Park.M 17 Posted May 28, 2018 (edited) AWESome : Aerial Warfare Enhanced Somehow Makes ARMA 3's flight environments more realistic (GWPS, wind effect, etc.). Recommended to use with ACE since it will enable ACE Interaction instead of vanilla actions and give more specific weather data on ATIS. This addon is SP/MP capable and basically works as a client-side mod, and gives some additional features when used on both client/server. Although this addon is licensed under CC BY-NC-ND 4.0, feel free to contact me if you need any code from this addon for applications. ---------------- Features 1. Voice Informer, GPWS(Ground Proximity Warning) GPWS(incl. Voice Informer) has three modes: B747, F-16 and Rita. B747's GPWS has more familiar sounds from commercial airliners including altitude informers during landing. Suitable for large transport or support planes. F-16's ♥♥♥♥♥ing Betty GPWS includes missile warning and other sound-warnings (voice informers). Gives basic warnings such as: Counter; Warning; Caution; etc., and is suitable for fighter planes. Rita is a Russian voice informer which works similar to ♥♥♥♥♥ing Betty, but speaks Russian and has fewer features(it's mainly because I don't speak Russian, and therefore I can't find enough sound files). You can set default setting for GPWS in addon settings which will override plane's default GPWS mode setting and set GPWS mode to what you want when getting in a plane. However, if someone with this addon is in or has been in the plane, the GPWS mode will not change and stay as it was. 2. Realistic Aerodynamics (drag, lift, etc.) Basic drag model is replaced with an enhanced model so that it better reflects the drag in real life. This will generate drag that's much more complicated than a simple polynomial function and create many effects such as the so-called 'Sound barrier'. Vehicle's fuel status and weapon loadout will now affect mass and aerodynamic characteristics of the vehicle, resulting in high aerodynamic drag and lowered stability when armed heavily. This also brings air density and wind into consideration. Air density is calculated based on altitude, temperature and humidity which gets more accurate if ACE3 weather is used together. Can enable/disable at addon settings (enabled as default), and effects of wind can be adjusted with "Wind Multiplier" setting. 3. ATC (Air Traffic Controller) Radar Screen Shows friendly & civilian planes on map with name, speed, altitude, and heading. Useful when commanding multiple planes. Information lines are consisted of the following three lines : Pilot's Name or Callsign Speed Altitude Heading(deg) Pilot name/callsign setting and units for speed & altitude can be changed at addon settings tab. Supports kph/knot for speed and meter/feet for altitude. Note that unit callsign uses the unit's group ID and therefore cannot distinguish between planes in a same group. To enable this feature, you need to add the following code to the target object's init field: [this] call orbis_atc_fnc_addRadarScreen; 4. ATIS (Automatic Terminal Information Service) Plays ATIS radio broadcast using real in-game atmospheric data. Provides wind, visibility, etc. Temperature, dew point, QNH will be provided when ACE Weather is enabled. With basic settings, ATIS provides real-time data, but with addon setting changed, ATIS data should be updated on ground To let the controller manually update the data, disable 'Real-time ATIS data update' option in addon setting, and add the following code to the target object's init field: [this] call orbis_atc_fnc_addATCConsole; 5. Ground System Provides towing vehicle & system for all planes. Works in MP and does not require other players to use this addon for towing their planes. Offroad vehicles are used as towing cars, and can tow planes by deploying towbar via Interaction / Action outside the vehicle. Once the towbar is deployed, place target plane's front gear at the end of the towbar, then use Action to connect target plane to the towbar. After towing around, stop the vehicle and disconnect target plane using Action. NOTICE : moving too fast may occur collisions, so drive with caution when towing. 6. Cockpit Utility Adds camera shake feature reflecting the vehicle's speed and status including the touchdown speed, and checklists feature for fixed-wing pilots which provides decision speed, rotate speed, landing speed and many more automatically filled in. This helps pilots to check if they have anything forgotten and gives reference speeds for takeoff and landing. ---------------- Issue Tracking To report issues, please use Github's issue trackerhttps://github.com/mgkid3310/AWESome/issues ---------------- Steam Workshop You can subscribe this addon on Steam Workshophttps://steamcommunity.com/sharedfiles/filedetails/?id=1301399507 ---------------- BI Forum thread For more specific update notes, please visit BI forum threadhttps://forums.bohemia.net/forums/topic/217012-awesome-aerial-warfare-enhanced-somehow/ ---------------- Authors (Contributors) Orbis2358 (mgkid3310@naver.com) : Project Manager & Programmer Edited December 30, 2018 by Park.M v1.1.0 update 8 2 Share this post Link to post Share on other sites
