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Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means soon 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!

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Great! Thank you Foxhound!!

Oh and grats for hitting 10000 posts .D

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http://img5.picload.org/image/ccplcrp/su34title.jpg

Releasing a public test version 0.33!

All of this is a work in progress - It is not yet signed, as I may change the flight characteristics. Let's consider this a public alpha test.

The Textures are just quick n dirty. Keep in mind that they will change.

looking forward to feedback from you all


Download SU-34 Alpha Version 0.33


---------- Post added at 00:36 ---------- Previous post was at 00:18 ----------

What do you mean Zukov? I have not planned to change cockpit instrument textures.

I may try to make a new canopy alpha texture though (dirt on windshield). The Arma 2 windshield dirt looks like an 8bit game in the A3 engine.

Only thing I changed from the cockpit other than removing the dirt was to add a blue color to some parts of the inside to make it match John Spartans Su35.

You've done great on this mod so far Sabre, keep up the great work man! :ok:

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Thank you BravoM5! and thanks for alpha testing it and the feedback!! Hope the camera is working better now

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http://img5.picload.org/image/ccplcrp/su34title.jpg

Releasing a public test version 0.33!

All of this is a work in progress - It is not yet signed, as I may change the flight characteristics. Let's consider this a public alpha test.

The Textures are just quick n dirty. Keep in mind that they will change.

looking forward to feedback from you all


Download SU-34 Alpha Version 0.33


---------- Post added at 00:36 ---------- Previous post was at 00:18 ----------

What do you mean Zukov? I have not planned to change cockpit instrument textures.

I may try to make a new canopy alpha texture though (dirt on windshield). The Arma 2 windshield dirt looks like an 8bit game in the A3 engine.

Only thing I changed from the cockpit other than removing the dirt was to add a blue color to some parts of the inside to make it match John Spartans Su35.

i mean that some A2 planes cockpits in a3 are awful, only the su 25 cockpit is fantastic, now i have seen now your su34 port and is quite good ;)

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New mod v0.33-alpha available at withSIX. Download now by clicking:

banner-420x120.png

@Sabre_Dust;

You are now able to manage your own promo pages of your content on our web platform and publish new content yourself.

To do so, please hit 'this is me' button on the page while logged in and follow the quick and safe claim procedure to get connected to your work.

For now you can send new content or releases our way by using any filesharing service and add your notification at getsatisfaction.withsix.com.

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Can you release texture and config templates to make some retextures?:)

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I have a download link to the arma 2 textures at the bottom of the first post. No templates yet so far.

Next weekend I want to updated the CSAT texture. What we probly need is a good AAF version - if you or anyone want to have a go at the AAF camo that would be really great : D

Of course you can also just make your own. Hidden selections should work. Right now I cant access my mod data and I don't remember the classnames.

To find out the classnames make a mission in editor, put all units on the map, save it and browse to the mission file. If you open it with a text editor you should find the classnames.

The birds are in civilian, csat and aaf faction. no custom factions there.

ps: thanks Zukov, thanks redarmy!

Edited by Sabre_Dust

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Hey Sabre_Dust, great port for the long waited SU-34! But I´d ask you why use the Buzzard HUD simbology if the Neophron HUD is closer to IRL russian HUD simbology??? And the CAS version could use some dumb bombs on the ventral pylons (just a suggestion).. hope you get to implement a Service Menu for it!

Keep up the great work! =)

cheers!

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Hi Corporal_Lib,

Thank you! The buzzards HUD was just the first I came across. Will add the Neos if its equally easy to implement next version!

Yea I still haven't figured how armament/proxies work. What we have at the moment was the best I mangaged so far. It's on the high prio list.

Service menu maybe at a later stage.

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Update:

new Version 0.40

(temporarily disabled, might add the HUD quickly : ))

v 0.40

texture update

added thrust vectoring

more loadouts (AAF/CSAT)

HUD changes

***

Edited by Sabre_Dust

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keep up the good work Sabre, as for HUD may I suggest to use something similar as on SU35 [since Russian style hud's are on both planes] see the example below if u are interested.

class MFD

{

class SU35_static_HUD

{

topLeft = "hud_lh";

topRight = "hud_ph";

bottomLeft = "hud_ld";

borderLeft = 0.0;

borderRight = 0.0;

borderTop = 0.0;

borderBottom = 0.0;

color[] = {0, 1, 0, 1};

enableParallax = 0;

class Bones

{

class PlaneOrientation

{

type = "fixed";

pos[] = {0.5, 0.53};

};

class WeaponAim

{

type = "vector";

source = "weapon";

pos0[] = {0.5, 0.555};

pos10[] = {1.5, 1.555};

};

class Velocity

{

type = "vector";

source = "velocity";

pos0[] = {0.5, 0.53};

pos10[] = {1.5, 1.53};

angle = -2.3;

};

class Level0

{

type = "horizon";

pos0[] = {0.5, 0.53};

pos10[] = {1.5, 1.53};

angle = -2.3;

};

