funny 0 Posted August 10, 2015 Try this: Go into the editor and place an F-35 at a hanger near an airfield so you can access the service menu. In the service menu, make this your loadout: from wingtip to center on both sides: Empty, GBU-12, GBU-31, Empty, and AGM-154 in the center slot. Get into the air and set a GPS target. Select the GBU-12. If/when you see the selectable white square where you put down the GPS target, put your crosshair on it and press "T" (assuming you haven't rebound this button). The square should become "selected"/"lockable" - it will show what the unit is (in this case GPS target or whatever). When you start getting closer, you should start locking on to it. This should work with the GBU-31 and AGM-154 as well. As for load order, I am just using the launcher to set up my mods so I don't know. I did just recently download the most recent CBA so you might want to check that you're up to date with that. Heya, tried it... sorta works.. If it works, I don't see the white box till I am really close to the target. Other than that, it just doesn't appear :/ But thanks for helping! Share this post Link to post Share on other sites
SGT Fuller 856 Posted August 10, 2015 It doesn't work for me, i stay sat in my seat Are you in cargo and it won't let you up? Please try with the c130 and osprey also. These should be working Share this post Link to post Share on other sites
SGT Fuller 856 Posted August 10, 2015 @Fuller So iv'e done some extensive testing with the GBU-53 now, and as promised you raised the damage to the proper level, so it can kill Tanks now. However it appears that the bomb is inacurrate even against stationary targets, hitting right in front of them, and since the GBU-53 has a very weak area of effect damage (Which is realistic) it does little damage in total. To compensate this, i have to dive bomb them while directly over them. Then it results in the desired effect. If possible you should considerably increase their accuracy. @All Can anybody else confirm this? I'll look at it again after work Share this post Link to post Share on other sites
SGT Fuller 856 Posted August 10, 2015 GBU-53 works for me, GBU-32 doesn't though. The GPS square doesn't show up at all actually. I just tested all of the guided bombs and missiles with the F-35, F-22 and F-16. Some of this functionality may be intended (I don't know my bombs that well) so I'm just going to give my observations and let fuller decide what is broken and what isn't. I used RHS T-80s and BMP-1s with all of their fuel depleted in order to test. Here are my observations (what I think are bugs are in bold): (I classify HUD squares this way: the small colored (green? yellow? colorblind here..) squares can't be interacted with in any way. The white squares start as selectable and then when selected by pressing the "T" key they show the target's ID, and become selected and lockable. When locking on, a white diamond fades in over the white square.). F-35: GBU-12 (Paveway II): Only thin, non-selectable colored squares on ground units. Correctly shows white selectable GPS square. When locking on, right before it looks like it's about to give a full lock, the diamond disappears. If you press fire at that moment, it does seem to hit the target though. GBU-31: Only thin, non-selectable colored squares on ground units. Correctly shows white selectable GPS square. When locking on, right before it looks like it's about to give a full lock, the diamond disappears. If you press fire at that moment, it does seem to hit the target though. GBU-32: Only thin, non-selectable colored squares on ground units. When GPS is used, an additional non-lockable colored square shows up where the GPS marker is, but no white selectable square. Basically unusable except as a dumb bomb. Works with laser designation. However, the internet seems to suggest that the GBU-32 is GPS/INS-guided only. GBU-53: Both thin colored non-selectable and white selectable squares show up without GPS. Able to achieve full lock-on for about a second with the right approach (keep nose level to terrain it seems). GPS targets work the same way. AGM-154: Without GPS, only thin colored non-selectable squares on ground units. With GPS, able to achieve a strong lock, but missile sometimes misses target completely. GBU-38: Does not activate the ability to use the EOTS system. When bringing another bomb along to activate EOTS system, same bugs as GBU-32. Unusable. Works with laser designation. However the internet seems to believe that this is a GPS/INS-guided weapon, not laser-only. GBU-24 (Paveway III): Same as GBU-38: No EOTS system, no GPS selectable square. Unusable. I just looked online and this is actually a laser-guided only weapon. I tested with AI JTACs and it works just fine in that capacity. White selectable square showed up, was selectable, could lock on, and bomb hit the target. AGM-88: Seems to to work. Sometimes the target status text (destroyed, immobilized, etc.) gets quickly erased