madpat3 29 Posted August 9, 2018 the Brimstone-DM-AGM impacts about 10m before the designated laserspot. Share this post Link to post Share on other sites
hcpookie 3770 Posted September 11, 2018 New stuff in the impending update... New pilots (for CUP factions) New (optional) selections for FAP Units New missile profiles for longer-range engagements Working Brimstone, SCALP, and AGM-88 missiles SCALP-ER Overflight missile profile (see pic) New GBU-48 for German faction (1000lb LGB+GPS) Map-based CALCM plots (SCALP-ER) for long-range attacks. Tested up to 110km (!!!) 5 2 Share this post Link to post Share on other sites
hcpookie 3770 Posted September 11, 2018 CALCM launch process Select SCALP-ER as current weapon Select "Launch CALCM" from the action menu Map-click to select the target location SCALP-ER is "fire and forget" so no more action is required. Tested out to 110km on PMC Balkans! Wait for the fireworks! Cruise time was ~2.5 minutes, so that equates to about 15 seconds flight time for 10 km. 5 Share this post Link to post Share on other sites
hcpookie 3770 Posted September 15, 2018 Update v7.0! CUP version is updated too... NEW - FAP version is now available as a separate download 3 Share this post Link to post Share on other sites
madpat3 29 Posted September 18, 2018 i have a question about that SCALP-ER. when using the CALCM system, is the missile seeking for targets within the area, or is it flying dead on to the designated coordinance? Share this post Link to post Share on other sites
hcpookie 3770 Posted September 19, 2018 The flight profile uses a seeking radius once it reaches the target area. More here: https://community.bistudio.com/wiki/Arma_3_Missile_flight_profiles Share this post Link to post Share on other sites
madpat3 29 Posted September 19, 2018 ah, thats cool. so you basicly configured it to be capable of using "Overfly" and "LoalDistance". maybe give it the ability of using "Cruise" as well and let the player choose between normal and terrain-following via scrollwheel, for it's a cruise-missile ;) Share this post Link to post Share on other sites
hcpookie 3770 Posted September 19, 2018 Cruise don't work. Share this post Link to post Share on other sites
madpat3 29 Posted September 19, 2018 sad to hear that :( nevertheless, i've noticed two issues: first, the target marker on map don't change its position, when setting a new target. second and more important, the missile even seeks for own units. Share this post Link to post Share on other sites
madpat3 29 Posted September 19, 2018 2 hours ago, hcpookie said: Cruise don't work. don't know if it's any help for you. it also features a cruise missile pathway. it's in the hafm-submarine mod. Share this post Link to post Share on other sites
TTT Wittmann 1 Posted October 7, 2018 Hello, @hcpookie i have seen, the plane has problems with the landinglight/Taxilight. (Normal light "L") Its extreme bright and i cant see anything. The light shnes inside cockpit. Outside it is pretty good but inside is a problem i think. Other question, how to use GPS (not scalpr) , but GBU 48 for example. Greets Wittmann from german. Share this post Link to post Share on other sites
hcpookie 3770 Posted October 7, 2018 That's due to they way Arma manages light sources. There really isn't much that can be done about to be honest. There is no GPS guidance function in Arma and I haven't looked at any of the missilebox stuff to port yet. Just drop them as normal LGB's Share this post Link to post Share on other sites
TTT Wittmann 1 Posted October 7, 2018 Allright. Will do so. Just thought, bec. in some Mod Planes are GPS Guidance, like in firewills planes. Np. =) Great work so far. Next point i saw, is a problem with the "freedom" CV (Carrier). I cant start with catapult and on some points the plane doesnt stop in it while taxi on carrier. (I know, EF is not a Carrier plane, and the tail hook, doesnt grab the lines in my case.) Is it only by me or doesnt it work ? Share this post Link to post Share on other sites
hcpookie 3770 Posted October 7, 2018 The plane doesn't support carrier landings Share this post Link to post Share on other sites
TTT Wittmann 1 Posted October 7, 2018 Okay, good to know. Thx for fast answers. Share this post Link to post Share on other sites
hcpookie 3770 Posted December 1, 2018 Version 7.1 update ----------------------------------- IMPROVED: Significantly improved flight model nose-down behavior IMPROVED: Armor and threat values more closely aligned with default planes IMPROVED: Anti-radiation missile actions use functions to reduce lag NEW: "Master Safe" as default weapon selection NEW: Added hardpoints for SDB bombs (GBU-39) NEW: Anti-radiation targeting system now recognizes BIS Encore SAMs NEW: Jamming functions now recognize BIS Encore SAM systems 2 2 Share this post Link to post Share on other sites
TTT Wittmann 1 Posted December 18, 2018 Awesome! Keep working pls. Love the mod more and more. Share this post Link to post Share on other sites
madpat3 29 Posted December 30, 2018 this' what happens, when shadow falls on the plane's skin: click Share this post Link to post Share on other sites
hcpookie 3770 Posted January 1, 2019 Update! Quote NEW: Added Zeus-compatible groups IMPROVED: Changed high-altitude flight characteristics to match plane's Real Life flight ceiling. 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted January 3, 2019 Radar problems? Getting reports this last update broke radar lock-on but I am not exactly sure what is broken. Nothing has been changed on radar settings for months so it may be something completely non-related. Anyone with radar problems? Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted January 4, 2019 Just tested version 7.2 and the radar locks air targets, the AIM-120 hits them, all mint =) Maybe somebody is trying to use it without CBA loaded and thus the errors? Cheers! Share this post Link to post Share on other sites
hcpookie 3770 Posted January 4, 2019 I don't use CBA in any of my mods. Possible multiple mod interaction issues. Glad it is working! 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted January 6, 2019 1/5/2019: version 7.2 FIX: Missing radar icons FIX: Some groups spawned on wrong side Steam update complete; currently uploading to OneDrive. Onedrive upload is also complete! 1 Share this post Link to post Share on other sites
madpat3 29 Posted January 17, 2019 is there a way, to get rid of the numbers that are randomly attached to the plane once the mission starts? Share this post Link to post Share on other sites
madpat3 29 Posted February 3, 2019 i think the sead script doesn't work on dedicated. tested with same mods and same mission, but one time self hosted and other time on dedicated. i used ace to change weapons in game with an ammotruck nearby. and once fueltanks are siphoned you can't bring it back, although jettisoned and rearmed afterwards, it always stays empty. same with the radar decoy. stays used although plane is being rearmed after use. Share this post Link to post Share on other sites