madpat3 29 Posted May 24, 2018 well, thats a workaround. but i don't understand, why the skins can't be selected via virtuell garage. maybe pookie uploaded the wrong version on steam?! edit: just checked it out. with the versions from onedrive, it doesn't work, either. neither the standart, nor the cup version. Share this post Link to post Share on other sites
hcpookie 3770 Posted May 24, 2018 I'm not sure what exactly you are looking for. The faction-specific skins work fine in the editor. The virtual garage "Try" loads a new skin when a new skin is selected. The extra skins are available via the INIT command (that you quoted)... e.g. 11 hours ago, madpat3 said: [this, ["pook_EF2K_GER",1]] call BIS_fnc_initVehicle; That loads up the german luftwaffe skin in the editor. What else is there? If there is still a problem you'll have to give me step-by-step instructions to reproduce it. Otherwise I'm not seeing any problems w/ the skins. This is the New Way that BIS has created to replace "this setObjectTexture BLAH". Share this post Link to post Share on other sites
madpat3 29 Posted May 24, 2018 what phantom and i try to tell you is that the skins could be changed via virtuell garage. step by step: place one of your planes on map. right-click on it and open "Edit Vehicle Appearance". then click on the tab "Camoflage" and on one of the checkboxes. the color of the plane will change. click "OK". everything is allright by now, except for the colour don't change in the editor, either. but when you run the mission, the plane still displays the default texture, not the one you selected in the "Edit Vehicle Appearance" (that's what we mean by "virtuell garage"). Share this post Link to post Share on other sites
hcpookie 3770 Posted May 25, 2018 I see. Thanks for the detailed explanation! I haven't tried using that and will look into it. Share this post Link to post Share on other sites
hcpookie 3770 Posted May 25, 2018 Progress! I have made some changes discovered that I can only alter SOME of the skins via the right-click "edit vehicle appearance" selection: Quote Blue Camo Desert Camo TAK Forest Camo CDF CDF INS NATO (UNO) RAF TAK German luftwaffe blue-grey These skins that can be selected this way belong to a faction - e.g. select the "forest camo" which is the same as the CDF camo, and you get the CDF camo WITH the roundels. There seems to be a direct correlation between the Vehicle Customization and whether a skin is used by a faction. The "fix" I think is going to be to assign a variety of textures to the factions so that they are available in this fashion. Or make a bunch of "dummy" faction selections which is simply not a good idea. Doubt I will get this completely working until someone smarter than me explains this behavior. Regardless, I have also been tweaking a few items as well and intend to release an update in a few more hours: Quote - New: 'Bitching Betty' altitude threshold can now be adjusted or disabled - New: Added AI support for "CAS Bombing" role - New: Added AI ejection logic - New: Default data link state is now Enabled - New: Animated joystick trigger - New: Added tail flash for some factions - New: Nogovan roundel/flash in standard and subdued colors - Improved: IRIS-T presence on more loadouts - Improved: Roundel sizes on some factions - Improved: Zeus compatibility - Fix: Faction-based skins now work for Virtual Garage skin selector. Remaining skins require Vehicle Customization INIT to use in-mission. - Fix: Minor cockpit texture issues - Fix: Cockpit fuel knob wasn't turning on siphon/drop tank actions - Fix: Jamming script not working on some missiles Share this post Link to post Share on other sites
hcpookie 3770 Posted May 26, 2018 New update complete on both my Onedrive (see first post) and Steam. 2 Share this post Link to post Share on other sites
hcpookie 3770 Posted May 26, 2018 I just discovered that if I change the texture selections in the config to a non-null value, the skin is now selectable within the editor via the "Edit Vehicle Appearance" selection. Go figure. I changed this: class pook_EF2K_JUNGLE5 { author = "HCPOOKIE"; DisplayName = "Jungle Camo (5)"; textures[] = {"\pook_EF2000\skins\top_JUNGLE5.paa","",""}; factions[] = {}; }; to this: class pook_EF2K_JUNGLE5 { author = "HCPOOKIE"; DisplayName = "Jungle Camo (5)"; textures[] = {"\pook_EF2000\skins\top_JUNGLE5.paa","A3\data_f\clear_empty.paa","A3\data_f\clear_empty.paa"}; factions[] = {}; }; And now I can select it and it remains selected in the editor's Vehicle Customization. It would seem that the code/script/whatever that provides you that mini-virtual garage interface doesn't like null values in the texture array. I'm going to test this more but expect to see an update shortly for this. 2 Share this post Link to post Share on other sites
Phantom Hawk 44 Posted May 26, 2018 Good to hear keep up the good work. Share this post Link to post Share on other sites
hcpookie 3770 Posted May 26, 2018 Update is uploaded to OneDrive and Steam 1 Share this post Link to post Share on other sites
madpat3 29 Posted May 27, 2018 7 hours ago, hcpookie said: It would seem that the code/script/whatever that provides you that mini-virtual garage interface doesn't like null values in the texture array. Arma is such a bitch! 1 Share this post Link to post Share on other sites
madpat3 29 Posted May 27, 2018 But i have to say, the flag on the tail for the german luftwaffe is too big. in reallity, there is just a small flag above the marking for the division (geschwader). click Share this post Link to post Share on other sites
