eggbeast 3673 Posted April 4, 2016 mate did anyone ever tell you that you post a bit like a troll lol. I'm unable to answer your questions at this time. 2 Share this post Link to post Share on other sites
eggbeast 3673 Posted April 5, 2016 some progress today H13: fixed FFV, lights, markerlights, scripts, proxy positions, exhausts, gun aim, cargo seating, icon colourH34: fixed lights, markerlights / copilot head still needs fixingO2:fixed cargo seating / tried but failed to limit FFV for copilot if door was animated shut... any ideas? PBR: lights updated / still need to fix commander searchlight movement 3 Share this post Link to post Share on other sites
eggbeast 3673 Posted April 5, 2016 some more pics of us testing combat in the swamps and paddies of Doung I have to say - this shit feels REAL. 2 Share this post Link to post Share on other sites
teddymosart1 40 Posted April 6, 2016 Some script to attach a explosive device to the hull of boats,in-game? They complain that the Trawler boat is hard to sink.... A better Sling loading camera for helos? Or some way to steady a pintle-mounted MG if standing up in cargo area of H-55? This is just some ideas of mine ,in case you think Im trolling you...if I don`t ask-I may not get it-so I yell as much as I can :lol: Share this post Link to post Share on other sites
Eaazeho 0 Posted April 6, 2016 Some script to attach a explosive device to the hull of boats,in-game? They complain that the Trawler boat is hard to sink.... A better Sling loading camera for helos? Or some way to steady a pintle-mounted MG if standing up in cargo area of H-55? This is just some ideas of mine ,in case you think Im trolling you...if I don`t ask-I may not get it-so I yell as much as I can :lol: I guess you don't use ACE 3 because you can attach explosives to vehicles in it, also what kind of camera would be acceptable on late 60's early 70's helicopters??? Use 1st or 3rd person. Share this post Link to post Share on other sites
SaDaKo@Sanchez 63 Posted April 6, 2016 Hi. I do not want to spam . but if I can do some texture and collaborate. 1 Share this post Link to post Share on other sites
eggbeast 3673 Posted April 6, 2016 that teddy guy sheesh. do one more crazy request post like that and you go on my ignore list buddy. @sanchez - thank you so much for your offer. we could work together, but i fear that i cannot understand almost anything you write, so it could cause problems. I am guessing you are catalan? I have a phrase book, but unless you can speak english to a passable degree, i think we cannot work together. i am sorry friend! thanks again. Share this post Link to post Share on other sites
teddymosart1 40 Posted April 6, 2016 Didn`t meant to be an ashoxxx! Just get carried away ,all you want ,such a Loooong wait. But you do a great job...so worth the wait. ;) :wub: Share this post Link to post Share on other sites
Private Evans 498 Posted April 6, 2016 Nice to see the rice paddies flooded on the new map...guess you will do this for Dakrong too at some point :) Any info how AI is working in the swamps and paddies ? Keep it up...you are really making a dream come true :) Share this post Link to post Share on other sites
hcpookie 3770 Posted April 6, 2016 O2:fixed cargo seating / tried but failed to limit FFV for copilot if door was animated shut... any ideas? Yeah, just don't add it. I seriously doubt you can FFV from a plane anyway. Those were observer/FAC planes so they avoided direct combat for the most part Share this post Link to post Share on other sites
eggbeast 3673 Posted April 6, 2016 it's in and works great pook. in a lot of the SOG books i've been reading they mention guys shooting and throwing nades and even dynamite from these planes to help desperate units who are about to be over-run. there is a setting in the turret which is supposed to prevent the cargoturret working if a named animationsource is set to 1, but this doesn't seem to do anything just in config... enabledByAnimationSource = "canopy_top"; // FFV won't work unless this animation source is 1 (e.g. an open door) i know canopy_top being 1 will mean the door is closed, but before i go swapping it all around, i'm testing to see if it will control the ffv turret access, even withthe reverse being true, i.e. the door must be closed for the ffv to work. This will be criticalalso in the M113s when we come to add standing FFV in the top hatch space. class CargoTurret; class Turrets: Turrets { class