TheGamblersDice 1 Posted July 9, 2017 Ok tested it for 1 hour today and there seems to be a bug that makes the armament switch function half useful only. The WSO is not able to lock on to any IIR targets (AGM-65D for example) and, besides that, to any other lasers other than its own from the TGP (tested it with the the Darter drone laser). All of the GPS targeting works with the WSO just those lock ons. Also one thing I've noted is the WSO only can go up to 4KM in the radar range, and the actual hot targets don't seem to be detected on it. Share this post Link to post Share on other sites
firewill 3880 Posted July 9, 2017 29 minutes ago, TheGamblersDice said: Ok tested it for 1 hour today and there seems to be a bug that makes the armament switch function half useful only. The WSO is not able to lock on to any IIR targets (AGM-65D for example) and, besides that, to any other lasers other than its own from the TGP (tested it with the the Darter drone laser). All of the GPS targeting works with the WSO just those lock ons. Also one thing I've noted is the WSO only can go up to 4KM in the radar range, and the actual hot targets don't seem to be detected on it. sadly both thing is not a bug 1. IR sensor is follow heat signature for lock on, like engine on, firing some weapon. in my case, 100% work if target got some heat. 2. it was 16km but some component class is cause of crash so removed. and lock on for sensor is doesn't matter radar panel range. Share this post Link to post Share on other sites
TheGamblersDice 1 Posted July 9, 2017 1 minute ago, firewill said: sadly both thing is not a bug 1. IR sensor is follow heat signature for lock on, like engine on, firing some weapon. in my case, 100% work if target got some heat. 2. it was 16km but some component class is cause of crash so removed. and lock on for sensor is doesn't matter radar panel range. Im able to lock on while on the pilot seat. Its just on the WSO seat that I'm not able to lock to other lasers and hot targets. I am uploading a video for a guy in my unit to review the jet, but i can link it here with timeframes so you can see I am not able to lock on to hot targets for some reason. I had a AI pilot flying for me while I was in WSO seat, so I don't know if that just bugged it somehow. Share this post Link to post Share on other sites
ice_age0815 37 Posted July 9, 2017 nice work and thanks for the update Share this post Link to post Share on other sites
TheGamblersDice 1 Posted July 9, 2017 Video with evidence on no laser and hot target locks with timeframes so it's easier to just see what is needed. As I said before the pilot is an AI so that might have fucked it up somehow. EDIT: Seems to be working now in the same conditions of yesterday, strange. Share this post Link to post Share on other sites
islesfan186 83 Posted July 12, 2017 Any way to be able to take control of the TGP from the WSO in the 15E? I'm more of a single player guy, and when I change to the WSO, the now AI pilot flies erratically so it makes it hard to acquire a target Share this post Link to post Share on other sites
floris_heinen 33 Posted July 12, 2017 2 hours ago, islesfan186 said: Any way to be able to take control of the TGP from the WSO in the 15E? I'm more of a single player guy, and when I change to the WSO, the now AI pilot flies erratically so it makes it hard to acquire a target Right click? Share this post Link to post Share on other sites
islesfan186 83 Posted July 13, 2017 4 hours ago, floris_heinen said: Right click? Not when you're the pilot. And even if it does work, the camera is fixed, mouse movement controls the aircraft, not the sensor. Only in the WSO seat can I pan the sensor and find targets. If I take the controls as a WSO, it's a fixed cam, same as the pilot station Share this post Link to post Share on other sites
Colince411 38 Posted July 29, 2017 While in F-15E, if the pilot and the WSO switch 'Armament Control'; the number of loaded munitions(GBU-12 shown here) multiplies after each switch. Once in flight, the pilot and WSO can drop all of these munitions and continue to multiply them throughout the whole flight. 1 Share this post Link to post Share on other sites
Meiestrix 25 Posted July 31, 2017 Hi, does someone know if there is a compatibility issue with Firewills F15 and John_Spartans / TeTeTes F/A-18 Super Hornet (http://forums.bistudio.com/showthread.php?164308-F-A-18-Super-Hornet-for-ARMA-3)? Today i added the F-15 to my mods and now i will always get a error message when i place the F-18. This does not happen without the F-15. I am not sure if this a problem of the F-15 or the F-18. Here is ta picture of the error popup: https://www.dropbox.com/s/qfkmo4se40o2k27/20170731130137_1.jpg And the part of the RPT Logfile: 13:01:35 Warning Message: No entry 'bin\config.bin/CfgVehicles/Plane_Base_F/HitPoints/HitHull.name'. 13:01:35 Warning Message: '/' is not a value 13:01:35 Warning Message: No entry 'bin\config.bin/CfgVehicles/Plane_Base_F/HitPoints/HitHull.armor'. 13:01:35 Warning Message: '/' is not a value 13:01:35 Warning Message: No entry 'bin\config.bin/CfgVehicles/Plane_Base_F/HitPoints/HitHull.passThrough'. 13:01:35 Warning Message: '/' is not a value Share this post Link to post Share on other sites
