Guest Posted March 10, 2017 New version frontpaged on the Armaholic homepage. Devas Autopilot v1.5 Share this post Link to post Share on other sites
Jnr4817 215 Posted March 10, 2017 Excellent, I'll give it a try. Thanks for your hard work on this. Share this post Link to post Share on other sites
Devastator_cm 434 Posted March 11, 2017 14 hours ago, Devastator_cm said: In order to have JIP compability the initialization should be called from initPlayerLocal.sqf instead of init.sqf. I adjusted read me based on that. I think I messed up with this part. It looks like init.sqf is also triggered when someone joins after game starts. In that case it is far better to have initialization in init.sqf. If I am mistaken with my conclusion please warn me :)) Share this post Link to post Share on other sites
kremator 1065 Posted March 11, 2017 Will 2.0 have the mod version? Keen to have this as an ALWAYS ON mod in my commandline. Share this post Link to post Share on other sites
Devastator_cm 434 Posted March 11, 2017 at the moment that is what I am working on. Trying to figure out how to make a mod and release it as v.1.0 in mod section of the forum :) 1 Share this post Link to post Share on other sites
kremator 1065 Posted March 11, 2017 Excellent mate. No pressure (much ;) ) Share this post Link to post Share on other sites
sammael 366 Posted March 11, 2017 hmm..I`m use initPlayerLocal.sqf instead of init.sqf like you said and it Not working for me after update Share this post Link to post Share on other sites
Devastator_cm 434 Posted March 11, 2017 I used both and both are working by me actually but like said, after some checking in wiki I understood that init.sqf will also run for JIP case. So that is the best place to have the command because also server needs to execute it due to locality issue of the vehicle. So keep it in init.sqf and if anybody sees any issue with JIP case please inform me 1 Share this post Link to post Share on other sites
Devastator_cm 434 Posted March 12, 2017 Mod version released 2 Share this post Link to post Share on other sites
Jnr4817 215 Posted March 12, 2017 Working as described now for all aircraft I have tested. AutoPitch is excellent. I would love to see this expanded to more options within the AutoPilot. An Altitude Hold with Alt Dial, Heading Hold with Heading Dial, NAV button, Indicated Air Speed (IAS), and Vetical Speed (VS). I know this is a lot and much may not be doable, just some humble ideas I'm throwing out. Attached in the autopilot in the aircraft I fly in. I am not a real life pilot, I am a flight crew member. Thanks Share this post Link to post Share on other sites
Devastator_cm 434 Posted March 12, 2017 I am not sure if those things exists in a military Jet Share this post Link to post Share on other sites
kremator 1065 Posted March 12, 2017 Lovely ... testing now ! Share this post Link to post Share on other sites
Devastator_cm 434 Posted March 12, 2017 Just now, kremator said: Lovely ... testing now ! Keep in mind for mod I have a seperate thread under MOD section of forum. I would be glad if you report the issues for mod version there Share this post Link to post Share on other sites
kremator 1065 Posted March 12, 2017 LOL ... writing in there too :) Share this post Link to post Share on other sites
Jnr4817 215 Posted March 12, 2017 2 hours ago, Devastator_cm said: I am not sure if those things exists in a military Jet Very true, i have no idea... ;) Share this post Link to post Share on other sites
sammael 366 Posted March 13, 2017 15 hours ago, Devastator_cm said: I am not sure if those things exists in a military Jet they have smart autopilot with automatic curse follow..Are you played arma 2 with Blake's Autopilot mod? Share this post Link to post Share on other sites
Devastator_cm 434 Posted March 13, 2017 No I didn't. I know from F-16s they do not have such advanced autopilots like commercial airplanes. I will try to contact some pilots for further details by f-16 but in general they have the setups which you can see in the screenshot of the first post. Therefor I believe following setups might be sufficient for Arma3 - Pitch Hold - Attitute Hold - Loiter (AC-130 case) Makes no sense to work on something complicated which will be not used often. I mean why someone wants to use waypoint autopilot in such small maps. Then what is the fun of using airplane by Arma 3 :) I did the pitch hold case just because of Firewill's F-16 and Weapon system. Using ITGT is challenging with low attitute and speed because the nose is simply going down if you are under 400kmh which brings high risk to crash. 2 Share this post Link to post Share on other sites
kremator 1065 Posted March 13, 2017 Those options would be great. I'm loving the mod version so far. Share this post Link to post Share on other sites
Jnr4817 215 Posted March 14, 2017 This mod is great. Pitch works ok for the helicopter in arma, an Altitude hold would be awesome. Thanks for the great work Share this post Link to post Share on other sites
Devastator_cm 434 Posted April 22, 2017 Anybody interested to test the new version? I add the fix altitude which brings the airplane to initial altitude when autopilot turned on. I need some pair of eyes before I officially release it. In case anybody can make a quick test PM me please :) 1 Share this post Link to post Share on other sites
Devastator_cm 434 Posted April 23, 2017 It is doing the following. I need feedback if it is something usefull or not Share this post Link to post Share on other sites
sammael 366 Posted April 23, 2017 need CBA keybind and separate key for this autopilot mode I think) Share this post Link to post Share on other sites
Devastator_cm 434 Posted April 24, 2017 I have CBA already for Mod version. So I can study the keybinds and include it in next mod release :) 1 Share this post Link to post Share on other sites
Jnr4817 215 Posted April 24, 2017 It appears to me that when you engage the Autopilot at a certain altitude, it holds it. Much like and ALT HOLD feature versus just flying level (keeping pitch 0). I like this feature. Is there anyway to separate them. For example, you would have the PITCH HOLD and ALT HOLD as separate features within the script and mod version. Will all of the features in the script version be shared with the Mod version? Thanks Share this post Link to post Share on other sites