Maj Ray 9 Posted May 28, 2018 This looks fantastic! Should be very good for those who love to fly. Question about the realistic aerodynamics: do these play nice with the drag modifiers found in ITC Air Systems? Share this post Link to post Share on other sites
Park.M 17 Posted May 28, 2018 Showcase videos on Youtube AWESome Showcase #1 : GPWS / ATIS AWESome Showcase #2 : ATC radar / ATIS data update AWESome Showcase #3 : Sideslip Landing AWESome Showcase #4 : B747 GPWS 1 1 Share this post Link to post Share on other sites
Park.M 17 Posted May 28, 2018 Just now, Maj Ray said: This looks fantastic! Should be very good for those who love to fly. Question about the realistic aerodynamics: do these play nice with the drag modifiers found in ITC Air Systems? Aerodynamics in this addon works only with aircraft itself's drag and lift for now. Since ammo's drag work bit differently from airplanes, bringing those drag data of ammo's aerodynamics directly into aircraft flight model causes WAY TOO severe drag/gravity. I'm working on finding appropriate modifier to bring ammos and fuel into calculation. On the same line, I don't recommend ITC's drag system itself after having the experience of FIR A-10 being unable to fly with only medium-weighed loadout. But still, if you liked that system (because it's all up to one's preferences), It will work similar with/without the aerodynamics provided in AWESome. 1 1 Share this post Link to post Share on other sites
Romanze 16 Posted May 28, 2018 I'm a pilot IRL and I was always bothered that you can land in any direction with no xwind or tail wind. So, this is right up alley. I'll have to get this when i get on. Thanks. 2 Share this post Link to post Share on other sites
Park.M 17 Posted June 6, 2018 Ground System (towing car) has been updated! Quote from README.md: "Provides towing vehicle & system for all planes. Works in MP and does not require other players to use this addon for towing their planes. Offroad vehicles are used as towing cars, and can tow planes by deploying towbar via Interaction / Action outside the vehicle. Once the towbar is deployed, place target plane's front gear at the end of the towbar, then use Action to connect target plane to the towbar. After towing around, stop the vehicle and disconnect target plane using Action. NOTICE : moving too fast may occur collisions, so drive with caution when towing." 1 Share this post Link to post Share on other sites
D.Tac 13 Posted June 13, 2018 I submitted a ticket on the ATIS being broadcasted across all vehicles not just the client here's a video for reference Share this post Link to post Share on other sites
Park.M 17 Posted June 17, 2018 v 0.8.10 updage log towing of wheeled helicopters enabled towing system update speed limiter while towing added 1 Share this post Link to post Share on other sites
Park.M 17 Posted June 21, 2018 v 0.9.0 updage log Cockpit Utility (Checklist) feature update stop ATIS during play feature update Code optimization Share this post Link to post Share on other sites
Park.M 17 Posted June 25, 2018 v 0.9.1 update log GPWS update (Rita + code optimization) Share this post Link to post Share on other sites
knightlight 53 Posted October 26, 2018 I saw on armaholic this was updated what was the update? Share this post Link to post Share on other sites
Dedmen 2700 Posted October 31, 2018 On 27.10.2018 at 12:57 AM, knightlight said: I saw on armaholic this was updated what was the update? https://steamcommunity.com/sharedfiles/filedetails/changelog/1301399507 Share this post Link to post Share on other sites
Park.M 17 Posted November 12, 2018 On 2018. 10. 27. at 7:57 AM, knightlight said: I saw on armaholic this was updated what was the update? Umm, I didn't upload this addon on armaholic, only on steamworkshop. Share this post Link to post Share on other sites
the_one_and_only_Venator 163 Posted November 12, 2018 2 hours ago, Orbis_ said: Umm, I didn't upload this addon on armaholic, only on steamworkshop. I experienced the same... Armaholic somehow uploaded everything I put on the Steam workshop. Also the uploader is my Steam profiles name which I'm sure wasn't available on armaholic when I signed in there. I wonder if that is some kind of automated linking system that creates an armaholic site to everything on the Steam workshop... Never tried whether you download it from armaholic or Steam when using the link provided by armaholic though... Share this post Link to post Share on other sites
Spatsiba 89 Posted November 26, 2018 Looks great! Glad to hear you've added .bikey's now ;) Does anyone have a list of features that come with running this on the server? Would it be possible to run as -serverMod and get those features too? Share this post Link to post Share on other sites
