "FRL_F16_HBMB" --- Heavy Bomber "FRL_F16_LGB" ---- Laser Guided Bomber "FRL_F16_JDAM" --- Joint-Direct-Attack-Munition enabled (IR/GPS/Laser locking) "FRL_F16_SEAD" --- Suppression of Enemy Air Defences (ARM missiles with 10km radar search) "FRL_F16_MAP" ---- Marine Air Patrol "FRL_F16_RWY" ---- Runway denial DESERT VARIANTS "FRL_F16_D_CAP" "FRL_F16_D_CAS" "FRL_F16_D_HCAS" "FRL_F16_D_EHCAS" "FRL_F16_D_AGM" "FRL_F16_D_MR" "FRL_F16_D_LBMB" "FRL_F16_D_BMB" "FRL_F16_D_HBMB" "FRL_F16_D_LGB" "FRL_F16_D_JDAM" "FRL_F16_D_SEAD" "FRL_F16_D_MAP" "FRL_F16_D_RWY" MQ9 Reaper - added Brimstone version Share this post Link to post Share on other sites
eggbeast 3673 Posted August 17, 2015 some pics of the maiden flight of the new Viper (in this mod pack) taking off with the afterburner on and 12 snakes enjoying the desert scenery until of course pooks uber SAM battery found me first Share this post Link to post Share on other sites
Guest Posted August 17, 2015 New version frontpaged on the Armaholic homepage. Rangemaster mod pack v3.1 Arma 2 Arma 2: Combined Operations compatibility MP patch (ACR lite) Community Base Addons ** The update is also available as a 'small' patch file from the same downloadpage so people who already have 3.0 can simply download the smaller patch. Share this post Link to post Share on other sites
hcpookie 3770 Posted August 17, 2015 Sweet! The white nose of that missile suggests it is a BUK family 9K317 SA-17 or 9K38 SA-11. until of course pooks uber SAM battery found me first Share this post Link to post Share on other sites
bars91 956 Posted August 17, 2015 Downloading... BTW am I correct in assuming that all of the hcpookie's ship, AA and SSBM pack contents are already included and I don't need to download the standalone packs? Share this post Link to post Share on other sites
Noma 8 Posted August 18, 2015 This addon is amazing, but so more bugs. - Mi-28 model (no wreck, bugs with rvmat and proxy). - UH-60 (no M320 model). - BAFX Bulldog (no scope on M2). Please, review every file (and review config files, so many spam in .RPT). If need, i can create video or some scrennshots :) P.S. About 64N6E, our russian guy made model in 2013 year. You can use her or refine. Share this post Link to post Share on other sites
hcpookie 3770 Posted August 18, 2015 Downloading... BTW am I correct in assuming that all of the hcpookie's ship, AA and SSBM pack contents are already included and I don't need to download the standalone packs? Yes, you are correct ;) Share this post Link to post Share on other sites
eggbeast 3673 Posted August 18, 2015 This addon is amazing, but so more bugs. yeah we know, but we make this for ourselves. if you don't like the bugs disable the mod. we are not bothered by a few ongoing bugs given the enormity of the mod pack. over time some will be fixed, some not. no point mentioning them to us thanks! enjoy Share this post Link to post Share on other sites
chrisb 196 Posted August 18, 2015 yeah we know, but we make this for ourselves. if you don't like the bugs disable the mod. we are not bothered by a few ongoing bugs given the enormity of the mod pack. over time some will be fixed, some not. no point mentioning them to us thanks! enjoy Very true. You couldn't play this series if you didn't turn a blind eye to certain things. Just except and play. Also thanks for the update, I really enjoy this content. Share this post Link to post Share on other sites
hcpookie 3770 Posted August 18, 2015 Also be sure to use the -nologs startup switch. That is absolutely essential to ensuring the game runs smoothly. Share this post Link to post Share on other sites
Bootsy Collins 8 Posted September 2, 2015 So how do I go about using the molotovs and other unsung items? Why is the mod suddenly not ACE compatible? Is there a way for me to heal now that my ACE doesn't work? Share this post Link to post Share on other sites
hcpookie 3770 Posted September 2, 2015 So how do I go about using the molotovs and other unsung items? "other unsung items"... anything specific you are working on? Why is the mod suddenly not ACE compatible? Is there a way for me to heal now that my ACE doesn't work? "suddenly"... it was never built w/ ACE in mind, so ACE is 99% likely not to work with this mod. I know we are working on the Unsung-style personal med packs, but not implemented yet. So for now, the only way to heal is via ambulance vehicles or medics. Share this post Link to post Share on other sites
Bootsy Collins 8 Posted September 2, 2015 suddenly my ace menus were working again...idk why. I know with unsung (when I have used the mod in the past) I have had to place a module to use items like knives, certain explosives, and the medkits. I have molotovs in my pistol ammo area but don't seem to have the option to throw them. I hope I didn't come off as rude in the last post, these mod packs are like my favorite thing about this community Share this post Link to post Share on other sites
eggbeast 3673 Posted September 2, 2015 ACE grenades will break our custom grenades probably. no idea, but its nothing to do with the module we put in unsung. i will be porting that module in at some point. meantime the module is a mission side script set in my evo missions that go with this mod. med pack isnt ported yet, but the knives, bayonets, butts, refuel cans and plane rearm all work mission side Share this post Link to post Share on other sites
bars91 956 Posted September 2, 2015 Is there a Warfare for this by any chance? I mean - one can use Benny's Warfare and get some of the stuff that is applied to default vehicles but a lot of epicness is missing. So i'm currently hunting for a Rangemaster Warfare (if such a thing exists) ;) Share this post Link to post Share on other sites
eggbeast 3673 Posted September 3, 2015 i guess you'd have to make it. i only make evo's Share this post Link to post Share on other sites
bars91 956 Posted September 3, 2015 Yeah I figured as much :D It'll probably end up the same way as my plans to make 6Sh112 on a sample russian model - i.e. not much -_- BTW keep up the good "fight" - between this mod and the ever-so upcoming "final" patch A2 is set to stay on my PCs and LAN parties for some considerable time ;) Share this post Link to post Share on other sites
eggbeast 3673 Posted September 4, 2015 yrah we have 3 more planes in the works, plus the rest of the tyrian vehicles to finish. Share this post Link to post Share on other sites
eggbeast 3673 Posted September 16, 2015 Range master 3.2 patch released FILE http://server.elite-warriors.co.uk/eggbeast/releases/@Rangemaster_patch_3.2.rar HOW TO this is a PATCH for rangemaster 3.1, write over your mod, or get it in full from armaholic or PWS DETAILS New Eurofighter Typhoon by hcpookie https://forums.bistudio.com/topic/184790-ef-2000-community-based-aircraft/ Updated SAM pack by hcpookie https://forums.bistudio.com/topic/176187-pook-sam-pack-v10/ Updated LHD ship by eggbeast Share this post Link to post Share on other sites
Guest Posted September 16, 2015 New version frontpaged on the Armaholic homepage. Rangemaster mod pack v3.2 Arma 2 Arma 2: Combined Operations compatibility MP patch (ACR lite) Community Base Addons ** The update is also available as a 'small' patch file from the same downloadpage so people who already have 3.0 can simply download the smaller patch. Share this post Link to post Share on other sites