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the Brimstone-DM-AGM impacts about 10m before the designated laserspot.

 

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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 (!!!)

 

overfly.jpg

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CALCM launch process

 

Select SCALP-ER as current weapon

CALCM_1.jpg

 

Select "Launch CALCM" from the action menu

CALCM_2.jpg

 

Map-click to select the target location

CALCM_3.jpg

 

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.

 

CALCM_4.jpg

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Update v7.0!  CUP version is updated too... NEW - FAP version is now available as a separate download

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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?

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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 ;)

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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. 

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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.

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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.

KQgH2NT.jpgTUQrIBS.jpg

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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

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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 ? 

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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
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Update! 

 

Quote

NEW: Added Zeus-compatible groups
IMPROVED: Changed high-altitude flight characteristics to match plane's Real Life flight ceiling.

 

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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?

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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!

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I don't use CBA in any of my mods.  Possible multiple mod interaction issues.  Glad it is working!

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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!

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is there a way, to get rid of the numbers that are randomly attached to the plane once the mission starts?

 

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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.

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