};

class Draw

{

color[] = {0, 1, 0, 1};

alpha = 0.5;

condition = "on";

class Horizont

{

clipTL[] = {0.25, 0.25};

clipBR[] = {0.75, 0.75};

class Dimmed

{

class Level00

{

type = "line";

width = 4.0;

points[] = {{"Level0", {-0.200 * 1.4, 0 * 1.4}, 1}, {"Level0", {-0.125 * 1.4, 0 * 1.4}, 1}, {}, {"Level0", {-0.045 * 1.4, 0 * 1.4}, 1}, {"Level0", {-0.005 * 1.4, 0 * 1.4}, 1}, {}, {"Level0", {0.005 * 1.4, 0 * 1.4}, 1}, {"Level0", {0.045 * 1.4, 0 * 1.4}, 1}, {}, {"Level0", {0.125 * 1.4, 0 * 1.4}, 1}, {"Level0", {0.200 * 1.4, 0 * 1.4}, 1}};

};

class Level2M5 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 5}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 5}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 5}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 5}, 1}};

};

class VALM2_1_5

{

type = "text";

source = "static";

text = 5;

align = "center";

scale = 1;

sourceScale = 1;

pos[] = {"Level0", {0.000 * 1.4, -0.020 * 1.4 - 1.0 / 10 * 5}, 1};

right[] = {"Level0", {0.050 * 1.4, -0.020 * 1.4 - 1.0 / 10 * 5}, 1};

down[] = {"Level0", {0.000 * 1.4, +0.020 * 1.4 - 1.0 / 10 * 5}, 1};

};

class Level2P5 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 5}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 5}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 5}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 5}, 1}};

};

class VALP2_1_5

{

type = "text";

source = "static";

text = -5;

align = "center";

scale = 1;

sourceScale = 1;

pos[] = {"Level0", {0.000 * 1.4, -0.020 * 1.4 + 1.0 / 10 * 5}, 1};

right[] = {"Level0", {0.050 * 1.4, -0.020 * 1.4 + 1.0 / 10 * 5}, 1};

down[] = {"Level0", {0.000 * 1.4, +0.020 * 1.4 + 1.0 / 10 * 5}, 1};

};

class Level2M10 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 10}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 10}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 10}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 10}, 1}};

};

class VALM2_1_10

{

type = "text";

source = "static";

text = 10;

align = "center";

scale = 1;

sourceScale = 1;

pos[] = {"Level0", {0.000 * 1.4, -0.020 * 1.4 - 1.0 / 10 * 10}, 1};

right[] = {"Level0", {0.050 * 1.4, -0.020 * 1.4 - 1.0 / 10 * 10}, 1};

down[] = {"Level0", {0.000 * 1.4, +0.020 * 1.4 - 1.0 / 10 * 10}, 1};

};

class Level2P10 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 10}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 10}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 10}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 10}, 1}};

};

class VALP2_1_10

{

type = "text";

source = "static";

text = -10;

align = "center";

scale = 1;

sourceScale = 1;

pos[] = {"Level0", {0.000 * 1.4, -0.020 * 1.4 + 1.0 / 10 * 10}, 1};

right[] = {"Level0", {0.050 * 1.4, -0.020 * 1.4 + 1.0 / 10 * 10}, 1};

down[] = {"Level0", {0.000 * 1.4, +0.020 * 1.4 + 1.0 / 10 * 10}, 1};

};

class Level2M15 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 15}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 15}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 15}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 15}, 1}};

};

class VALM2_1_15

{

type = "text";

source = "static";

text = 15;

align = "center";

scale = 1;

sourceScale = 1;

pos[] = {"Level0", {0.000 * 1.4, -0.020 * 1.4 - 1.0 / 10 * 15}, 1};

right[] = {"Level0", {0.050 * 1.4, -0.020 * 1.4 - 1.0 / 10 * 15}, 1};

down[] = {"Level0", {0.000 * 1.4, +0.020 * 1.4 - 1.0 / 10 * 15}, 1};

};

class Level2P15 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 15}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 15}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 15}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 15}, 1}};

};

class VALP2_1_15

{

type = "text";

source = "static";

text = -15;

align = "center";

scale = 1;

sourceScale = 1;

pos[] = {"Level0", {0.000 * 1.4, -0.020 * 1.4 + 1.0 / 10 * 15}, 1};

right[] = {"Level0", {0.050 * 1.4, -0.020 * 1.4 + 1.0 / 10 * 15}, 1};

down[] = {"Level0", {0.000 * 1.4, +0.020 * 1.4 + 1.0 / 10 * 15}, 1};

};

};

};

class PlaneOrientation_MiniPlane

{

width = 4.0;

type = "line";

points[] = {{"PlaneOrientation", {0.21, 0.0}, 1}, {"PlaneOrientation", 1, {0.07, 0.0}, 1}, {}, {"PlaneOrientation", 1, {-0.21, 0.0}, 1}, {"PlaneOrientation", {-0.07, 0.0}, 1}, {}, {"PlaneOrientation", {0.0, 0.0}, 1}, {"PlaneOrientation", {0.0, -0.14}, 1}};

