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Nichols

[WIP] Jedburgh Outfitters... formerly known as Black Hornet PRS

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@Nichols What's the correct path to the drone in the editor ?

 

There is no miscellaneous items path in the editor props and I can't find it.

 

I found it.

 

Cheers.

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Glad you found it @cb65 wish I had seen this earlier.

So in the future once I get the flight issues sorted again I plan to make this one available to all factions and also work on making it able to be hacked as well. Although that last part is probably not going to be super high on the to do list.

 

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OK so how many of you guys have mouse input turned on as your primary flight control for drones? I just turned my Corsair mouse control way down and I am almost fly it for more than 500 meters. I say almost because the control input from the mouse gets a little wonky when you try to over correct from a small turn and then you are fighting to get back to level flight. I also commented out several items in the config that seemed to create problems as well.

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Have you updated the steam version with your updates? as of right now, the steam version can't get off the ground. I think it still has the weight issue.

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On 10/21/2019 at 8:38 PM, Sgt_Krunch said:

Have you updated the steam version with your updates? as of right now, the steam version can't get off the ground. I think it still has the weight issue.

Yes the steam version has been updated as well. 

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Dunno if you've solved the flight issues yet, but one possible solution could be to add four invisible "boxes" on each side of the drone in the GEO LOD. Basically something like this:

 

wBaElxD.png

 

I tried a few tests using the unbinarised model and it seemed fairly stable, though it's inconsistent sometimes and can still flip uncontrollably at high speeds. I'm guessing the distance that the "boxes" are positioned away from the drone's body & their weight still needs to be tweaked to get the right balance.

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@drebin052 thanks for the heads up I hadn't thought about putting those empty boxes on the outside like that.

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OK after talking with a few guys and getting some ideas this weekend I have an update to share. Thanks for the ideas @vurtual and @Crielaard

 

First off I haven't pushed an update yet. Secondly I am testing out a change in the config that pushes the weight of the item up drastically. It might be that I made it too light for it's flight characteristics. If these tests are successful in the tweaking I am doing then I will not be pursuing the changes to the rotor disk size. However it might be a combination of size of rotor disk and the weight of the vehicle that make the most sense but I will not know until I have it checked out thoroughly in my testing. Once I have it in a somewhat passable stance I will let you all know. I am off most of this week and will spend more time working on it as I can.

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On 4/26/2020 at 4:20 PM, Sgt_Krunch said:

Was this mod taken off of the workshop?

 

Several weeks ago I pulled it into a hidden page visible only to admin/developers due to doing a major rework on my end. It wasn't ready and with all the changes I am working through on it I felt it was necessary for the short term.

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Original 1.63 PMC release config (no CorePatch/Community Configuration Project changes applied):
 

Spoiler

 


class CfgVehicles
{
	class Air;
  
	class Helicopter: Air
	{
		class Turrets
		{
			class MainTurret;
		};
		class AnimationSources;
	};
  