and replaced with "out of AGM-88s" notification before it can be read. Another behavior I've noticed in seemingly all of the bombs is that if you put the GPS marker over a vehicle, and then the vehicle moves away from the marker, you can't lock on anymore. Not sure if this is intended. F-22: GBU-31: Without GPS, shows small colored non-selectable squares. With GPS (and unlike the F-35) the white selectable square does not show up. However, if you hunt around a bit by spamming the "T" key when aiming towards where the GPS was aimed, eventually you will get the lockable white square (which shows the target's unit type). Locking on shows the behavior of the F-35's GBU-12: almost locks on, then the diamond disappears. But if you fire at that moment, it does seem to hit the target. Laser designation works the same way - have to hunt around with the "T" key to bring up the white selected square which is quite a challenge since you don't actually know where the laser designation target is or if it exists at all. GBU-32: Same as GBU-31 (F-22 raptor version) GBU-39: Same as GBU-31 (F-22 raptor version) F-16: The following were tested with FLIR and Sniper RX (isn't it supposed to be XR?). Note the purpose of Sniper RX - it receives laser designations, so you're going to need a JTAC or something else designating for you. The wiki entry seems to suggest that pilots/co-pilots should have a way to designate their own targets but this does not exist (yet). AGM-65/D: Shows white selectable squares for ground targets. Correctly locks on and destroys. AGM-65/L: Shows white selectable squares for ground targets. Correctly locks on and destroys. AGM-64/L: Shows white selectable squares for ground targets. Correctly locks on and destroys. AGM-154A: Does not show colored non-selectable squares. With laser designation, it does seem to pop up the white selectable laser designated square. Square can be selected and locked on to, target was hit in the tests I ran. GBU-12/31: Shows non-selectable colored squares for targets not designated. Shows a white selectable square for designated target. Square is selectable and can be locked on. Shows "disappearing diamond" behavior but target still hit and destroyed. When testing with ANAAQ28, which enables GPS target designation: GBU-12: Shows non-selectable colored squares without a GPS target. With a GPS target, also shows non-selectable squares, and although it didn't show up for some reason once or twice, generally the selectable white square shows up for the GPS target. Demonstrates the "disappearing diamond" behavior but seems to work. GBU-31: Shows non-selectable colored squares without a GPS target. With a GPS target, also shows non-selectable squares, and although it didn't show up for some reason once or twice, generally the selectable white square shows up for the GPS target. Demonstrates the "disappearing diamond" behavior but seems to work. AGM-154: Shows non-selectable colored squares without a GPS target. With a GPS target, also shows non-selectable squares, but the white selectable square shows up, can be selected and locked. Target hit, seems to work although it may occasionally miss like the F-35. Note: the ANAAQ28 enables GPS but laser designation still works. So there doesn't seem to be a point to the Sniper XR. The wiki page seems to indicate that the advantage of the Sniper XR is that it works at longer distances. Hard to tell if that's what is happening in game. Recommendations for players: If you're going to use the F-35, the GBU-53 is a good and easy bomb to use. The AGM-88 is great for SEAD although if you use the SEAD menu option it seems to be perfectly okay with shooting at BMPs even if there are ZSUs around so beware. For non-mobile targets, the GBU-12 and GBU-31 seem to work fine with the GPS targeting. If you have someone laser designating, the GBU-12/31/32/38 and AGM-154 should work against mobile and non-mobile targets. Don't use the F-22 for air-to-ground missions. The bugs combined with the fact that it doesn't have any seeking missiles/bombs makes it very frustrating. The F-16 is probably the best for air-to-ground missions. The AGM-65/D is great, and if you equip the ANAAQ28, the GBU-12 and GBU-31 work just fine against immobile and static targets. You also have the AGM-88 for SEAD. Laser designation makes the GBU-12/31 and AGM-154 viable against moving targets. I haven't tested unguided weapons too much but the CBU-100 on the F-35 is pretty insane and worth a try. I hope this information helps! I will look at everything again Share this post Link to post Share on other sites
octop01 30 Posted August 10, 2015 I forgot to mention that spherical cover is now working properly, thank you fuller for this awesome mod! Share this post Link to post Share on other sites
SGT Fuller 856 Posted August 10, 2015 I forgot to mention that spherical cover is now working properly, thank you fuller for this awesome mod! No problem. Everything seems to be minor so I won't have to release a whole new big download. I'll have these fixed as soon as I get home 1 Share this post Link to post Share on other sites
