Chairborne 2594 Posted July 4, 2017 On 2/7/2017 at 5:20 PM, -ben- said: Are dynamic loadouts for Jets such as the AV8B's still in the works. Apart from the A-10 seems only helicopters have them atm? That was a bit of an overstatement while working on the update (my bad!), anyway no, only the A10 has working dynamic loadouts as of now, plus all nato helos. 5 Share this post Link to post Share on other sites
Sumantri Eko Saputro 0 Posted July 5, 2017 Hi, I'm new here. Just want to ask. How to use MH-60L DAP or AH-6 targeting system? It won't lock even i'm pressed T or R. And there is no Manual Fire option like the Apache. Sorry for my English, I'm Indonesian. Thanks Share this post Link to post Share on other sites
Alwarren 2767 Posted July 6, 2017 13 hours ago, Sumantri Eko Saputro said: Hi, I'm new here. Just want to ask. How to use MH-60L DAP or AH-6 targeting system? It won't lock even i'm pressed T or R. And there is no Manual Fire option like the Apache. Sorry for my English, I'm Indonesian. Thanks Tested the AH-6, and it does have the "Manual Fire" option. However, the AH-6 doesn't have a radar. The AT loadout uses AGM-114K which are laser guided and not radar-locked. In order to use them the gunner must be pointing the laser at a target and lock onto the laser, or another unit must be lasing the targets. Share this post Link to post Share on other sites
trico 10 Posted July 8, 2017 Hi there, How to disable the "service vehicle" of LHD? Share this post Link to post Share on other sites
yevgeni89 163 Posted July 8, 2017 On 6/30/2017 at 0:40 PM, phronk said: Did CUP Units ever have Arma 2 faces ported into Arma 3? If not, then I must be getting confused with another mod. Anyway, if there aren't any legit Arma 2 faces, such as that Takistani faces, do you folks plan on adding them to the mod pack? Or is that outside of the mod's scope? I am curious about this too Share this post Link to post Share on other sites
OMAC 254 Posted July 8, 2017 On 7/6/2017 at 3:43 AM, Alwarren said: Tested the AH-6, and it does have the "Manual Fire" option. However, the AH-6 doesn't have a radar. The AT loadout uses AGM-114K which are laser guided and not radar-locked. In order to use them the gunner must be pointing the laser at a target and lock onto the laser, or another unit must be lasing the targets. Yep, the AGM-114K + laser on the AH-6 work perfectly for human gunner, but is there a way human pilot can order AI gunner to lase, fire, and hit targets with the AGM? I have not figured that out. Since human gunner can aim laser and fire/guide missile himself, you'd think that AI gunner could as well... But I guess the AI can only laze target or fire missile, not both (?). Share this post Link to post Share on other sites
Alwarren 2767 Posted July 8, 2017 Yep, the AGM-114K + laser on the AH-6 work perfectly for human gunner, but is there a way human pilot can order AI gunner to lase, fire, and hit targets with the AGM? I have not figured that out. Since human gunner can aim laser and fire/guide missile himself, you'd think that AI gunner could as well... But I guess the AI can only laze target or fire missile, not both (?).TBH I don't think there is. AI cannot lase its own targets, as is sadly a common theme the AI hadn't been brought up to date with the sensors. The thing is, I would not know any solution to this problem, the AH-6 simply lacks the sensors (radar) to fire L-type Hellfires, so the only option would be to have a weapon with infrared guidance system. DAGR, sadly, is laser guided as well. To the beat of my knowledge the AH-6 has no such weapon system.What needs to happen is that BIS updates gunner AI to be able to lase their own targets, but since vanilla assets dont need thatt AFAIK I wouldn't hold my breath :(Sent from my SM-T580 using Tapatalk 1 Share this post Link to post Share on other sites
OMAC 254 Posted July 8, 2017 Thanks for the info! 1 Share this post Link to post Share on other sites
ampersand38 344 Posted July 9, 2017 I'd like to contribute some config tweaks. How would I go about submitting this kind of thing? The tweaks are concerning the UH-60 door guns, improving range of motion, allowing them to point straight forward, especially useful in case of the DAP versions. 2 Share this post Link to post Share on other sites
Chairborne 2594 Posted July 9, 2017 Whats wrong with the current range of motion? Share this post Link to post Share on other sites
ampersand38 344 Posted July 9, 2017 10 hours ago, Chairborne said: Whats wrong with the current range of motion? They are limited to 15 degrees short of forward or backward. They should be able to point straight forward and even a little past. For the DAPs at least, the door guns are in fact fixed forward. Also for the DAPs it'd be awesome if the pilot or copilot could trigger the miniguns (or have their own minigun weapons that use both doorgun memory points). Share this post Link to post Share on other sites