	class Ka137_Base_PMC: Helicopter
	{
		expansion = 4;
		displayName = "$STR_PMC_DN_KA137";
		destrType = "DestructWreck";
		icon = "\Ca\Air_PMC\data\ui\Icon_ka137_PMC_ca.paa";
		picture = "\Ca\Air_PMC\data\ui\picture_ka137_PMC_ca.paa";
		crew = "Soldier_PMC";
		mainRotorSpeed = 1;
		backRotorSpeed = -1;
		soundGetIn[] = 
		{
			"", 
			0.31622776, 
			1
		};
		soundGetOut[] = 
		{
			"", 
			0.31622776, 
			1, 
			40
		};
		soundDammage[] = 
		{
			"", 
			0.56234133, 
			1
		};
		soundEngineOnInt[] = 
		{
			"Ca\Sounds_PMC\Air_PMC\Ka_157_start_int", 
			0.1, 
			1
		};
		soundEngineOnExt[] = 
		{
			"Ca\Sounds_PMC\Air_PMC\Ka_157_start", 
			0.56234133, 
			1, 
			800
		};
		soundEngineOffInt[] = 
		{
			"Ca\Sounds_PMC\Air_PMC\Ka_157_stop_int", 
			0.1, 
			1
		};
		soundEngineOffExt[] = 
		{
			"Ca\Sounds_PMC\Air_PMC\Ka_157_stop", 
			0.56234133, 
			1, 
			800
		};
		class Sounds
		{
			class Engine
			{
				sound[] = 
				{
					"Ca\Sounds_PMC\Air_PMC\Ka_157_engi", 
					3.1622777, 
					1.4, 
					600
				};
				frequency = "rotorSpeed";
				volume = "camPos*((rotorSpeed-0.72)*4)";
			};
			class RotorLowOut
			{
				sound[] = 
				{
					"Ca\Sounds_PMC\Air_PMC\Ka_157_rotor", 
					3.1622777, 
					1, 
					700
				};
				frequency = "rotorSpeed";
				volume = "camPos*(0 max (rotorSpeed-0.1))";
				cone[] = {1.8, 3.1400001, 2, 0.89999998};
			};
			class RotorHighOut
			{
				sound[] = 
				{
					"Ca\Sounds_PMC\Air_PMC\Ka_157_rotor_swist", 
					5.6234131, 
					1, 
					800
				};
				frequency = "rotorSpeed";
				volume = "camPos*10*(0 max (rotorThrust-0.95))";
				cone[] = {1.1, 3.1400001, 2, 0.89999998};
			};
			class EngineIn
			{
				sound[] = 
				{
					"Ca\Sounds_PMC\Air_PMC\Ka_157_engi_int", 
					3.1622777, 
					1
				};
				frequency = "rotorSpeed";
				volume = "(1-camPos)*((rotorSpeed-0.75)*4)";
			};
			class RotorLowIn
			{
				sound[] = 
				{
					"Ca\Sounds_PMC\Air_PMC\Ka_157_rotor", 
					0.56234133, 
					1
				};
				frequency = "rotorSpeed";
				volume = "2*(1-camPos)*((rotorSpeed factor[0.3,  1.1]) min (rotorSpeed factor[1.1,  0.3]))";
			};
			class RotorHighIn
			{
				sound[] = 
				{
					"Ca\Sounds_PMC\Air_PMC\Ka_157_rotor_swist_int", 
					0.31622776, 
					1
				};
				frequency = "rotorSpeed";
				volume = "(1-camPos)*3*(rotorThrust-0.9)";
			};
		};
		accuracy = 0.5;
		class Reflectors
		{
		};
		class AnimationSources: AnimationSources
		{
			class HideTurret
			{
				source = "user";
				animPeriod = 1e-007;
				initPhase = 1;
			};
		};
		model = "\Ca\Air_PMC\Ka137\Ka137.p3d";
		maxSpeed = 290;
		armor = 1;
		isUav = 1;
		camouflage = 4;
		audible = 6;
		sensitivity = 2;
		threat[] = {0.60000002, 0, 0.1};
		enableManualFire = 0;
		irScanRangeMin = 100;
		irScanRangeMax = 1000;
		irScanToEyeFactor = 2;
		driverForceOptics = 1;
		radarType = 4;
		driverAction = "ManActTestDriver";
		class Library
		{
			libTextDesc = "$STR_PMC_LIB_KA137";
		};
	};
  
	class Ka137_PMC: Ka137_Base_PMC
	{
		scope = 2;
		accuracy = 2;
		side = 2;
		faction = "PMC_BAF";
		class Turrets
		{
		};
		class AnimationSources: AnimationSources
		{
			class MainTurret
			{
				source = "user";
				animPeriod = 1e-007;
				initPhase = 0;
			};
			class MainGun
			{
				source = "user";
				animPeriod = 1e-007;
				initPhase = 0;
			};
		};
	};
  