kremator 1065 Posted August 10, 2015 Thanks for the latest update ! Good stuff ! Share this post Link to post Share on other sites
Lewis.A 1 Posted August 10, 2015 Great Mod! Question... has anyone been able to get RHS, ALiVE, and the USAF mods working together? Is the combination of mods simply too much for a server to handle? Is anyone aware of any conflicts between the mods, along with a good fix, or configuration? Share this post Link to post Share on other sites
officeramr 269 Posted August 10, 2015 Are you in cargo and it won't let you up? Please try with the c130 and osprey also. These should be working Osprey works, i was in the pilot's seat and i prompted me to press T to get back in my seat despite me never leaving 130 works 130 cargo sorta works, when you try to reseat it ejects you Its just the C17. could it be the old c17 standalone breaking it? Share this post Link to post Share on other sites
SGT Fuller 856 Posted August 10, 2015 Osprey works, i was in the pilot's seat and i prompted me to press T to get back in my seat despite me never leaving 130 works Its just the C17. could it be the old c17 standalone breaking it? Yes the stand alone c17 will break the USAF mod one. You should be getting the action to move inside Share this post Link to post Share on other sites
AlkarF22 10 Posted August 10, 2015 Hey fuller, Do you still have plans to increase the maneuverability of the F-22? I hope it doesn't seem like I'm pestering you with this or anything. Share this post Link to post Share on other sites
officeramr 269 Posted August 10, 2015 I uninstalled the C17, still got the same problem, though it did fix a texture bug i had with your c17 Share this post Link to post Share on other sites
officeramr 269 Posted August 10, 2015 Removing it also fixed the issues with the arsenal breaking the 35 and 17 Share this post Link to post Share on other sites
SGT Fuller 856 Posted August 10, 2015 Removing it also fixed the issues with the arsenal breaking the 35 and 17 What compartment are you in? Cargo or pilot? Share this post Link to post Share on other sites
SGT Fuller 856 Posted August 10, 2015 Hey fuller, Do you still have plans to increase the maneuverability of the F-22? I hope it doesn't seem like I'm pestering you with this or anything. I did increase it a little don't want it to be OP Share this post Link to post Share on other sites
O.Languedoc 67 Posted August 10, 2015 Yes the stand alone c17 will break the USAF mod one. You should be getting the action to move inside I have no issue with the other planes with "move inside" option. I dont have the standalone C17 installed. In the C17, the character goes goes straight to "freefall" position when I hit "moveinside". Then once in freefall... i can float over the floor. Share this post Link to post Share on other sites
GamerOnkel 100 Posted August 10, 2015 for the MK77 :) http://www.armaholic.com/page.php?id=29204 Share this post Link to post Share on other sites
arindfle 18 Posted August 10, 2015 for the MK77 :) http://www.armaholic.com/page.php?id=29204 Unrealstic and will slow down the game. Share this post Link to post Share on other sites
kremator 1065 Posted August 10, 2015 Unrealstic and will slow down the game. Have you ACTUALLY used this before spouting nonsense ? Share this post Link to post Share on other sites
nikiforos 450 Posted August 10, 2015 Is it possible to add NVGs for pilots? I think some new players will need that for better navigation . I'm not sure though if that's common or not. Share this post Link to post Share on other sites
SGT Fuller 856 Posted August 10, 2015 I have no issue with the other planes with "move inside" option. I dont have the standalone C17 installed. In the C17, the character goes goes straight to "freefall" position when I hit "moveinside". Then once in freefall... i can float over the floor. I'll have a look at it when I get off work Share this post Link to post Share on other sites
SGT Fuller 856 Posted August 10, 2015 for the MK77 :) http://www.armaholic.com/page.php?id=29204 DO NOT I REPEAT DO NOT ADVERTISE OTHER PEOPLES WORK HERE. It is the ultimate disrespect Share this post Link to post Share on other sites
SGT Fuller 856 Posted August 10, 2015 Is it possible to add NVGs for pilots? I think some new players will need that for better navigation . I'm not sure though if that's common or not. I added a pilot bag that you can grab out of the backpack portion in editor. It has all 3 helmets in it and some NVGs so it won't look crazy :) Share this post Link to post Share on other sites
SGT Fuller 856 Posted August 10, 2015 I download your last update from media fire and copy it in @USAF (copy and replace for all) now i have black f35,suit and few bombs and rockets...should i reinstal it? Yes reinstall I don't know what you have going on. Share this post Link to post Share on other sites