firewill 3880 Posted January 24, 2016 You mean that you are going to update A-164R or something?! I don't get it. I have FIR AWS v0.8 A-164R v0.1 and MightyGau v1.9 running. Nothing is happening automatically as you said but I get an empty GAU-8 on A-164R. Sorry, but I'm really trying to understand :huh: next update for A-164R. not current version. 2 Share this post Link to post Share on other sites
Masnooper 42 Posted January 24, 2016 next update for A-164R. not current version. Oh! OK. Now it makes sense :)) Share this post Link to post Share on other sites
Airwolf 50 Posted January 25, 2016 Firewill, I apologize. We did some testing, picking out each mod that we use. It turns out that the version of ACE 3 we are using is what broke the vanilla laser-lock. Not AWS. Share this post Link to post Share on other sites
xxgetbuck123 945 Posted January 25, 2016 Firewill, I apologize. We did some testing, picking out each mod that we use. It turns out that the version of ACE 3 we are using is what broke the vanilla laser-lock. Not AWS. Thats cause ACE has its own laser pbos. So they conflict with the vanilla ones. Our Milsim group used to have that problem but we updated to the latest ACE and its all fixed. Share this post Link to post Share on other sites
firewill 3880 Posted January 25, 2016 A-164R is updated on First page Alpha 0.2 - If Mighty GAU-8/A Avenger is Installed, magazine in Wipeout-R is change automatically from Mighty mod. Loadout Dialog is also adapt the same check logic. 3 Share this post Link to post Share on other sites
miller 49 Posted January 25, 2016 Thanks firewill :)ArmA3.de Mirror updated: A-164R Wipeout-R(Rework) by firewill (v0.2 Alpha)Kind regardsMiller Share this post Link to post Share on other sites
Masnooper 42 Posted January 25, 2016 A-164R is updated on First page Alpha 0.2 - If Mighty GAU-8/A Avenger is Installed, magazine in Wipeout-R is change automatically from Mighty mod. Loadout Dialog is also adapt the same check logic. Now this is a "must have" addon :) Share this post Link to post Share on other sites
Guest Posted January 25, 2016 Updated version frontpaged on the Armaholic homepage. A-164R Wipeout-R(Rework) v0.2 alpha FIR AWS US - AirWeaponSystem US/NATO ** Armaholic now supports authors with donation button/links. When you have any donation/support links please contact me! Share this post Link to post Share on other sites
pinaz93 1020 Posted January 25, 2016 Firewill thanks for your guide to AWS integration, It's really good made and works perfectly ;) 1 Share this post Link to post Share on other sites
firewill 3880 Posted January 26, 2016 A-143R Buzzard-E(Enhanced) new weapon, new system, new skin for AAF. 4 Share this post Link to post Share on other sites
john111 76 Posted January 26, 2016 Can you put in a script,just like "helicopter survivable script",that make it`s armour buffed,so it`s not exploding and killing the player,so that one could actually get hit by Pook`s Sam`s and survive? Some sort of "auto-lock-on" ,that remembers where the tank was/is to speed up the lock-onto previous target. We need some sort of Photo/Recce aircraft,for mission commanders on the ground. If we get the 3-rack AGM-65 too,I will be a happy camper. http://www.armaholic.com/page.php?id=26467 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted January 26, 2016 Can you put in a script,just like "helicopter survivable script",that make it`s armour buffed,so it`s not exploding and killing the player,so that one could actually get hit by Pook`s Sam`s and survive? Some sort of "auto-lock-on" ,that remembers where the tank was/is to speed up the lock-onto previous target. We need some sort of Photo/Recce aircraft,for mission commanders on the ground. If we get the 3-rack AGM-65 too,I will be a happy camper. http://www.armaholic.com/page.php?id=26467 In the aircraft config, or one of the configs anyway, you're able to change the values of such things you're talking about. Such as how much damage the pilot takes when getting hit by something. Personally not sure how to do this but I know a bloke who does. Share this post Link to post Share on other sites
firewill 3880 Posted January 26, 2016 Can you put in a script,just like "helicopter survivable script",that make it`s armour buffed,so it`s not exploding and killing the player,so that one could actually get hit by Pook`s Sam`s and survive? Some sort of "auto-lock-on" ,that remembers where the tank was/is to speed up the lock-onto previous target. We need some sort of Photo/Recce aircraft,for mission commanders on the ground. http://www.armaholic.com/page.php?id=26467 Helicopter is Survive from SAM? are you sure? well, i don't answer anything because i don't know how to answer that. 1 Share this post Link to post Share on other sites
john111 76 Posted January 26, 2016 No. I meant ,make it not explode when it gets hit by something ,give us time to eject when hit. The link was just there to show something made for helicopters, that prevented explosions. Share this post Link to post Share on other sites
officeramr 269 Posted January 26, 2016 Will there be a afterburner script? Share this post Link to post Share on other sites
