flanders25 1116 Posted February 6, 2016 Any luck with the scripts? quite many I guess....? Hey John, thanks for your interest! We are using Firewills ejector seat. As for scripting, its eh. We started EW script but haven't worked on it in awhile as we have been concentrating on the air frame itself. We made new low poly gear, animations for wing folding, landing gear, and arresting bar, and have made a few textures. I am a complete rookie when it comes to modding this game and I am happy with the progress we have made so far as these have been things I have never done before. Granted my team did some of those things I listed above. Share this post Link to post Share on other sites
flanders25 1116 Posted February 6, 2016 Notice the arresting bar, when the gear is added ill upload pictures of that with the wings folded.. and maybe just maybe a video. Gear and animations are done, they just need to be implemented. 5 Share this post Link to post Share on other sites
officeramr 269 Posted February 6, 2016 Will it use Firewills pilots? They're excellent models Share this post Link to post Share on other sites
YanYatCheng 96 Posted February 6, 2016 Will it use Firewills pilots? They're excellent models I think all jets spawn without this pilot, but you can change your gear when spawn Share this post Link to post Share on other sites
officeramr 269 Posted February 6, 2016 Doesn't make sense, The Growler wasn't made for that, it can defend itself in an emergency but that may never happen. Not so much for the aircraft itself, i was thinking more along the line of this - Ground troops notice an approaching attack helicopter, however they are running low on AA missiles, the Growler pilot would enable EW and jam the countermeasures for a period of time, giving ground units a chance to destroy the approaching helo. Share this post Link to post Share on other sites
officeramr 269 Posted February 6, 2016 I think all jets spawn without this pilot, but you can change your gear when spawn yah, you can always do "this moveindriver" Thats what i do to get the RHS pilot in the SU-35 Share this post Link to post Share on other sites
shomu1 193 Posted February 6, 2016 Not so much for the aircraft itself, i was thinking more along the line of this - Ground troops notice an approaching attack helicopter, however they are running low on AA missiles, the Growler pilot would enable EW and jam the countermeasures for a period of time, giving ground units a chance to destroy the approaching helo. Considering the dispensing of physical countermeasures like flares is completely unaffected by external signals, again, this makes no sense. Share this post Link to post Share on other sites
officeramr 269 Posted February 6, 2016 Considering the dispensing of physical countermeasures like flares is completely unaffected by external signals, again, this makes no sense. Of course, but some of the IRL benefits won't translate into arma (such as disabling radar to some extent) so surely you have to come up with your own interesting dynamics? It could also jam missile locks or remove the map temporarily, disable mines.even. Give it some interesting benefits so you'd want to chose the Growler over a F16 Share this post Link to post Share on other sites
flanders25 1116 Posted February 6, 2016 Will it use Firewills pilots? They're excellent models Yes it will, a replacement script will spawn his pilots inside. 2 Share this post Link to post Share on other sites
NightIntruder 710 Posted February 6, 2016 Of course, but some of the IRL benefits won't translate into arma (such as disabling radar to some extent) so surely you have to come up with your own interesting dynamics? It could also jam missile locks or remove the map temporarily, disable mines.even. Give it some interesting benefits so you'd want to chose the Growler over a F16 SEAD missions, jamming enemy radars and comm are enough to be interested in the addon, don't you think? Nimitz compatibility and great look can be added to it as well. It will be the first addon that can do such things in A3, if doable. I like ideas that can bring interesting gameplay dynamic but within realistic environment in my case. Share this post Link to post Share on other sites