CargoTurret_right_front: CargoTurret { proxyIndex = 3; gunnerAction = "Chopperlight_R_Static_H"; gunnerInAction = "Chopperlight_R_Static_H"; gunnerGetInAction = "Chopperlight_R_In_H"; gunnerCompartments = "Compartment1"; gunnerName = "Co-pilot"; memoryPointsGetInGunner = "pos gunner"; memoryPointsGetInGunnerDir = "pos gunner dir"; gunnerGetOutAction = "GetOutMedium"; maxElev = 15; minElev = -60; initTurn = -20; minTurn = -105; maxTurn = 80; isPersonTurret = 1; personTurretAction = "vehicle_coshooter_1"; enabledByAnimationSource = "canopy_top"; // FFV won't work unless this animation source is 1 (e.g. an open door) }; }; Share this post Link to post Share on other sites
hcpookie 3770 Posted April 6, 2016 Isn't there an elaborate script mechanism to "drop nade" and "pop smoke" that would do your books justice? Share this post Link to post Share on other sites
poudjik 5 Posted April 6, 2016 Hi folks, I am very looking forward to the new maps. Unless mistaken it seems that the doung map is literally an island surrounded by infinate water. I would just like to suggest making it infinate water on the East side, and infinate landmass on North, West and South sides of the map; so it would simulate Vietnam coastline in some sort. I just fear in my case; when I flyby the map in a jet it can break the immersion to see its an island. Share this post Link to post Share on other sites
eggbeast 3673 Posted April 7, 2016 A1 and A4 lights, exhausts, and gun fx finished 7 Share this post Link to post Share on other sites
eggbeast 3673 Posted April 7, 2016 A6 improved - wings fold on first init if engine is off (not re-triggered by JIP) - pilot / gunner seat position - improved gunner sighting camera - added lights and correct nav lights - trails and exhaust already on (thanks tetet) A7 improved - wings fold on first init if engine is off (not re-triggered by JIP) - pilot seat position - improved gun - 4000/6000rpm selector, lined up with crosshair, added muzzle fx and shell eject - added lights and correct nav lights - trails and exhaust already on (thanks tetet) improved A3b - improved rear gunner sighting camera movement - added new twin 20mm cannon config, with twin fx - muzzleflash, gas cloud, shell eject, tracers (can't seem to get a twin tracer working on a moving plane turret yet!) - added lights and correct nav lights - fixed trails and exhaust fx 5 Share this post Link to post Share on other sites
eggbeast 3673 Posted April 8, 2016 F100 Supersabre makeover completed:- added lights / nav lights- added afterburner plasma fx- improved engine glow- fixed random numbering- fixed ECMs- fixed vapour trails- fixed gunsight aim / pilot position- tidied up config pics to follow 4 Share this post Link to post Share on other sites
teddymosart1 40 Posted April 8, 2016 Will there be modes for dropping stuff from the A-6? LGB? Share this post Link to post Share on other sites
eggbeast 3673 Posted April 8, 2016 can you elaborate on "modes"? Share this post Link to post Share on other sites
chas gate 23 Posted April 9, 2016 My guess is hes saying dropping all bombs 1 bomb all payload Share this post Link to post Share on other sites
eggbeast 3673 Posted April 9, 2016 exploring the new SF camp on Doung island 2 Share this post Link to post Share on other sites
kbbw123 115 Posted April 9, 2016 A teaser: Unsung Beta + Dev branch new lightning and water refelxtion etc. update http://s502.photobucket.com/user/kbbw1/slideshow/Unsung%20Beta 8 Share this post Link to post Share on other sites
teddymosart1 40 Posted April 9, 2016 Yes,in RW you could choose how many you drop .Could we maybe get a "A-6 aircrew " from Zeus? Share this post Link to post Share on other sites
eggbeast 3673 Posted April 9, 2016 we have bomb pickling modes in the mod in all planes - 1,2 or all bombs for smaller bombs (mk82 etc), and 1 or 2 bombs for larger bombs (mk83/84/ GBU8). you get pilot classes in zeus yes. Share this post Link to post Share on other sites
eggbeast 3673 Posted April 10, 2016 some pics from last nights test game - simply awesome jungle fighting exfil from the previous village moving up to our patrol insert point, with ACAV support fighting downhill to a river village we discovered an ancient skyraider carcass staging on the riverbank, preparing to cross crossing the brook (vc in distance) storming the village neck deep in the slime - hiding from mortar shrapnel capturing the VC commander 3 Share this post Link to post Share on other sites