	class Ka137_MG_PMC: Ka137_Base_PMC
	{
		scope = 2;
		accuracy = 2;
		side = 2;
		faction = "PMC_BAF";
		enableManualFire = 0;
		icon = "\Ca\Air_PMC\data\ui\Icon_ka137pk_PMC_ca.paa";
		picture = "\Ca\Air_PMC\data\ui\picture_ka137_PKMG_PMC_ca.paa";
		class Turrets: Turrets
		{
			class MainTurret: MainTurret
			{
				minElev = -80;
				maxElev = 15;
				initElev = 0;
				minTurn = -180;
				maxTurn = 180;
				initTurn = 0;
				weapons[] = 
				{
					"PKT_high_AI_dispersion"
				};
				magazines[] = 
				{
					"200Rnd_762x54_PKT", 
					"200Rnd_762x54_PKT"
				};
				turretInfoType = "RscWeaponRangeZeroing";
				discreteDistance[] = {300, 400, 500, 600, 700, 800};
				discreteDistanceInitIndex = 0;
				enableManualFire = 1;
				gunnerOpticsModel = "\ca\air\optika_AH1Z";
				class ViewOptics
				{
					initAngleX = 0;
					minAngleX = -30;
					maxAngleX = 30;
					initAngleY = 0;
					minAngleY = -100;
					maxAngleY = 100;
					initFov = 0.5;
					minFov = 0.1;
					maxFov = 0.5;
					visionMode[] = 
					{
						"Normal", 
						"Ti"
					};
					thermalMode[] = {0, 1};
				};
				gunnerForceOptics = 1;
			};
		};
		displayName = "$STR_PMC_DN_KA137_MG";
		class AnimationSources: AnimationSources
		{
			class HideTurret: HideTurret
			{
				initPhase = 0;
			};
		};
		class Library
		{
			libTextDesc = "$STR_PMC_LIB_KA137_MG";
		};
	};
};

 

 

 

 

Note that the End-of-Life (EOL) Update patches with CorePatch/CCP don't change much aside from minimising the explosion FX and increasing the zeroing limits for the PKT machine gun. Everything else is basically unaltered from release:

 

Spoiler



class CfgVehicles
{
	class All;
  
	class AllVehicles: All
	{
		class AnimationSources;
		class NewTurret
		{
			delete turrentInfoType;
		};
	};
  
	class Air: AllVehicles
	{
	};
  
	class Helicopter: Air
	{
		class Turrets
		{
			class MainTurret;
		};
	};
  
	class Ka137_Base_PMC: Helicopter
	{
		NoDestructionExplosion_CP=1;
	};

	class Ka137_PMC: Ka137_Base_PMC
	{
	};

	class Ka137_MG_PMC: Ka137_Base_PMC
	{
		class Turrets: Turrets
		{
			class MainTurret: MainTurret
			{
				discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500};
				discreteDistanceInitIndex = 2;
			};
		};
	};
};


 

 

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On 5/17/2020 at 11:41 AM, xrayfg89 said:

is this out?

Not at this time....undergoing a major renovation to hopefully fix a few issues that popped up on initial release. It will be done when its done.

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@xrayfg89 

From our Rules:

 

No spam or advertising:

Advertising of any commercial or personal project, product or service on these forums is not permitted. Chain letters and pyramid schemes are similarly prohibited. This includes the Personal Message service and clan recruitment outside of the Clan Recruitment forum. Threads older than 4 months should not be dug up unless something significant is being added. Please do not post duplicate threads in more than one forum and do not "Bump" threads. Posting "any news", "is it out yet" or asking for a release date type posts are also spam.

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Control is too sensetive . Maybe you need to increase mass of this UAV

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On 2/7/2021 at 2:29 AM, sammael said:

Control is too sensetive . Maybe you need to increase mass of this UAV

Yeah I've gone back and forth between lower weight and higher weight and even some crazy alterations to the model and it's just not working right. I'm sure I am missing something but not sure what. 

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