Shashman 0 Posted July 6, 2003 I think this cargo space should be removed :-\ It seems to be causing problems and it's unrealistic Share this post Link to post Share on other sites
Peanut 0 Posted July 6, 2003 I have alomost no bugs with this addon, neither the white boxes nor the many open/close door commands or some of the other bug that were mentioned. The only bug I have is that when you start with open doors, and close them the warning still appears, you first have to land the chopper again to get it away. The engine also starts a second time after the first engine start sound fades out. Share this post Link to post Share on other sites
Dark Knight 0 Posted July 6, 2003 i have no problem with it.. infact i am making a mission where that cargo space is needed basicly the MI-28 attacks an airfield but drops u off near it. and u infiltrate and steal and aircraft from the basethe eliment of surprise sort of thing Share this post Link to post Share on other sites
quakergamer 0 Posted July 6, 2003 Does everyone has that white boxes or only some ppl? I got the same problems Share this post Link to post Share on other sites
marc0523 0 Posted July 6, 2003 my 49 cents The only un-mentioned bug i found is that there is a white, untextured bar in the left (possible the right as well) door frame, the part which becomes hidden as you close the door. Also the switch MFD doesnt appear to do anything, has this feature not been implimentad yet. One more, the missiles, are they supposed to be both AA and AG as i took out a BAS chinook with one and an apache, pretty leathel, much better than the ones on the comanche As for magezines, i would like to see some "adult" reading for those in the cargo spaces, it would make the trip more interesting. an idea i have had which would be cool, i dont know if it would be realistic though would be to have things other than people in the cargo, for example you could make it so that the missiles could be reloaded from extras stored in the cargo, similer to the MI-2. Yu could also have weapons and equipment stored in them, that would be pretty cool, if you crashed landed you could go to the back and bring out a rocket launcher Share this post Link to post Share on other sites
Dauragon 0 Posted July 6, 2003 How do i turn off dust, i tried "DKMM_MI28_no_dust = true" but it didnt work Share this post Link to post Share on other sites
Donnervogel 0 Posted July 6, 2003 my 49 cents  The only un-mentioned bug i found is that there is a white, untextured bar in the left (possible the right as well) door frame, the part which becomes hidden as you close the door. Also the switch MFD doesnt appear to do anything, has this feature not been implimentad yet. One more, the missiles, are they supposed to be both AA and AG as i took out a BAS chinook with one and an apache, pretty leathel, much better than the ones on the comanche As for magezines, i would like to see some "adult" reading for those in the cargo spaces, it would make the trip more interesting. an idea i have had which would be cool, i dont know if it would be realistic though would be to have things other than people in the cargo, for example you could make it so that the missiles could be reloaded from extras stored in the cargo, similer to the MI-2. Yu could also have weapons and equipment stored in them, that would be pretty cool, if you crashed landed you could go to the back and bring out a rocket launcher   Swith MFD switches the from map to something else on a display in the cockpit. But I think the map only works on official islands. SO on inofficial islands it might not work. It is mentioned in the readme that the gunner cockpit isn't fully textured yet if you meant that. @Shashman For the cargo space. Why remove it? The bug people get has nothing to to with the OFP engine. It's just because of the close door animation. I am sure they will solve this problem altough it didn't occur yet on my maschine. Share this post Link to post Share on other sites
Sxep 0 Posted July 6, 2003 As for magezines, i would like to see some "adult" reading for those in the cargo spaces, it would make the trip more interesting. HAhaha yeah hes right, add somekind of easteregg in there. Sweet chopper guys, my favourite hamster bug:- no Downwash I made a duel with the commanche, both have radarjamm so its hard to get a lock, i could only kill him when he was in viewdistance. (thats realistic) But the ai (mi28) get blasted away by an Commanche AI every time, so i don´t know if its very balanced. It needs some RI to kill a commanche with the mi28. Share this post Link to post Share on other sites
343rdBadger 0 Posted July 6, 2003 I believe this compartment is actually a feature of the havoc..or is it the KA-52 that has it? Share this post Link to post Share on other sites
Guest DKM-jaguar Posted July 6, 2003 It's supposed to be there. If we didnt have it; then people would say we were unrealistic. A lot of the things you mention are known and are being fixed. BTW: one of you hit on some thing which is put into the latest version, but i wont tell you what (and dont try to guess, it's just for fun so dont ruin it ) Share this post Link to post Share on other sites
RapThor85 0 Posted July 6, 2003 I have just a request for the final version, maybe it was already in your projects. nothing very important, but I'm tired to hear the ground proximity alarm ("bipbipbipbipbipbip") when you fly less than 10m. It would be fine if we could turn this off. I like to fly very low with choppers and ambush behind trees or hill.... so if the alarm goes on every 30 sec, I will become mad  just a line in the action menu, or at least a line to insert in the init field would be cool. you could maybe do like for the radar jammer : if we turn the "switch ECM/CM mode" command on semi-auto, then we could disable the alarm. just an idea. I flew a bit with it this afternoon, and I can say this is the most pleasant (don't know if this is the good word) chopper to fly in Ofp. It is very stable, at low and high speed. I think the final version will be better than the commanche (who's already very good!) thanks Share this post Link to post Share on other sites
