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9 months.  Su-34 seems completely abandoned :mellow:

 

Is it not working anymore? Besides, it is also included in the CUP addon.

As Pinaz pointed out, check his addon for an upgraded version.

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small update on steam

- I fixed some of the error messages and adjusted the flightmodel slightly

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V 1.1

-fixed the broken bmb wheels,
-flightmodel overhaul, not everyone will like it, I do though : )
-added the SU-35 Afterburner, thx to J.Spartan and Pinaz

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Btw, it needs a little practise to land now and a long runway to take off.

Fully intended from my side. I am not going to make it any easier.

Approach with 250-300 km/h and a high aoa. Make sure you decend slowly in a controlled kind of stall : D

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Do you think you could do a PLAAF skin for this beast?

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I might make some new skins for it actually, not sure about plaaf.

you have any examples? feel free to make textures yourself btw, I can add them to the addon,

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Oh, um, ok! I didn't know I'd get this far. I'd certainly love to learn how to make textures, but here are some examples:PLAAF_Sukhoi_Su-30MKK_at_Lipetsk_Air_Bassu-30mkk-fyjs-cn_website1.jpgShenyang-J-11.jpgj11_l2.jpg

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V 1.2 out

 

added some jet dlc features (work in progress)

liveries and loadouts can be changed in Eden editor

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it seems you added support FIR AWS by default 

Spoiler

ffbc8e417e3c.jpg

cc59152537fa.jpg
 

 

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Yes for time being. I may add any community hardpoint names i get my hands on. Only limitation I use is max allowed weight on the hardpoint.

 

What is realistic or not, what should be allowed and what not, that's all your problem now : )

 

 

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Love PLAAF skin. What do you mean by community hardpoints?

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Jet DLC brought us this new proxy/pylon dynamic loadout system.

I can now allow you to put any kind of weapon on a hardpoint by simply adding its name to my pylon config.

for instance:

class components etc.....

....


class Pylons {
                    
                    class Pylons1 {
                        hardpoints[] = {O_MISSILE_PYLON,B_MISSILE_PYLON, O_R77, O_R73, FIR_F16_Combined_HP, FIR_MISC};
                        attachment = "PylonMissile_Missile_AA_R73_x1";
                        priority = 5;
                        maxweight = 300;
                        UIposition[] = {0.35, 0.0};
                    };

...

};


 

This will add the vanilla O and B missiles, the R 77 and 73 and Firewills AWS by adding the names to the hardpoints array.

I hope people will develop some more and some east side specific loadouts which I can then simply add by adding their names : )

 

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v 1.21 out

added support for AWS,

added active radar

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Update in progress

 

?imw=1024&imh=576&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true

Update to shadow LOD. I think it makes a huge difference

if you have proper lighting and shadows in pilot view

 

?imw=1024&imh=576&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true

exterior normal map: added some bumpiness.

 

7C2D688CC3BB04F02D6FB907DEF578DA7BBB0EC7

connecting the FA18/SU35 AB to throttle instead of useraction.

(now activates above 90% throttle)

 

 

if anyone is interested in the AB changes:

Spoiler

The actual AB function is now called by another function instead of a useraction:

 


// throttle controller for J.Spartans/Gnat/lethal AB  - by Sabre

params ["_veh"];
_veh = _this select 0;
systemChat "Initialised!";
_flagthrottle =0;

while {(alive _veh)} do 
{
	sleep 1;		
		if (player in _veh) then{	
			_throttle  = _veh animationSourcePhase  "throttle";						
			
			if ((_throttle > 0.9) && (_flagthrottle < 1)) then
			{
					systemChat "switch on";
					addCamShake  [2,0.5,15];
					_flagthrottle =1;
					[_veh] spawn su34_fnc_afterburner; 				
			};	
                                                         
			if (_throttle < 0.9) then {_flagthrottle =0;};		
    	 };			
};

 

 

In the AB script make sure it is only active above your desired threshold, something like this:


while {(alive _plane) and (_plane animationSourcePhase "throttle" >= 0.92)} do {

 

 

 

Additionally I have removed the script parts to show/hide visual parts in the object for ease of use.

Instead I have slaved them to the throttle animation source:
 


            class afterburner_hide
            {
                type="hide";                
                selection="afterburner_right";                
                type="hide";
                source="Throttle";
                hidevalue = 0;
                unhideValue = 0.9;
            };

 

 


 

Edited by DSabre
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the original textures (blue camo with white nose) are  too shiny in arma 3 is it possible lowered /dulling down a bit by rvmat file?
thanks for your work!

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?imw=1024&imh=576&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true

 

Version 1.4.9.1.

(I plan to do another update soon, perhaps next weekend )

 

-texture and material update (now includes 3 rather similar textures),

-removed a lot of textures I did not care for anymore,
-thrust vectoring removed, what was I thinking when I added it :D?
-physx wheels update, not perfect yet : (
-AB simplified and slaved to throttle instead of useraction,
-interior shadow/lighting added,

-tweaks to flight model,

-changes to default loadout,

-fixed pilot camera,

-renamed modfolder from Sab Su-34 Fullback to Sukhoi Su-34,
-fixed bikey in mod folder,

 

 

 

Edited by DSabre

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Those new normal maps really make it QUACK.

I was going to make a joke about including the special bombing bay and the toilet, but I couldn't find a picture to tie it together. Really made me sad. But nice job on the re-texture.

 

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