};

class PlaneOrientationLines

{

clipTL[] = {0.0, 0.1};

clipBR[] = {1.0, 0.0};

type = "line";

width = 4.0;

points[] = {{"PlaneOrientation", {-0.21, 7.22507e-009}, 1}, {"PlaneOrientation", {-0.28, 9.63343e-009}, 1}, {}, {"PlaneOrientation", {0.21, -1.97107e-009}, 1}, {"PlaneOrientation", {0.28, -2.62809e-009}, 1}, {}, {"PlaneOrientation", {-0.105, 0.143146}, 1}, {"PlaneOrientation", {-0.14, 0.190861}, 1}, {}, {"PlaneOrientation", {0.105, 0.143146}, 1}, {"PlaneOrientation", {0.14, 0.190861}, 1}, {}, {"PlaneOrientation", {-0.181865, 0.0826452}, 1}, {"PlaneOrientation", {-0.242487, 0.110194}, 1}, {}, {"PlaneOrientation", {0.181865, 0.0826452}, 1}, {"PlaneOrientation", {0.242487, 0.110194}, 1}, {}, {"PlaneOrientation", {-0.202844, 0.0427803}, 1}, {"PlaneOrientation", {-0.270459, 0.0570404}, 1}, {}, {"PlaneOrientation", {0.202844, 0.0427803}, 1}, {"PlaneOrientation", {0.270459, 0.0570404}, 1}, {}, {"PlaneOrientation", {-0.209201, 0.014406}, 1}, {"PlaneOrientation", {-0.244068, 0.016807}, 1}, {}, {"PlaneOrientation", {-0.20681, 0.0287024}, 1}, {"PlaneOrientation", {-0.241278, 0.0334861}, 1}, {}, {"PlaneOrientation", {0.20681, 0.0287024}, 1}, {"PlaneOrientation", {0.241278, 0.0334861}, 1}, {}, {"PlaneOrientation", {0.209201, 0.014406}, 1}, {"PlaneOrientation", {0.244068, 0.016807}, 1}, {}};

};

class WeaponName

{

type = "text";

source = "weapon";

sourceScale = 1;

align = "right";

scale = 1;

pos[] = {{0.03, 0.94}, 1};

right[] = {{0.08, 0.94}, 1};

down[] = {{0.03, 0.98}, 1};

};

class AmmoCount

{

type = "text";

source = "ammo";

sourceScale = 1;

align = "right";

scale = 1;

pos[] = {{0.03, 0.89}, 1};

right[] = {{0.08, 0.89}, 1};

down[] = {{0.03, 0.93}, 1};

};

class FlapsGroup

{

type = "group";

condition = "flaps";

class FlapsText

{

type = "text";

source = "static";

text = FLAPS;

align = "right";

scale = 1;

pos[] = {{0.03, 0.53 - 0.045}, 1};

right[] = {{0.08, 0.53 - 0.045}, 1};

down[] = {{0.03, 0.53 - 0.005}, 1};

};

};

class GearGroup

{

type = "group";

condition = "ils";

class GearText

{

type = "text";

source = "static";

text = GEAR;

align = "right";

scale = 1;

pos[] = {{0.03, 0.53 + 0.005}, 1};

right[] = {{0.08, 0.53 + 0.005}, 1};

down[] = {{0.03, 0.53 + 0.045}, 1};

};

};

class StallGroup

{

type = "group";

condition = "stall";

color[] = {1.0, 0.0, 0.0};

class StallText

{

type = "text";

source = "static";

text = STALL;

align = "center";

scale = 1;

pos[] = {{0.5, 0.53 - 0.25}, 1};

right[] = {{0.55, 0.53 - 0.25}, 1};

down[] = {{0.5, 0.53 - 0.17}, 1};

};

};

class LightsGroup

{

type = "group";

condition = "lights";

class LightsText

{

type = "text";

source = "static";

text = LIGHTS;

align = "right";

scale = 1;

pos[] = {{0.03, 0.53 + 0.055}, 1};

right[] = {{0.08, 0.53 + 0.055}, 1};

down[] = {{0.03, 0.53 + 0.095}, 1};

};

};

class CollisionLightsGroup

{

type = "group";

condition = "collisionlights";

class CollisionLightsText

{

type = "text";

source = "static";

text = "A-COL";

align = "right";

scale = 1;

pos[] = {{0.03, 0.53 + 0.105}, 1};

right[] = {{0.08, 0.53 + 0.105}, 1};

down[] = {{0.03, 0.53 + 0.145}, 1};

};

};

class PitchNumber

{

type = "text";

source = "horizonDive";

sourceScale = 57.2958;

align = "right";

scale = 1;

pos[] = {{0.51, 0.89}, 1};

right[] = {{0.56, 0.89}, 1};

down[] = {{0.51, 0.93}, 1};

};

class PitchText

{

type = "text";

source = "static";

text = PITCH;

align = "left";

scale = 1;

pos[] = {{0.49, 0.89}, 1};

right[] = {{0.54, 0.89}, 1};

down[] = {{0.49, 0.93}, 1};