deltagamer 612 Posted July 9, 2017 1 hour ago, ampersand38 said: They are limited to 15 degrees short of forward or backward. They should be able to point straight forward and even a little past. For the DAPs at least, the door guns are in fact fixed forward. Also for the DAPs it'd be awesome if the pilot or copilot could trigger the miniguns (or have their own minigun weapons that use both doorgun memory points). Miniguns and Gau's should come soon hopefully :) 7 Share this post Link to post Share on other sites
Alwarren 2767 Posted July 9, 2017 3 hours ago, ampersand38 said: Also for the DAPs it'd be awesome if the pilot or copilot could trigger the miniguns (or have their own minigun weapons that use both doorgun memory points). The next Arma 3 patch will allow you to decide who gets control over what weapon. It's already on dev branch. Share this post Link to post Share on other sites
ampersand38 344 Posted July 10, 2017 Here's what I'm after. 2 Share this post Link to post Share on other sites
islesfan186 83 Posted July 10, 2017 Is it normal that when using pylon loadouts, all 19 rockets are shot from one pod before the rockets from the other start to shoot? Cuz normally it alternates between pods Just curious, it's not game breaking or anything. Didn't know if that was a limitation or just small (unimportant) bug Share this post Link to post Share on other sites
deltagamer 612 Posted July 10, 2017 4 hours ago, ampersand38 said: Here's what I'm after. [Snip] I don't think having door guns as pilot weapons would work well. Instead I'm planning on making pylon versions of the m134 and gau19 that will fit on most aircraft. That should be a good replacement for what you want. 4 Share this post Link to post Share on other sites
thirith 27 Posted July 10, 2017 I was wondering: are there any mission packs that require CUP but nothing else? Or is there a list of CUP-only missions? My apologies if this has already been answered somewhere. Share this post Link to post Share on other sites
Phantom Hawk 44 Posted July 10, 2017 Sounds good to me can't wait. Share this post Link to post Share on other sites
Alwarren 2767 Posted July 10, 2017 6 hours ago, islesfan186 said: Is it normal that when using pylon loadouts, all 19 rockets are shot from one pod before the rockets from the other start to shoot? Cuz normally it alternates between pods Just curious, it's not game breaking or anything. Didn't know if that was a limitation or just small (unimportant) bug They should fire in an alternate pattern.. Which pods are affected by this? Is it on all choppers, or only on a specific one? Share this post Link to post Share on other sites
ampersand38 344 Posted July 10, 2017 5 hours ago, deltagamer said: I don't think having door guns as pilot weapons would work well. Instead I'm planning on making pylon versions of the m134 and gau19 that will fit on most aircraft. That should be a good replacement for what you want. Sounds awesome. My main point was that the door guns should be able to point forward on the troop-carrying versions, and be fixed forward on the DAPs. 2 Share this post Link to post Share on other sites
deltagamer 612 Posted July 10, 2017 3 hours ago, ampersand38 said: Sounds awesome. My main point was that the door guns should be able to point forward on the troop-carrying versions, and be fixed forward on the DAPs. [Snip] Isn't it currently possible for you to point the guns forward manually? 1 Share this post Link to post Share on other sites
ampersand38 344 Posted July 10, 2017 Currently the guns are limited to 15 degrees off straight forward. They cannot be made to point forward at all. And of course, they start in the position like your picture, pointed sideways and down. Share this post Link to post Share on other sites
RiverX_PL 33 Posted July 10, 2017 I am sorry to write here but I am looking for someone that knows how to use Oxygen and how to add memory points to the existing model of aircraft(for HUD). Could anyone help me please? Share this post Link to post Share on other sites
deltagamer 612 Posted July 10, 2017 1 hour ago, ampersand38 said: Currently the guns are limited to 15 degrees off straight forward. They cannot be made to point forward at all. And of course, they start in the position like your picture, pointed sideways and down. Okay fair enough, i'll add in the extra 15 degrees needed for them to point forward since I'm working on the uh60 anyways. However I won't add the weapons pointing forward on spawn for now at least, thats something you will need to do manually or via scripting or whatever. Share this post Link to post Share on other sites
ampersand38 344 Posted July 10, 2017 39 minutes ago, deltagamer said: Okay fair enough, i'll add in the extra 15 degrees needed for them to point forward since I'm working on the uh60 anyways. However I won't add the weapons pointing forward on spawn for now at least, thats something you will need to do manually or via scripting or whatever. Much appreciated. Share this post Link to post Share on other sites