flanders25 1116 Posted February 6, 2016 -Tail hook as been implemented and working -Gear+animations have been implemented, working -2 new textures have been made -Fixed drop tanks texture issues -Wings fold script added -Compatible with Nimitz A BIG issue for us is getting the prop on the ALQ-99 to spinwhen it gets in the air or at all, so if you have any ideas please let us know, anyway here are some new shots 4 Share this post Link to post Share on other sites
shomu1 193 Posted February 6, 2016 Uhhh, is the fuselage supposed to not have a shadow? Share this post Link to post Share on other sites
flanders25 1116 Posted February 6, 2016 Uhhh, is the fuselage supposed to not have a shadow? It will, just hasnt been done yet. Share this post Link to post Share on other sites
sjones17 35 Posted February 7, 2016 Some pics of the squadrons, so far I have 4; RAAF, VAQ-142, VAQ-137 and VAQ-139. 5 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted February 7, 2016 Another image cause why not. 8 Share this post Link to post Share on other sites
Foxone 1044 Posted February 7, 2016 Some pics of the squadrons, Some pics of the squadrons, so far I have 4; RAAF, VAQ-142, VAQ-137 and VAQ-139. s Pictures are not visible, same for your CSG-11 banner 1 Share this post Link to post Share on other sites
NightIntruder 710 Posted February 7, 2016 Reg ALQ-99 spin - I would create animation in model.cfg with proper axis attached, like this example that was working with different source. class CfgSkeletons { class grow_Skeleton { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "alqspin","" }; }; }; class cfgModels { class grow { skeletonName="grow_Skeleton"; sectionsInherit=""; sections[]= { }; class Animations { class grow_alqspin_slow { type = "rotation"; source = "speed"; selection="alqspin"; axis="axis_alqspin"; memory = true; sourceAddress = "loop"; animPeriod=0; minValue=1.0; //min value in meters per second maxValue=2.0; //max value in meters per second angle0 = 0; angle1 = 4 * 3.1415; //number of revolutions per second initPhase=0; }; class grow_alqspin_med: grow_alqspin_slow { minValue=2.01; maxValue=5.0; angle0 = 0; angle1 = 8 * 3.1415; }; class grow_alqspin_fast: grow_alqspin_slow { minValue=5.01; maxValue=400.0; angle0 = 0; angle1 = 16 * 3.1415; }; }; }; }; 2 Share this post Link to post Share on other sites
shomu1 193 Posted February 7, 2016 Another image cause why not. Yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeessssssssssssssssssssssssssssssssssssssssssssssssssssssssssss Share this post Link to post Share on other sites
sjones17 35 Posted February 8, 2016 After 4 hours I've finally made VAQ-141's CAG bird. 4 Share this post Link to post Share on other sites
shomu1 193 Posted February 8, 2016 Pictures aren't showing up. Share this post Link to post Share on other sites
sjones17 35 Posted February 8, 2016 Pictures aren't showing up. I'll try to fix it now. Share this post Link to post Share on other sites
flanders25 1116 Posted February 8, 2016 made a video, but be aware it was just uploaded and hasn't processed 1080p yet so looks pretty bad 2 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted February 8, 2016 More hype train shots lol 5 Share this post Link to post Share on other sites
srbknight 925 Posted February 9, 2016 Holy mothers of all buts i was out few weeks from Arma world and i see this beauty ohh may gosh insane quality great work guys :o 1 Share this post Link to post Share on other sites
flanders25 1116 Posted February 9, 2016 Hey everyone I have some updates! The Growler is now: -Fully compatible with Nimitz -Fully compatible with KC-130 -High Frequency Jammer has been added -Fuel tanks have been reworked (not in these screen shots) -Flaps go down to 45 degress (looks extremely sexy in my opinion) -Firewills SEAD has been added -Aim 120s and AGM 88s are now functional -Cockpit panels and buttons have been reworked -A few more textures -Firewills ECM has been added but NOT functioning for some reason. Is being worked on. -Animations for refueling probe are basically complete. Anyway, still lots of work to do. I am hoping by this week we will have some sort of EW script ,animated ALQ-99s, and shadows, and then a simple loadout menu by next week. IMPORTANT: I am looking for more testers, so message me if you want to help out on testing. 5 Share this post Link to post Share on other sites