};

class RollNumber

{

type = "text";

source = "horizonBank";

sourceScale = 57.2958;

align = "right";

scale = 1;

pos[] = {{0.51, 0.84}, 1};

right[] = {{0.56, 0.84}, 1};

down[] = {{0.51, 0.88}, 1};

};

class RollText

{

type = "text";

source = "static";

text = ROLL;

align = "left";

scale = 1;

pos[] = {{0.49, 0.84}, 1};

right[] = {{0.54, 0.84}, 1};

down[] = {{0.49, 0.88}, 1};

};

class SpeedNumber

{

type = "text";

source = "speed";

sourceScale = 3.6;

align = "right";

scale = 1;

pos[] = {{0.13, 0.14}, 1};

right[] = {{0.18, 0.14}, 1};

down[] = {{0.13, 0.18}, 1};

};

class SpeedText

{

type = "text";

source = "static";

text = SPD;

align = "left";

scale = 1;

pos[] = {{0.11, 0.14}, 1};

right[] = {{0.16, 0.14}, 1};

down[] = {{0.11, 0.18}, 1};

};

class AltitudeNumber

{

type = "text";

source = "altitudeAGL";

sourceScale = 1;

align = "right";

scale = 1;

pos[] = {{0.89, 0.14}, 1};

right[] = {{0.94, 0.14}, 1};

down[] = {{0.89, 0.18}, 1};

};

class AltitudeText

{

type = "text";

source = "static";

text = AGL;

align = "left";

scale = 1;

pos[] = {{0.87, 0.14}, 1};

right[] = {{0.92, 0.14}, 1};

down[] = {{0.87, 0.18}, 1};

};

class AltitudeArrow

{

type = "line";

width = 4.0;

points[] = {{{0.88 + 0.018, 0.40 - 0.016}, 1}, {{0.88, 0.4}, 1}, {{0.88 + 0.018, 0.40 + 0.016}, 1}};

};

class AltitudeLine

{

type = "line";

width = 4.0;

points[] = {{{0.87, 0.6}, 1}, {{0.87, 0.2}, 1}};

};

class AltitudeScale

{

type = "scale";

horizontal = 0;

source = "altitudeAGL";

sourceScale = 1;

width = 4.0;

top = 0.6;

center = 0.4;

bottom = 0.2;

lineXleft = 0.88;

lineYright = 0.89;

lineXleftMajor = 0.88;

lineYrightMajor = 0.9;

majorLineEach = 5;

numberEach = 5;

step = 20;

stepSize = (0.60 - 0.20) / 15;

align = "right";

scale = 1;

pos[] = {0.91, 0.58};

right[] = {0.96, 0.58};

down[] = {0.91, 0.62};

};

class ClimbNumber

{

type = "text";

source = "vspeed";

sourceScale = 1;

align = "right";

scale = 1;

pos[] = {{0.89, 0.94}, 1};

right[] = {{0.94, 0.94}, 1};

down[] = {{0.89, 0.98}, 1};

};

class ClimbText

{

type = "text";

source = "static";

text = CLIMB;

align = "left";

scale = 1;

pos[] = {{0.87, 0.94}, 1};

right[] = {{0.92, 0.94}, 1};

down[] = {{0.87, 0.98}, 1};

};

class ClimbArrow

{

type = "line";

width = 4.0;

points[] = {{{0.88 + 0.018, 0.80 - 0.016}, 1}, {{0.88, 0.8}, 1}, {{0.88 + 0.018, 0.80 + 0.016}, 1}};

};

class ClimbLine

{

type = "line";

width = 4.0;

points[] = {{{0.87, 0.925}, 1}, {{0.87, 0.675}, 1}};

};

class ClimbScale

{

type = "scale";

horizontal = 0;

source = "vspeed";

sourceScale = 1;

width = 4.0;

top = 0.925;

center = 0.8;

bottom = 0.675;

lineXleft = 0.88;

lineYright = 0.89;

lineXleftMajor = 0.88;

lineYrightMajor = 0.9;

majorLineEach = 2;

numberEach = 4;

step = 5;

stepSize = (0.925 - 0.675) / 15;

align = "right";

scale = 1;

pos[] = {0.91, 0.905};

right[] = {0.96, 0.905};

down[] = {0.91, 0.945};

};

class HeadingArrow

{

type = "line";

width = 4.0;

points[] = {{{0.5 - 0.02, 0.11 - 0.02}, 1}, {{0.5, 0.11}, 1}, {{0.5 + 0.02, 0.11 - 0.02}, 1}};

};

class HeadingLine

{

type = "line";

width = 4.0;

points[] = {{{0.3, 0.12}, 1}, {{0.7, 0.12}, 1}};