Park.M 17 Posted January 5, 2019 On 2018. 11. 27. at 2:47 AM, Spatsiba said: Looks great! Glad to hear you've added .bikey's now ;) Does anyone have a list of features that come with running this on the server? Would it be possible to run as -serverMod and get those features too? Most of the features work locally, so you should have this addon on each person's client for the features to work. I'm not sure what features will be available if ran only as serverMod. 1 Share this post Link to post Share on other sites
zilfondel 11 Posted January 24, 2019 GOing to try this out! Question - how does this interact with ACE3 updates to aircraft flight characteristics? How about the Firewill planes, such as the Harrier, F18, F14, F15 etc? Share this post Link to post Share on other sites
Park.M 17 Posted March 11, 2019 On 1/24/2019 at 4:04 PM, zilfondel said: GOing to try this out! Question - how does this interact with ACE3 updates to aircraft flight characteristics? How about the Firewill planes, such as the Harrier, F18, F14, F15 etc? Sorry for this late reply, I haven't been to forum for a while :( I'm not sure which feature of ACE you're talking about, but this addon borrows ACE's weather features when able (uses default when unable) and replaces default actions to ACE Interaction. Firewill's plane works well with AWESome (since they were the reference samples) as well as RHS and USAF. Share this post Link to post Share on other sites
zilfondel 11 Posted March 25, 2019 Thanks for the reply! I've been using your mod and it seems to add a better feel for the planes. ACE3 actually has a feature for aircraft handling as well: https://ace3mod.com/wiki/feature/aircraft.html 1.1 Adjusted flight behaviour Changes the flight behaviour of various aircraft. ...its not too clear what that change is exactly. Share this post Link to post Share on other sites
Park.M 17 Posted March 25, 2019 6 hours ago, zilfondel said: Thanks for the reply! I've been using your mod and it seems to add a better feel for the planes. ACE3 actually has a feature for aircraft handling as well: https://ace3mod.com/wiki/feature/aircraft.html 1.1 Adjusted flight behaviour Changes the flight behaviour of various aircraft. ...its not too clear what that change is exactly. Interesting, didn't see that before. I've checked out ACE3 source code once more but I couldn't find flight model related code in ace_aircraft. That maybe talking about eject feature? IDK :( Share this post Link to post Share on other sites
Dedmen 2700 Posted March 25, 2019 9 hours ago, zilfondel said: ...its not too clear what that change is exactly. https://github.com/acemod/ACE3/blob/master/addons/aircraft/CfgVehicles.hpp#L49 It adds a "incoming missle detection system" to some aircraft, don't know if one would count that as flight behaviour. EDIT: That was removed, doesn't exist anymore. Documentation is outdated. 1 Share this post Link to post Share on other sites
beeper 10 Posted July 1, 2021 I run this mod on my dedicated, because I want it to run on every client. Look at the picture, is these handlers need to run on server? They takes a lot 🙂click to full: Share this post Link to post Share on other sites
runy888 19 Posted July 1, 2021 1 hour ago, beeper said: I run this mod on my dedicated, because I want it to run on every client. Look at the picture, is these handlers need to run on server? They takes a lot 🙂click to full: Hey man sorry to interject, but what is this program you're using? Do you have a link for it? it looks veeery useful. Thanks! Share this post Link to post Share on other sites
beeper 10 Posted July 1, 2021 2 hours ago, runy888 said: Hey man sorry to interject, but what is this program you're using? Do you have a link for it? it looks veeery useful. Thanks! https://steamcommunity.com/sharedfiles/filedetails/?id=1645973522https://steamcommunity.com/sharedfiles/filedetails/?id=1652506957 Need to run both, only on performance profiling branch, and with "-sqfasm-no-sqfc" (I also use "-profilerEnableInstruction" and "-profilerEnableNetwork") launch parameters to arma executable. Then "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Arma Script Profiler\Tracy.exe" Gentleman right above my first message can talk MUCH more about this, I think 🙂 1 Share this post Link to post Share on other sites
Park.M 17 Posted July 6, 2021 On 7/2/2021 at 3:45 AM, beeper said: I run this mod on my dedicated, because I want it to run on every client. Look at the picture, is these handlers need to run on server? They takes a lot 🙂click to full: The perFrame eventhandlers are added on server also but most of the complex functions like aerodynamics are skipped. I kept that way because the server has its own job to do, like ATIS sync, tow handling and more (not all of them are implemented now, but is WIP). Because of this I cannot fully remove the handlers on server. If you are really worried about that 100us~ of frametime, you can remove handlers on your own pbo but I don't think I'll remove them on main branch. Share this post Link to post Share on other sites