Shashman 0 Posted July 6, 2003 @ShashmanFor the cargo space. Why remove it? The bug people get has nothing to to with the OFP engine. It's just because of the close door animation. I am sure they will solve this problem altough it didn't occur yet on my maschine. Well until I am proven wrong I still don't think the MI-28 has a cargo compartment... Share this post Link to post Share on other sites
Donnervogel 0 Posted July 6, 2003 Quote[/b] ]The fuselage of the Mi-28 has a bay fitted with a hatch door. The bay can accommodate three people for the rescue of downed friendly air crew. copied fromthis site it's not a proof but there are sevral pages that mention it. Share this post Link to post Share on other sites
Guest DKM-jaguar Posted July 6, 2003 i have a book here also which confirms it. Now I dont think that so many people could be wrong. Share this post Link to post Share on other sites
Dark Knight 0 Posted July 6, 2003 only coz people think its useless dosent mean it has to be taken out Share this post Link to post Share on other sites
theavonlady 2 Posted July 6, 2003 For those of you that want a demo mission showing off the MI-28, I've converted OFP's SP mission, Rat's Nest, so you fly the MI-28 instead of the V-80. Details on this thread. Share this post Link to post Share on other sites
Cpt. FrostBite 0 Posted July 6, 2003 Quote[/b] ]Now I dont think that so many people could be wrong.they're not!I'm one of the people requesting it, because it's there! One of you guy's posted about the crash-script (that you had one running) Will you add it in the next release?? (please) Since the cargo area can only be used if the crew of the chopper next to you actually surfives impact! Also add a (ot three) crashed version(s) that replaces the destroyed model after crashed (like in the Mi-2 pack) HOWEVER; DON'T MAKE IT BURNED OUT. Just a hard-landed/crashed version. Combat choppers don't usually burn out (they have self-sealing fuel tanks ect.). They are designed to surfive impact. The pilots must still be in the crashed model, though (by removing them from the destroyed mi28 [which disappears] and placing them in the crased model). This way after you crash you'll find yourself in the crashed model and you can climb out. Perhaps you can use a blackout for the pilots(on moment of impact), to hide the fact that they switch chopper (destroyed to crashed). I'm sure a real crash will cause some form of short blackout. Share this post Link to post Share on other sites
Shashman 0 Posted July 6, 2003 OK I stand corrected but it's really only intended for emergency use Quote[/b] ]A rear fuselage compartment can accommodate two or three people - intended for emergency recovery of personnel only. Taken from here Share this post Link to post Share on other sites
Donnervogel 0 Posted July 6, 2003 OK I stand corrected but it's really only intended for emergency useQuote[/b] ]A rear fuselage compartment can accommodate two or three people - intended for emergency recovery of personnel only. Taken from here yeah I'm sure. I mean who would want to go in this little box there out of free will. Share this post Link to post Share on other sites
Cpt. FrostBite 0 Posted July 6, 2003 yes shashman, like in my previous post; combined with a crah-script that allows the crew to surfive impact, it's great. (when the two choppers are a group, the other chopper will pick up the two pilots) But there are allways a few jurks out there that use it for transporting soldiers (in ofp) Share this post Link to post Share on other sites
Rastavovich 0 Posted July 6, 2003 The crash script should allready be in, but it doesn't run when you are flying to fast (< 50) or to high (<30). Crash resistant cells wont take anything. The script kicks in as soon as engines turn off midair. Deactivating downwash uses same variable as Comanche, write: DKMM_choppers_nodust = true in initline Share this post Link to post Share on other sites
Guest DKM-jaguar Posted July 6, 2003 The source i had said it is ONLY for exfiltration of downed aircrews from havocs in the same flight. Share this post Link to post Share on other sites
miles teg 1 Posted July 6, 2003 Personally I really like the cargo compartments. Perfect for picking up a downed air crew or a couple of covert ops or intelligence agents. As a mission maker, to me it only adds to the number of cool mission scenarios I could make with it. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Dauragon 0 Posted July 6, 2003 The crash script should allready be in, but it doesn't run when you are flying to fast (< 50) or to high (<30). Crash resistant cells wont take anything. The script kicks in as soon as engines turn off midair.Deactivating downwash uses same variable as Comanche, write: DKMM_choppers_nodust = true in initline Thank you Whats wrong with the cargo compartment, i dont see anything wrong with it, if you dont like it dont use it. its there in real life, and its gonna stay in-game. Share this post Link to post Share on other sites
Cpt. FrostBite 0 Posted July 6, 2003 huh? not too fast? and not too high? are you from mars? In RL a chopper must have a minimum speed and minimum altitude to make auto-rotation work and save the helicopter. the script shouldn't work when you're flying too slow (below 50) and too low (below 30). I know it sounds strange, but a chopper has more change to surfive a crash when flying at 250m than at 30m. also, you shouldn't make the script work only when the engines turn off. You should make it work when the chopper has taken 98% damage (for example). Now the chopper will still crash in the BIS style almost every time. Share this post Link to post Share on other sites