};

class HeadingScale

{

type = "scale";

horizontal = 1;

source = "heading";

sourceScale = 1.0;

width = 4.0;

top = 0.3;

center = 0.5;

bottom = 0.7;

lineXleft = 0.06 + 0.05;

lineYright = 0.05 + 0.05;

lineXleftMajor = 0.06 + 0.05;

lineYrightMajor = 0.04 + 0.05;

majorLineEach = 3;

numberEach = 9;

step = 5;

stepSize = 0.02;

align = "center";

scale = 1.0;

pos[] = {0.3, 0.0 + 0.05};

right[] = {0.35, 0.0 + 0.05};

down[] = {0.3, 0.04 + 0.05};

};

};

};

class SU35_parallax_HUD

{

topLeft = "hud_lh";

topRight = "hud_ph";

bottomLeft = "hud_ld";

borderLeft = 0;

borderRight = 0;

borderTop = 0;

borderBottom = 0;

color[] = {0, 1, 0, 1};

enableParallax = 1;

class Bones

{

class PlaneOrientation

{

type = "fixed";

pos[] = {0.5, 0.53};

};

class WeaponAim

{

type = "vector";

source = "weapon";

pos0[] = {0.5, 0.555};

pos10[] = {1.5, 1.555};

};

class Velocity

{

type = "vector";

source = "velocity";

pos0[] = {0.5, 0.53};

pos10[] = {1.5, 1.53};

};

class Level0

{

type = "horizon";

pos0[] = {0.5, 0.53};

pos10[] = {1.5, 1.53};

angle = -2.3;

};

};

class Draw

{

color[] = {0, 1, 0, 1};

alpha = 0.5;

condition = "on";

class RadarTargets

{

type = "radar";

width = 4.0;

angle = -2.3;

pos0[] = {0.5, 0.555};

pos10[] = {1.24, 1.325};

points[] = {{{-0.05, -0.0472973}, 1}, {{0.05, -0.0472973}, 1}, {{0.05, 0.0472973}, 1}, {{-0.05, 0.0472973}, 1}, {{-0.05, -0.0472973}, 1}};

};

class PlaneMovementCrosshair

{

type = "line";

width = 4.0;

points[] = {{"Velocity", {0, -0.02}, 1}, {"Velocity", {0.01, -0.01732}, 1}, {"Velocity", {0.01732, -0.01}, 1}, {"Velocity", {0.02, 0}, 1}, {"Velocity", {0.01732, 0.01}, 1}, {"Velocity", {0.01, 0.01732}, 1}, {"Velocity", {0, 0.02}, 1}, {"Velocity", {-0.01, 0.01732}, 1}, {"Velocity", {-0.01732, 0.01}, 1}, {"Velocity", {-0.02, 0}, 1}, {"Velocity", {-0.01732, -0.01}, 1}, {"Velocity", {-0.01, -0.01732}, 1}, {"Velocity", {0, -0.02}, 1}, {}, {"Velocity", {0.04, 0}, 1}, {"Velocity", {0.02, 0}, 1}, {}, {"Velocity", {-0.04, 0}, 1}, {"Velocity", {-0.02, 0}, 1}, {}, {"Velocity", {0, -0.04}, 1}, {"Velocity", {0, -0.02}, 1}};

};

class Cros

{

condition = "mgun";

width = 4.0;

class Cros

{

type = "line";

points[] = {{"WeaponAim", {0.05, 0}, 1}, {"WeaponAim", {0.015, 0}, 1}, {}, {"WeaponAim", {0, 0.0393548}, 1}, {"WeaponAim", {0, 0.0118065}, 1}, {}, {"WeaponAim", {-0.05, 0}, 1}, {"WeaponAim", {-0.015, 0}, 1}, {}, {"WeaponAim", {0, -0.0393548}, 1}, {"WeaponAim", {0, -0.0118065}, 1}};

};

};

class AAMissileCrosshairGroup

{

type = "group";

condition = "AAmissile";

class AAMissileCrosshair

{

type = "line";

width = 4.0;

points[] = {{"WeaponAim", {0, -0.25}, 1}, {"WeaponAim", {0.0434, -0.2462}, 1}, {"WeaponAim", {0.0855, -0.234925}, 1}, {"WeaponAim", {0.125, -0.2165}, 1}, {"WeaponAim", {0.1607, -0.1915}, 1}, {"WeaponAim", {0.1915, -0.1607}, 1}, {"WeaponAim", {0.2165, -0.125}, 1}, {"WeaponAim", {0.234925, -0.0855}, 1}, {"WeaponAim", {0.2462, -0.0434}, 1}, {"WeaponAim", {0.25, 0}, 1}, {"WeaponAim", {0.2462, 0.0434}, 1}, {"WeaponAim", {0.234925, 0.0855}, 1}, {"WeaponAim", {0.2165, 0.125}, 1}, {"WeaponAim", {0.1915, 0.1607}, 1}, {"WeaponAim", {0.1607, 0.1915}, 1}, {"WeaponAim", {0.125, 0.2165}, 1}, {"WeaponAim", {0.0855, 0.234925}, 1}, {"WeaponAim", {0.0434, 0.2462}, 1}, {"WeaponAim", {0, 0.25}, 1}, {"WeaponAim", {-0.0434, 0.2462}, 1}, {"WeaponAim", {-0.0855, 0.234925}, 1}, {"WeaponAim", {-0.125, 0.2165}, 1}, {"WeaponAim", {-0.1607, 0.1915}, 1}, {"WeaponAim", {-0.1915, 0.1607}, 1}, {"WeaponAim", {-0.2165, 0.125}, 1}, {"WeaponAim", {-0.234925, 0.0855}, 1}, {"WeaponAim", {-0.2462, 0.0434}, 1}, {"WeaponAim", {-0.25, 0}, 1}, {"WeaponAim", {-0.2462, -0.0434}, 1}, {"WeaponAim", {-0.234925, -0.0855}, 1}, {"WeaponAim", {-0.2165, -0.125}, 1}, {"WeaponAim", {-0.1915, -0.1607}, 1}, {"WeaponAim", {-0.1607, -0.1915}, 1}, {"WeaponAim", {-0.125, -0.2165}, 1}, {"WeaponAim", {-0.0855, -0.234925}, 1}, {"WeaponAim", {-0.0434, -0.2462}, 1}, {"WeaponAim", {0, -0.25}, 1}};

