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Firewill Standalone Series Release Thread

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1 minute ago, erikj said:

A-164 Wipeout (The vanilla A-10 clone). I was referring to the HUD used in GBU-12 in the base game and I will add a screenshot about it.

Image link (I didn't find how to post images here)
https://steamuserimages-a.akamaihd.net/ugc/776154572888168158/297DAB21B586670EA7BE4DA73F37E2A769A31518/

that is in hud, and hud is not from me(see the credit)

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Oh, that's ok (I forgot about that). Thank you anyway o7
If I find any othe bugs I will let you know

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10 minutes ago, erikj said:

Oh, that's ok (I forgot about that). Thank you anyway o7
If I find any othe bugs I will let you know

okay, thanks the notice

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AWS updated

 

v1.72
- Bug Fixes
- SUU-25 pod problem fixed
- GBU-12/EGBU-12 x 3 have 3 bombs

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FIR, what do you think about AGM-65  lock distance? Cause the further up you are the closer you have to be to target to lock on. In game that mean I must fly at low altitude to lock on at 8km or I must fly at  normal altitude and only can lock on at 1-2 km from target. Every mission become CAS with this parameters.

Is it planned any  air to surface AT missile  in your mod-that can lock on like Brimstone from 20km?

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AGM-65D's real conterpart is effectiv at around 8-9 Miles that ist about 13km+

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5 minutes ago, sammael said:

FIR, what do you think about AGM-65  lock distance? Cause the further up you are the closer you have to be to target to lock on. In game that mean I must fly at low altitude to lock on at 6km or I must fly at  normal altitude and only can lock on at 1-2 km from target. Every mission become CAS with this parameters.

Is it planned any  air to surface AT missile  in your mod-that can lock on like Brimstone from 20km?

currently follow the armaverse standard. example, Macer had 6km range so my AGM-65 had same value too.

maybe adjust in further progress.

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3 minutes ago, firewill said:

currently follow the armaverse standard

Spoiler

 

 

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On 2017-5-19 at 5:39 PM, sammael said:
  Hide contents

 

 

same when the Su-25SM and other planes get delayed... but well, i don´t like to bother people that works for passion xD

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On 5/19/2017 at 4:33 PM, firewill said:

currently follow the armaverse standard.

 

I think this is definitely the right way to go, even apart from inter-operation between vanilla and a variety of mods (which requires observation of the same standard), it's the way it is for a reason (limited speeds and world size).

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So can someone give me a quick run down on the AIM-120's I'm getting a 100% miss rate with them. Are they coupled to the Radar now?

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41 minutes ago, Tac21 said:

So can someone give me a quick run down on the AIM-120's I'm getting a 100% miss rate with them. Are they coupled to the Radar now?

hmm, strange during test amraam hit rate is almost 90% for me(9 hit /10 total fired)

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I'm doing more testing to make sure it's not just me doing something wrong.

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Had some strange behavior with bombs earlier today.  F16 with JSOWs.  Locked targets, weapons released.  The weapon flies off into the distance and leaves the map. 

I think we were having issues with other ordnance not detonating or flying off also.

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6 hours ago, ski2060 said:

 Locked targets, weapons released.  

The AGM-154A (JSOW A) uses GPS/INS for terminal guidance

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9 hours ago, ski2060 said:

Had some strange behavior with bombs earlier today.  F16 with JSOWs.  Locked targets, weapons released.  The weapon flies off into the distance and leaves the map. 

I think we were having issues with other ordnance not detonating or flying off also.

its working fine for me several test. but i found several GPS bomb include JSOW can lock on to laser mark so i'll remove the laser guided capability of GPS/INS bombs.

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I just play around with F16 sensors and missiles sensors for only Personal usage .Make radar on 180km e t.c But  Found something strange. Whatever parameters I use, I can not IR lock on аt a distance above 20 km. Same for trgets on my radar. Same effect for ActiveRadarSensor. 

Is it engine limition at 20km or I made  mistakes in the configs?

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16 hours ago, sammael said:

I just play around with F16 sensors and missiles sensors for only Personal usage .Make radar on 180km e t.c But  Found something strange. Whatever parameters I use, I can not IR lock on аt a distance above 20 km. Same for trgets on my radar. Same effect for ActiveRadarSensor. 

Is it engine limition at 20km or I made  mistakes in the configs?

i think both. limitation and config because sometime i got a radar contact on 22~24km so i think not only limit with 20km below..

and plus sidewinder is also follow armaverse standard.

11 hours ago, ss9 said:

Am I supposed to be able to see which way the camera is looking on the radar panel? Because I don't seem to see that.  Makes it hard to find targets. Maybe you're already working on this and a visual indicater in the hud?

- Visual sensor is will be follow the pilot camera, however other sensor such as active radar, laser,IR is gonna be still static(passive/rwr is 360 degrees so except.)

- gonna.ask.kimi. about HUD

 

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Is hud also custom by your airplanes?
Maybe you can make it a bit brighter or put an option to do so? I am using your pilot pack with ace3 compatibility to make the visor darker. Sometimes it is hard to see the hud :/

 

as an idea of code, if (visor is down and it is a dark visor) then hud gets brighter

 

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It is very hard to see any jet hud in game at daytime. I have to always fly at night)

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AWS updated

v1.74
- some bug fixes
- AGM-65H/K added
- some RFD/SMS data for A-10A/C and F-16

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Found a bug with dynamic loadout, mirror mode isn't working at al. I don't know if it's an Arma 3 bug or not, but that never happened with vanilla planes. o7

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