kecharles28 197 Posted September 18, 2017 Updated mod v0.10 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
firewill 3880 Posted September 18, 2017 F-15 updated 1.1 - Maintenance - oxygen mask toggle action added 4 Share this post Link to post Share on other sites
Guest Posted September 18, 2017 The Armaholic mirror has been updated with the new version: F-15 Eagle v1.1 Share this post Link to post Share on other sites
firewill 3880 Posted October 16, 2017 CFT,CWB for just one F-15SE(no two separate class like F-15SE Stealth and F-15SE non-Stealth) - player can select CFT or CWB in pylon setting(in editor) or loadout dialog(in game) - CFT version also support mid-wing pylon and more(such as more weapon support) 11 Share this post Link to post Share on other sites
CyclonicTuna 87 Posted October 16, 2017 Ooooh progress on the Silent Eagle Share this post Link to post Share on other sites
firewill 3880 Posted October 17, 2017 mid-wing pylon for F-15SE. this pylon support various weapon include AIM-120, so this F-15SE can equip 16 AMRAAM maximum(in photo, 2 sidewinder so 14 AMRAAM). mid-wing pylon is only can activate when CFT selected. (if CWB selected, automatically removed) 7 Share this post Link to post Share on other sites
Polyus 139 Posted October 17, 2017 7 hours ago, firewill said: mid-wing pylon for F-15SE. this pylon support various weapon include AIM-120, so this F-15SE can equip 16 AMRAAM maximum(in photo, 2 sidewinder so 14 AMRAAM). mid-wing pylon is only can activate when CFT selected. (if CWB selected, automatically removed) Oh, hell yes! As always, you've done a fantastic job. Time to rain death down from above. Share this post Link to post Share on other sites
kilrbe3 37 Posted October 28, 2017 Hey Fir, Just wanted to ask something that I seen asked here since July, and on Steam, but has never been answered. Is there a workaround, or different model you could throw in to the pack, that allows the Pilot to control the TGP for the F-15E? I'd love to fly it more, but as being a Editor player mostly, I scratch my flying itch all the time with the F-16. I'd love to fly the F-15 more, but in its current setup it's just not possible for SP / Editor fun. Could pilot be able to control the TGP, please? Such a great model, but sadly 100% useless in a Editor scenario. The new F-15SE looks great! But I feel the same problem will occur, as needed a 2nd human player to enjoy it. :( I realize game immersion =/= real life prototypes. But here I think a exception could be made for the sake of 'game balance'. Cheers mate 1 Share this post Link to post Share on other sites
firewill 3880 Posted October 29, 2017 F-15 and F-15 1st skin pack updated F-15 1.11 - Maintenance - refueling support with KC-135 from USAF mod F-15 1st pack 1.1 - new Bisign - maintenance 8 hours ago, kilrbe3 said: Hey Fir, Just wanted to ask something that I seen asked here since July, and on Steam, but has never been answered. Is there a workaround, or different model you could throw in to the pack, that allows the Pilot to control the TGP for the F-15E? I'd love to fly it more, but as being a Editor player mostly, I scratch my flying itch all the time with the F-16. I'd love to fly the F-15 more, but in its current setup it's just not possible for SP / Editor fun. Could pilot be able to control the TGP, please? Such a great model, but sadly 100% useless in a Editor scenario. The new F-15SE looks great! But I feel the same problem will occur, as needed a 2nd human player to enjoy it. :( I realize game immersion =/= real life prototypes. But here I think a exception could be made for the sake of 'game balance'. Cheers mate pilot TGP will be include in next update 1~2 weeks later. 3 1 Share this post Link to post Share on other sites
kilrbe3 37 Posted October 29, 2017 Thank you so so so so much for doing this!! <3 So excited to fly the beauty! You the best! Cheers 1 Share this post Link to post Share on other sites
floris_heinen 33 Posted October 29, 2017 13 hours ago, firewill said: pilot TGP will be include in next update 1~2 weeks later. Will you also add a laser painter? Share this post Link to post Share on other sites
firewill 3880 Posted October 30, 2017 7 hours ago, floris_heinen said: Will you also add a laser painter? pilotcamera and laser designator. 2 Share this post Link to post Share on other sites
floris_heinen 33 Posted October 30, 2017 14 hours ago, firewill said: pilotcamera and laser designator. Great, thanks a lot my friend! Share this post Link to post Share on other sites
Guest Posted October 31, 2017 The Armaholic mirror has been updated with the new version: F-15 Eagle v1.11 Share this post Link to post Share on other sites
Guest Posted October 31, 2017 The Armaholic mirror has been updated with the new version: F-15C 1st PACK v1.1 Share this post Link to post Share on other sites