};

};

class ATMissileCrosshairGroup

{

condition = "ATmissile";

type = "group";

class ATMissileCrosshair

{

type = "line";

width = 4.0;

points[] = {{"WeaponAim", {-0.15, -0.15}, 1}, {"WeaponAim", {-0.15, -0.15 + 0.02}, 1}, {}, {"WeaponAim", {-0.15, 0.15}, 1}, {"WeaponAim", {-0.15, 0.15 - 0.02}, 1}, {}, {"WeaponAim", {0.15, -0.15}, 1}, {"WeaponAim", {0.15, -0.15 + 0.02}, 1}, {}, {"WeaponAim", {0.15, 0.15}, 1}, {"WeaponAim", {0.15, 0.15 - 0.02}, 1}, {}, {"WeaponAim", {-0.15, -0.15}, 1}, {"WeaponAim", {-0.15 + 0.02, -0.15}, 1}, {}, {"WeaponAim", {-0.15, 0.15}, 1}, {"WeaponAim", {-0.15 + 0.02, 0.15}, 1}, {}, {"WeaponAim", {0.15, -0.15}, 1}, {"WeaponAim", {0.15 - 0.02, -0.15}, 1}, {}, {"WeaponAim", {0.15, 0.15}, 1}, {"WeaponAim", {0.15 - 0.02, 0.15}, 1}};

};

};

class BombCrosshairGroup

{

type = "group";

condition = "bomb";

class BombCrosshair

{

type = "line";

width = 4.0;

points[] = {{"WeaponAim", {0, -0.1}, 1}, {"WeaponAim", {0.01736, -0.09848}, 1}, {"WeaponAim", {0.0342, -0.09397}, 1}, {"WeaponAim", {0.05, -0.0866}, 1}, {"WeaponAim", {0.06428, -0.0766}, 1}, {"WeaponAim", {0.0766, -0.06428}, 1}, {"WeaponAim", {0.0866, -0.05}, 1}, {"WeaponAim", {0.09397, -0.0342}, 1}, {"WeaponAim", {0.09848, -0.01736}, 1}, {"WeaponAim", {0.1, 0}, 1}, {"WeaponAim", {0.09848, 0.01736}, 1}, {"WeaponAim", {0.09397, 0.0342}, 1}, {"WeaponAim", {0.0866, 0.05}, 1}, {"WeaponAim", {0.0766, 0.06428}, 1}, {"WeaponAim", {0.06428, 0.0766}, 1}, {"WeaponAim", {0.05, 0.0866}, 1}, {"WeaponAim", {0.0342, 0.09397}, 1}, {"WeaponAim", {0.01736, 0.09848}, 1}, {"WeaponAim", {0, 0.1}, 1}, {"WeaponAim", {-0.01736, 0.09848}, 1}, {"WeaponAim", {-0.0342, 0.09397}, 1}, {"WeaponAim", {-0.05, 0.0866}, 1}, {"WeaponAim", {-0.06428, 0.0766}, 1}, {"WeaponAim", {-0.0766, 0.06428}, 1}, {"WeaponAim", {-0.0866, 0.05}, 1}, {"WeaponAim", {-0.09397, 0.0342}, 1}, {"WeaponAim", {-0.09848, 0.01736}, 1}, {"WeaponAim", {-0.1, 0}, 1}, {"WeaponAim", {-0.09848, -0.01736}, 1}, {"WeaponAim", {-0.09397, -0.0342}, 1}, {"WeaponAim", {-0.0866, -0.05}, 1}, {"WeaponAim", {-0.0766, -0.06428}, 1}, {"WeaponAim", {-0.06428, -0.0766}, 1}, {"WeaponAim", {-0.05, -0.0866}, 1}, {"WeaponAim", {-0.0342, -0.09397}, 1}, {"WeaponAim", {-0.01736, -0.09848}, 1}, {"WeaponAim", {0, -0.1}, 1}, {}, {"Velocity", 0.001, "WeaponAim", {0.0, 0.0}, 1}, {"Velocity", {0.0, 0.0}, 1}};

