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Firewill Standalone Series Release Thread

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On 11/18/2019 at 4:56 AM, firewill said:

at least old version is confirmed dead. (question: why old version is bold?)

 

what do you mean by "is bold"?

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9 hours ago, cancan69 said:

 

what do you mean by "is bold"?

Nothing.

  • Haha 5

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I've been trying to train one of my buddies who's been interested in learning to fly, we've been using the two-seater F-15E Strike Eagle so he can sit in the WSO seat and learn the systems without having to be responsible for the flying. The only issue we've run into is that the I-TGT markers don't share between us, so I just have to take his word that he's marked the correct target or selected the right slot. I'm assuming this is because the I-TGT markers are client-side and can't be shared at all? Is it at all possible to have them be linked to an aircraft instead of a player or is that just not possible to code?

Appreciate all the hard work!

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2 hours ago, SonicJohnBH said:

I've been trying to train one of my buddies who's been interested in learning to fly, we've been using the two-seater F-15E Strike Eagle so he can sit in the WSO seat and learn the systems without having to be responsible for the flying. The only issue we've run into is that the I-TGT markers don't share between us, so I just have to take his word that he's marked the correct target or selected the right slot. I'm assuming this is because the I-TGT markers are client-side and can't be shared at all? Is it at all possible to have them be linked to an aircraft instead of a player or is that just not possible to code?

Appreciate all the hard work!

It's a local marker via createmarkerlocal command, so only can see marker who created for now. i was think about use the global marker, but it might be messed up the map screen with lot of TGT marker everywhere.

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4 hours ago, firewill said:

It's a local marker via createmarkerlocal command, so only can see marker who created for now. i was think about use the global marker, but it might be messed up the map screen with lot of TGT marker everywhere.

You might still create two local markers for each pilot in the airplane so they can see each others markers. With different color codings and naming convention (i.e. xx_airplanemodel_groupname where xx is unique marker number), new functionality on mfd to disable other pilots markers or enable them (so turn on/off visibility can be done via alpha setting of marker without really deleting anything). THis can be extended to share markers between airplanes on the same side as well

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Hey, I've been using your planes for two years now and congrats on the new releases! I make custom skins to fit my squadron, and we just transitioned to your new hornet. I've just managed to get the configs to work as far as getting the plane and the skin in the editor, but I haven't been able to figure out how to get my skin in ADES. It seems to be a different way than the way you did it on the 16 and 10. Any help would be much appreciated. 

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1 hour ago, EfytheAce said:

Hey, I've been using your planes for two years now and congrats on the new releases! I make custom skins to fit my squadron, and we just transitioned to your new hornet. I've just managed to get the configs to work as far as getting the plane and the skin in the editor, but I haven't been able to figure out how to get my skin in ADES. It seems to be a different way than the way you did it on the 16 and 10. Any help would be much appreciated. 

basically my all aircraft has same rules for ADES support.

about F/A-18C, need to define 3 settings below. and also FIR_F18C class is should be parent class of your custom hornet of course.

		FIR_FA18C_custom_skin = 1;
		FIR_FA18C_custom_code =  "your_custom_hornet_classname";
		FIR_FA18C_custom_name = "name for ADES display";

 

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Hey,I can not change planes loadout.A-10&F-18 bombs are unchangeable but it works with F-16

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13 minutes ago, unscramble said:

Hey,I can not change planes loadout.A-10&F-18 bombs are unchangeable but it works with F-16

..and i can change honestly in pylon setting, ams and other. just i can't change because it's can't anyway!  is doesn't help for finding what's the problem, you know.

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1 hour ago, firewill said:

..and i can change honestly in pylon setting, ams and other. just i can't change because it's can't anyway!  is doesn't help for finding what's the problem, you know.

I think it was Arma3's bug because it fixed now

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it's early WIP. so don't expect to come out soon.

 

AGM-84D Harpoon anti-ship missile: currently direct fire mode and sea-skimming mode supported.

you can select each fire mode just like change the weapon mode for your rifle. the pop-up mode will be made later.

 

Intercept: there are no scripts for CIWS, just CIWS can lock-on to the anti-ship missile(with some tricky) and try to intercept by AI automatically.

first scene: F/A-18F fire AGM-84D to enemy radar(for the test purpose) and 2 CIWS try to intercept the missile, but failed and radar destroyed.

second scene: same sequence, but one CIWS controlled by the player and successfully intercept.

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I gotta say these updates for Fleet Defender look really exciting! I wish there was a way to integrate it with the wonderful Arleigh Burke ships from the HAFM mod, but I imagine the amount of work that'd take would be too much, and that you'd need the cooperation of it's own creator to implement a system to load different missile types.

Still, as an upgrade to the vanilla ship-weapons these looks FANTASTIC and long overdue. The CIWS system sounds clever, and a lot less complicated/heavy than the ones i've seen before. Would the AI be accurate enough to be used as a land-based C-RAM system such as the Centurion? I imagine if it's having trouble with harpoon missiles that Mortars would be even harder, although perhaps the slower speed would make interception easier  🤔 

You could also use some of the code for the Harpoon, use it on the JASSM model you added in the last update and use it all to make an AGM-158C LRASM, but I'm guessing you've already thought of that.

Keep up the great work!

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9 hours ago, SonicJohnBH said:

I gotta say these updates for Fleet Defender look really exciting! I wish there was a way to integrate it with the wonderful Arleigh Burke ships from the HAFM mod, but I imagine the amount of work that'd take would be too much, and that you'd need the cooperation of it's own creator to implement a system to load different missile types.

Still, as an upgrade to the vanilla ship-weapons these looks FANTASTIC and long overdue. The CIWS system sounds clever, and a lot less complicated/heavy than the ones i've seen before. Would the AI be accurate enough to be used as a land-based C-RAM system such as the Centurion? I imagine if it's having trouble with harpoon missiles that Mortars would be even harder, although perhaps the slower speed would make interception easier  🤔 

You could also use some of the code for the Harpoon, use it on the JASSM model you added in the last update and use it all to make an AGM-158C LRASM, but I'm guessing you've already thought of that.

Keep up the great work!

it's still need to adjust for missile speed and hit-box size. and ground C-RAM also considered but not right now work.

LRASM also planned.

 

some video about anti-ship missile test with type 052D destroyer from HAFM navy mod.

 

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