firewill 3880 Posted January 26, 2016 Will there be a afterburner script? L-159 Alca(Original of A-143 Buzzard) is use the Honeywell/ITEC F124-GA-100, Engine without Afterburner. F125-GA-100 is Afterburner Version, but not in the Alca. so not Afterburner in there. 2 Share this post Link to post Share on other sites
officeramr 269 Posted January 26, 2016 L-159 Alca(Original of A-143 Buzzard) is use the Honeywell/ITEC F124-GA-100, Engine without Afterburner. F125-GA-100 is Afterburner Version, but not in the Alca. so not Afterburner in there. ah okay Share this post Link to post Share on other sites
sammael 366 Posted January 26, 2016 You're a great modmaker. You do what BIS should have done by default. Thank you so much. I'd love to see your system on vanilla UAV Share this post Link to post Share on other sites
firewill 3880 Posted January 27, 2016 A-143R Buzzard-E Loadout 3 Share this post Link to post Share on other sites
Masnooper 42 Posted January 27, 2016 I was wondering why you didn't make those useless hypdra pods replaceable on A-164R! That could leave two more pylons available for better weapons. Share this post Link to post Share on other sites
firewill 3880 Posted January 27, 2016 I was wondering why you didn't make those useless hypdra pods replaceable on A-164R! That could leave two more pylons available for better weapons. yeah i want remove that :-( but problem is, that pod is in model. so not removable. 1 Share this post Link to post Share on other sites
officeramr 269 Posted January 27, 2016 Was Just thinking, we need higher landing/takeoff speeds. Especially the f-15, it just floats. I know focus is on playability, but I think a 200kph landing speed would be a good mix between playability and simulation for any fighter jets (Including Spartan fa-18 etc etc Boy does that thing need an update. Maybe they'll let you take over? Whoa.) Kind of absurd to come in at 150kph since that's about half what it would most likely be in real life. I think a kph is about half a knot, maybe a little more than half. In other words, when you're floating over the runway or carrier at 150kph, you're going about 75 knots. That's more like the landing speed of a light twin piston prop, about the cruising speed of a Super Cub. Shit, that's like highway speed here in Montana (up to 80mph, lol, good for your gas mileage [yes, I know the Germans are laughing]). Supersonic is around 1200kph, especially at lower altitudes that we fly at in Arma, but I don't think you've added any supersonic effects. And maybe time to arm the plane should be based on how many weapons you select? It's too quick. How many weapons and how much fuel you can load is a good part of the strategy you have to use, but how fast you can get back up in the air should be too. You can't just load 16 gbu-53's instantaneously, lol. And not to be a nit picker, but you have a typo. It says "loading weapons of your choose" Should say "Loading weapons of your choice" Oh and how about animated high lift devices on the planes that have them? (When the leading edge slats come down at high alpha. Fuller's F-16 does it ;) ) Anyway, thanks for all your hard work. Best planes in Arma! You dont have to rotate at a low speed, just continue to accelerate the plane will stick to the ground until you make it airborne Share this post Link to post Share on other sites
firewill 3880 Posted January 28, 2016 Was Just thinking, we need higher landing/takeoff speeds. Especially the f-15, it just floats. I know focus is on playability, but I think a 200kph landing speed would be a good mix between playability and simulation for any fighter jets (Including Spartan fa-18 etc etc Boy does that thing need an update. Maybe they'll let you take over? Whoa.) Kind of absurd to come in at 150kph since that's about half what it would most likely be in real life. I think a kph is about half a knot, maybe a little more than half. In other words, when you're floating over the runway or carrier at 150kph, you're going about 75 knots. That's more like the landing speed of a light twin piston prop, about the cruising speed of a Super Cub. Shit, that's like highway speed here in Montana (up to 80mph, lol, good for your gas mileage [yes, I know the Germans are laughing]). Supersonic is around 1200kph, especially at lower altitudes that we fly at in Arma, but I don't think you've added any supersonic effects. And maybe time to arm the plane should be based on how many weapons you select? It's too quick. How many weapons and how much fuel you can load is a good part of the strategy you have to use, but how fast you can get back up in the air should be too. You can't just load 16 gbu-53's instantaneously, lol. And not to be a nit picker, but you have a typo. It says "loading weapons of your choose" Should say "Loading weapons of your choice" Oh and how about animated high lift devices on the planes that have them? (When the leading edge slats come down at high alpha. Fuller's F-16 does it ;) ) Anyway, thanks for all your hard work. Best planes in Arma! allow for gameplay, thats all. and you mean this for F-16? Maximum manoeuvre configuration, its you said? Share this post Link to post Share on other sites
firewill 3880 Posted January 28, 2016 A-143R Buzzard-E is Released download link on First Page 2 Share this post Link to post Share on other sites
icarus86 37 Posted January 28, 2016 Finally, customizable vanilla planes :D! Share this post Link to post Share on other sites