};

};

};

};

class SU35_static_MFD_1_H

{

topLeft = "hud_2_lh";

topRight = "hud_2_ph";

bottomLeft = "hud_2_ld";

borderLeft = 0.0;

borderRight = 0.0;

borderTop = 0.0;

borderBottom = 0.0;

color[] = {1.0, 0.9, 0.1};

enableParallax = 0;

class Bones

{

class PlaneOrientation

{

type = "fixed";

pos[] = {0.5, 0.53};

};

class WeaponAim

{

type = "vector";

source = "weapon";

pos0[] = {0.5, 0.555};

pos10[] = {1.5, 1.555};

};

class Velocity

{

type = "vector";

source = "velocity";

pos0[] = {0.5, 0.53};

pos10[] = {1.5, 1.53};

};

class Level0

{

type = "horizon";

pos0[] = {0.5, 0.53};

pos10[] = {1.5, 1.53};

angle = -2.3;

};

};

class Draw

{

color[] = {1.0, 1.0, 1.0};

alpha = 1.0;

condition = "on";

class Horizont

{

clipTL[] = {0.25, 0.25};

clipBR[] = {0.75, 0.75};

class Dimmed

{

class Level00

{

type = "line";

width = 15.0;

points[] = {{"Level0", {-0.200 * 1.4, 0 * 1.4}, 1}, {"Level0", {-0.125 * 1.4, 0 * 1.4}, 1}, {}, {"Level0", {-0.045 * 1.4, 0 * 1.4}, 1}, {"Level0", {-0.005 * 1.4, 0 * 1.4}, 1}, {}, {"Level0", {0.005 * 1.4, 0 * 1.4}, 1}, {"Level0", {0.045 * 1.4, 0 * 1.4}, 1}, {}, {"Level0", {0.125 * 1.4, 0 * 1.4}, 1}, {"Level0", {0.200 * 1.4, 0 * 1.4}, 1}};

};

class Level2M5 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 5}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 5}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 5}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 5}, 1}};

};

class Level2P5 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 5}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 5}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 5}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 5}, 1}};

};

class Level2M10 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 10}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 10}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 10}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 10}, 1}};

};

class Level2P10 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 10}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 10}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 10}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 10}, 1}};

};

class Level2M15 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 15}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 15}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 15}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 15}, 1}};

};

class Level2P15 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 15}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 15}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 15}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 15}, 1}};

};

class Level2P20 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 20}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 20}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 20}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 20}, 1}};

};

class Level2M20 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 20}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 20}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 20}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 20}, 1}};

};

class Level2P30 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 30}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 30}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 30}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 30}, 1}};

};

class Level2M30 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 30}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 30}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 30}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 30}, 1}};

};

class Level2P40 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 40}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 40}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 40}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 40}, 1}};

};

class Level2M40 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 40}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 40}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 40}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 40}, 1}};

};

class Level2P50 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 50}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 50}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 50}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 50}, 1}};

};

class Level2M50 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 50}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 50}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 50}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 50}, 1}};

};

class Level2P60 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 60}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 60}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 60}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 60}, 1}};

};

class Level2M60 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 60}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 60}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 60}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 60}, 1}};

};

class Level2P70 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 70}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 70}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 70}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 70}, 1}};

};

class Level2M70 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 70}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 70}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 70}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 70}, 1}};

};

class Level2P80 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 80}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 80}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 80}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 80}, 1}};

};

class Level2M80 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 80}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 80}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 80}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 80}, 1}};

};

class Level2P90 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, +1.0 / 10 * 90}, 1}, {"Level0", {-0.125 * 1.4, +1.0 / 10 * 90}, 1}, {}, {"Level0", {+0.125 * 1.4, +1.0 / 10 * 90}, 1}, {"Level0", {+0.200 * 1.4, +1.0 / 10 * 90}, 1}};

};

class Level2M90 : Level00

{

type = "line";

points[] = {{"Level0", {-0.200 * 1.4, -1.0 / 10 * 90}, 1}, {"Level0", {-0.125 * 1.4, -1.0 / 10 * 90}, 1}, {}, {"Level0", {+0.125 * 1.4, -1.0 / 10 * 90}, 1}, {"Level0", {+0.200 * 1.4, -1.0 / 10 * 90}, 1}};

};

};

};

class PlaneOrientation_MiniPlane

{

width = 20.0;

type = "line";

points[] = {{"PlaneOrientation", {0.21, 0.0}, 1}, {"PlaneOrientation", 1, {0.07, 0.0}, 1}, {}, {"PlaneOrientation", 1, {-0.21, 0.0}, 1}, {"PlaneOrientation", {-0.07, 0.0}, 1}, {}, {"PlaneOrientation", {0.0, 0.0}, 1}, {"PlaneOrientation", {0.0, -0.14}, 1}};

};

};

};

};

Edited by John_Spartan

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Hi John, thanks for stopping by.

