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sgt_savage

The Unsung Vietnam Mod 3.0 WIP THREAD

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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.

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some progress today

H13: fixed FFV, lights, markerlights, scripts, proxy positions, exhausts, gun aim, cargo seating, icon colour
H34: fixed lights, markerlights / copilot head still needs fixing
O2: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

 

pbr_lights_zpsvha64nr1.jpg

 

ch34_lights1_zpsu2yh4dxs.jpg

 

H13_lights_zpsfty02fzz.jpg

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some more pics of us testing combat in the swamps and paddies of Doung

swamp4_zpsctzqsslv.jpg

 

swamp2_zpsfgsagg4q.jpg

 

swamp1_zpsw6tpxtgr.jpg

 

swamp3_zpshb9cyydg.jpg

 

I have to say - this shit feels REAL.

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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:

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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.

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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.

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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:

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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 :)

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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

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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)
			};
		};

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Isn't there an elaborate script mechanism to "drop nade" and "pop smoke" that would do your books justice?

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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. 

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A1 and A4 lights, exhausts, and gun fx finished

 

A1_ex_zpswtb1t5ph.jpg

 

A4E_lights_zps5pyqc4dm.jpg

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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)

 

A6_lights_zpsjnmhhinl.jpg

 

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)

A7_lights_zpsfwwtjijv.jpg

 

A7_lights2_zpslxuw4v8n.jpg

 

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

 

a3b_turret_zpsesipuznb.jpg

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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

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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.

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some pics from last nights test game - simply awesome jungle fighting

 

exfil from the previous village

game1_zpssjg7y65n.jpg

moving up to our patrol insert point, with ACAV support

gameplay1_zpsykjlbbtl.jpg

 

fighting downhill to a river village we discovered an ancient skyraider carcass

game3_zpswkl6hbxf.jpg

 

staging on the riverbank, preparing to cross

game4_zpsqmoinkij.jpg

crossing the brook (vc in distance)

game5_zpsepuhfgzu.jpg

 

storming the village

game6_zps1qsfztqe.jpg

neck deep in the slime - hiding from mortar shrapnel

game7_zpsr6roq6wp.jpg

 

 

capturing the VC commander

game2_zpst14hl9p4.jpg

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