madpat3 29 Posted May 27, 2018 here some bugs: -Brimstone are too weak. needs 5 to 6 to destroy a t-100 varsuk. -Brimstone (not the DM) can't LOAL. or am i doin it wrong? -pilot's camera can lock, but can't follow targets automaticly. infantry neither, nor.(don't know if it's a bug, or intendet. -Radar and HUD detect targets only at a range below 3km (to find air targets completely useless). -When air target is detected by radar, it extents its range. so it stays displayed, on even longer ranges, but is unreliable. then and when it vanishes from the radar. -for targets (air/ground) to lock on, you need to be right on it with the middle marker of the HUD, (not just having it inside the big circle). Share this post Link to post Share on other sites
Phantom Hawk 44 Posted May 28, 2018 I have just noticed that when an AI pilot is flying it can't seem to use air-to-ground missiles like the brimstone and storm shadow/SCALP-EG it will always use the BK-27 cannon instead anyone else having this problem? Share this post Link to post Share on other sites
madpat3 29 Posted May 28, 2018 that was the case for vanilla air vehicles, too. before they recently fixed it. maybe you have to adept to their changes?! Share this post Link to post Share on other sites
hcpookie 3770 Posted May 28, 2018 What change exactly? Share this post Link to post Share on other sites
madpat3 29 Posted May 28, 2018 "Tweaked: AI helicopter gunners are now more prone to use DAGRs and Scalpels (https://feedback.bistudio.com/T128103)" clickMe that's the 4th entry after: CHANGELOG DATA: Share this post Link to post Share on other sites
BobBrownB21 1 Posted May 29, 2018 Great mod as usual, sir. I run into an issue with using the EF on a carrier (I know its probably not meant for it). Why would the EF start to move once you enter it? Also, once it has stopped (on the carrier deck), it seems that I cannot exit the cockpit. Am I missing something obvious here? Thanks in advance. Again, great mod! Share this post Link to post Share on other sites
madpat3 29 Posted May 29, 2018 @hcpookie you could also make your plane compatible with lesh's towing mod. with this, the plane can be towed by a towing tractor to move it around (e.g. parking it in a hanger). simply put these four lines into your config.cpp right after line 2248: LESH_canBeTowed = 1; LESH_towFromFront = 1; LESH_AxisOffsetTarget[] = {0,8,-1.4}; LESH_WheelOffset[] = {0,-2}; (no mod dependency ;) Share this post Link to post Share on other sites
hcpookie 3770 Posted May 29, 2018 On 5/28/2018 at 1:45 PM, madpat3 said: "Tweaked: AI helicopter gunners are now more prone to use DAGRs and Scalpels (https://feedback.bistudio.com/T128103)" clickMe that's the 4th entry after: CHANGELOG DATA: It doesn't say what they changed :( However it appears from here that it needs "autofire = true"... will have to try that out Share this post Link to post Share on other sites
hcpookie 3770 Posted May 30, 2018 8 hours ago, BobBrownB21 said: Great mod as usual, sir. I run into an issue with using the EF on a carrier (I know its probably not meant for it). Why would the EF start to move once you enter it? Also, once it has stopped (on the carrier deck), it seems that I cannot exit the cockpit. Am I missing something obvious here? Thanks in advance. Again, great mod! No idea really. I'm sure it needs something but I haven't looked at carrier ops at all. 5 hours ago, madpat3 said: @hcpookie you could also make your plane compatible with lesh's towing mod. Done :) Uploaded this update to both Onedrive and Steam 1 Share this post Link to post Share on other sites
madpat3 29 Posted May 30, 2018 but some bugs remain. hope you'll find the time drive to solve them some day. On 27.5.2018 at 9:24 AM, madpat3 said: -Brimstone are too weak. needs 5 to 6 to destroy a t-100 varsuk. (this' really annoying) -Brimstone (not the DM) can't LOAL. or am i doin it wrong? (i was doin it wrong ;) -pilot's camera can lock, but can't follow targets automaticly. infantry neither, nor.(don't know if it's a bug, or intendet. -Radar and HUD detect targets only at a range below 3km (to find air targets completely useless). (this' also really annoying) -When air target is detected by radar, it extents its range. so it stays displayed, on even longer ranges, but is unreliable. then and when it vanishes from the radar. -for targets (air/ground) to lock on, you need to be right on it with the middle marker of the HUD, (not just having it inside the big circle). Share this post Link to post Share on other sites
madpat3 29 Posted May 30, 2018 -Radar and HUD detect targets only at a range below 3km (to find air targets completely useless). (this' also really annoying) -When air target is detected by radar, it extents its range. so it stays displayed, on even longer ranges, but is unreliable. then and when it vanishes from the radar. -for targets (air/ground) to lock on, you need to be right on it with the middle marker of the HUD, (not just having it inside the big circle). I think it's bohemias fault, for i tested it without any mods and it shows similar behaviours. give it a try by yourself. i used the black wasp II Share this post Link to post Share on other sites
madpat3 29 Posted May 30, 2018 another thing is during night. when you turn on the lights, the whole cockpit is reflecting it, so you can bearly see outside. Share this post Link to post Share on other sites
madpat3 29 Posted May 31, 2018 (edited) pylon loadout has only 3X brimstone dm. unlike normal brimstone (3x AND 2x). actually there is also 2x brimstone dm, but in the pylon setting dropdown menu it's indicated as 3x. there are two called "Brimstone-DM-AGM x3". the second one should be called "Brimstone-DM-AGM x2". Edited June 9, 2018 by madpat3 Share this post Link to post Share on other sites
madpat3 29 Posted June 10, 2018 (edited) On 30.5.2018 at 12:44 PM, madpat3 said: but some bugs remain. hope you'll find the time drive to solve them some day. -Brimstone are too weak. needs 5 to 6 to destroy a t-100 varsuk. (this' really annoying) agm 88 is too weak, also. takes 2 to destroy a tigris. when brimstone 3x and agm 88 are loaded and a tigris is placed on map, the pilot fires no missile. neither brimstone, nor harm. Edited June 10, 2018 by madpat3 Share this post Link to post Share on other sites