Yes of course, very much appreciated! Will have a look into it - thank you. If you notice anything else please let me know

---------- Post added at 14:58 ---------- Previous post was at 13:46 ----------

New Version 0.41 : )

thanks again!

Download Su-34 Version 0.41

v 0.41

-added John Spartans SU-35 HUD

-fixed AAF CAP loadout

***

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Nice job! Is there a Script by chance that we can use to do a custom loadout for now?

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@Vengeance,

Loadouts still kind of puzzle me. At least the 4 we have seem to work well.

I might look into it for the next updates. You are all invited to experiment away and post loadouts which work and make sense. Might make a menu someday : )

@Kari - thank you!

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to come back to the topic of loadouts and proxies:

I made 3 groups of proxies on the plane (might change):

AddMissileproxy (4 outer ones)

Addagmproxy (4 middle)

AddBombproxy (2 center)

for CSAT CAP you can use the following code for testing (put into planes init):

These lines put the wipeouts weapons on it so this is not an example of a sensible loadout : )

Example Loadout Nr.1:

this animate ['AddMissileproxy', 0]; 
this animate ['Addagmproxy', 0]; 
this animate ['AddBombproxy', 0]; 

this removeMagazines "4Rnd_GAA_missiles"; 
this removeMagazines "2Rnd_Missile_AA_03_F"; 

this removeWeapon "Cannon_30mm_Plane_CAS_02_F"; 
this removeWeapon "missiles_Zephyr";  
this removeWeapon "Missile_AA_03_Plane_CAS_02_F"; 

this addweapon "Gatling_30mm_Plane_CAS_01_F"; 
this addweapon "Missile_AA_04_Plane_CAS_01_F";
this addweapon "Missile_AGM_02_Plane_CAS_01_F"; 

this addmagazine "2Rnd_Missile_AA_04_F";
this addmagazine "2Rnd_Missile_AA_04_F";
this addmagazine "6Rnd_Missile_AGM_02_F"; 
this addmagazine "1000Rnd_Gatling_30mm_Plane_CAS_01_F";  

this animate ['AddMissileproxy', 1]; 
this animate ['Addagmproxy', 1]; 
this animate ['AddBombproxy', 1]; 

Example Loadout Nr.2:

this animate ['AddMissileproxy', 0]; 
this animate ['Addagmproxy', 0]; 
this animate ['AddBombproxy', 0];


this removeMagazines "4Rnd_GAA_missiles"; 
this removeMagazines "2Rnd_Missile_AA_03_F"; 

this removeWeapon "Cannon_30mm_Plane_CAS_02_F"; 
this removeWeapon "missiles_Zephyr";  
this removeWeapon "Missile_AA_03_Plane_CAS_02_F"; 

this addweapon "Gatling_30mm_Plane_CAS_01_F"; 
this addweapon "Missile_AA_04_Plane_CAS_01_F";
this addweapon "Missile_AGM_02_Plane_CAS_01_F";

this addmagazine "2Rnd_Missile_AA_04_F";
this addmagazine "6Rnd_Missile_AGM_02_F"; 
this addmagazine "1000Rnd_Gatling_30mm_Plane_CAS_01_F";  


this animate ['AddMissileproxy', 1]; 
this animate ['Addagmproxy', 1]; 
this animate ['AddBombproxy', 0];

Edited by Sabre_Dust

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Hi John, thanks for stopping by.

Yes of course, very much appreciated! Will have a look into it - thank you. If you notice anything else please let me know

---------- Post added at 14:58 ---------- Previous post was at 13:46 ----------

New Version 0.41 : )

thanks again!

Download Su-34 Version 0.41

v 0.41

-added John Spartans SU-35 HUD

-fixed AAF CAP loadout

***

WOW! John&Saul´s russian HUD symbology and thrust vectoring? AWESOME update!

Big thanks sabre! =D

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nice port!

for loadout ideas maybe take a look at my A2 version detailed here

http://forums.bistudio.com/showthread.php?181411-FRL_Air-mod-WIP&p=2774315&viewfull=1#post2774315

Thanks Eggbeast! Awesome mod you got in the works there!!

I will certainly have a look into it!

Yea I also experimented with giving the copilot a laserpointer + IR/NV. Planning on adding that at a later stage. When I tried it a few days ago he wasn't able to move the pointer or the optics : (

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means soon 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!

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Small Update what's upcoming in next weekends update:

- fixed misalignment of plane/view axis (thanks to BravoM5 who made me repair this problem ; ))

- fixed damage visuals - big thanks to eggbeast!

- new color scheme thanks to BravoM5 who provided a repaint of the vanilla version

2015-01-27_00004.jpg

Damage Visuals

2015-01-27_00007.jpg

BravoM5s paint scheme

Thanks guys!

PS: also and this makes me really happy because I struggled a lot with this last weekend:

Eggbeast just helped me set up the Laserpointer for the Copilot! Except for some details I surely can work out in the next days it works!!!

Thank you so much!

2015-01-27_00017.jpg

Laser Targeting Device!!! Yay

Edited by Sabre_Dust
eggbeast is awesome

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