Lt_Phoenix 0 Posted July 18, 2003 Excellent aircraft There's only one detail I'd like to point out though. It flies way too fast for OFP. I've noticed this in other new aircraft releases also (F22 and F8). Is it possible to add some command in the init field that sets the speed at a certain level? Still, excellent work Share this post Link to post Share on other sites
Viriato 0 Posted July 18, 2003 Its possible to do it! And it has been already done. You cant have two diferent proxies of a missile, but you can make a workaraound with the system created by Col Klinc to create the rapier system, this is explained in deep HERE Share this post Link to post Share on other sites
Footmunch 0 Posted July 18, 2003 I don't think there can be multiple types guided missiles on a vehicle in OFP. The Sea Vixen: Link has AA and AG missiles (unbinarized - use UnPBO to see how it works) both with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> simulation=shotMissile This could quite easily be extended multiple AAM like Sidewinder's and AMRAAM's. Like Viriato said, you have to avoid proxies  altogether, and add all sorts of named selections, but it can be done. Share this post Link to post Share on other sites
Sxep 0 Posted July 18, 2003 Did he release the rapier system? looks good. Share this post Link to post Share on other sites
Pennywise 0 Posted July 18, 2003 If you are having problems with AI flying to fast, just use the setSpeedMode command.  It makes a huge difference in speed.  Just set it to "LIMITED".  Heres the reference: group setSpeedMode mode Operand types:   group: Object or Group   mode: String Type of returned value:   Nothing Description:   Set group speed mode. Mode may be one of: "LIMITED" (half speed),"NORMAL" (full speed, maintain formation),"FULL" (do not wait for any other units in formation). Example:   groupOne setSpeedMode "LIMITED" Change 'groupOne' to the name of your plane.  You should see a big difference in speed when AI flies. Share this post Link to post Share on other sites
One 0 Posted July 18, 2003 could it be possible to make a small update to make the sidewinders work? Share this post Link to post Share on other sites
havocsquad 0 Posted July 24, 2003 That looks like it should keep me VERY busy for a while with these new features. Â I feel like I'm buying a Luxury vehicle here, cept I'm NOT paying for it. Â I haven't had time to check out this new version of your Hornets, I tend to be away for 1 to 2 weeks at a time before I can look at this stuff. Hey Hudson or Pennywise, I was wondering if you guys have tried out my Realistic Carrier CAT launching scripts in the demo mission for it? Â I am asking because I'd like to get some help from scripters to make it even better and make it standard use for launching aircraft off a carrier deck. Here is the link to the topic Realistic Carrier Launch mission with scripts. For those who might not know about it, it can launch one AI aircraft off the deck PER cat lane. Â It can launch as many human pilots as there is room on the carrier deck. Â The script does NOT multiply thrust, it allows the player to slam the throttle to full while holding the aircraft until the time is up, then it lets go and you hurl off the deck in a realistic velocity. The launch speed has to be changed in the script and rename to a different script name for aircraft that require more or less CAT launch force. Â However, unless major changes were made in the F/A-18 Gear design or crash speed threshold changes, it should perform as advertised. Let me know what you think you two, I'd like some feedback about my Realistic Carrier Aircraft launch scripts used in the demo mission. Later all. Havoc. Share this post Link to post Share on other sites
waffendennis 0 Posted July 24, 2003 That script is very superB mate a great job only to bat we have smal sized carriers we need bigger class carriers Share this post Link to post Share on other sites
Pennywise 0 Posted July 24, 2003 Quote[/b] ]It can launch as many human pilots as there is room on the carrier deck. Â The script does NOT multiply thrust, it allows the player to slam the throttle to full while holding the aircraft until the time is up, then it lets go and you hurl off the deck in a realistic velocity. Im gonna download this tonight and try it out. Â I have been keeping up with your thread and have been wanting to mess with it for a long time now. Â Just been busy on other things as you can see. Quote[/b] ]However, unless major changes were made in the F/A-18 Gear design or crash speed threshold changes, it should perform as advertised. You should be safe with the new F18. Â We didnt change anything significant in the gear. Quote[/b] ]Let me know what you think you two, I'd like some feedback about my Realistic Carrier Aircraft launch scripts used in the demo mission. Ill post ya some feedback in your launch thread after I test it tonight. Â Share this post Link to post Share on other sites
Dark Knight 0 Posted July 27, 2003 what do u put in the init box to make the wings start up i have tried this one agvF18foldwing=true it dosent work is there a new one for this to work? edit: nevermind i used [this, true] exec "\Rad_F18\scripts\wingctrl.sqs" and that workd perfectly although is there a way for them to be up with out going through the animation of them getoing up? Share this post Link to post Share on other sites
Pennywise 0 Posted July 27, 2003 Quote[/b] ]edit: nevermind i used [this, true] exec "\Rad_F18\scripts\wingctrl.sqs" and that workd perfectly You can still use 'agvF18foldwing=true'. Â You just have to create and 'init.sqs' script in your mission folder and place 'agvF18foldwing=true' in it. Â Any flag you wish to define, place it in the 'init.sqs' script in your mission folder. Â It should work for ya then. Â I'd try to keep to the global varible; calling the script directly might cause some problems. Quote[/b] ]although is there a way for them to be up with out going through the animation of them getoing up? Yea, I wish that could have been done, but OFP only limits you to one animation per moving part. Share this post Link to post Share on other sites
Uncle_Sam 0 Posted July 28, 2003 The Best plane that i ever flyed with(in OPF then) Keep up the Goodwork Share this post Link to post Share on other sites
sanitystream 0 Posted July 30, 2003 Can someone provide a direct link to download the F-18 Pack v1.3?? thanks. Share this post Link to post Share on other sites
Pennywise 0 Posted August 1, 2003 You can find it at ofp.gamezone.cz. Its also available at Radishville.com at the download area. Share this post Link to post Share on other sites
BraTTy 0 Posted August 2, 2003 Hmm I come back offline after few weeks and I am unable to find this awesome jet. I searched all over ofp.cz and cannot find the file nor the news post for some odd reason. Ofpbase doesnt have the file either. Ofp.AT lists the file but has an error when I try to download it. Radishville.com requires an account to even view the file areas. Anyone have a handy link to this must have addon? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted August 2, 2003 It was updated at Johnny Lump's Militaria so the link there should be to V1.3 Share this post Link to post Share on other sites
Koolkid101 0 Posted August 2, 2003 Man I wish the cockpit had a zoom in able HUD like the Bronco. Share this post Link to post Share on other sites
Sxep 0 Posted August 2, 2003 Whaaaaaaaaazaaaaaaaaaa??!??!??!? with the SU-34 ? may i ask if you have started allready with the Su-34? or are you still bugging out the hornet? Share this post Link to post Share on other sites
Shashman 0 Posted August 2, 2003 I seriously hope they're not "bugging it out" Share this post Link to post Share on other sites
AirwolfPL 0 Posted August 2, 2003 This is the best jetfighter I've played in OFP. A-Bomb and cluster bombs rulez and everything is very well made, anyways, it doesn't changes the fact that I think jet planes in OFP are totally useless - especially if they are piloted by human... (weak flight model, weak visibility, too small maps etc). Share this post Link to post Share on other sites
sanitystream 0 Posted August 3, 2003 I had trouble finding it too, but finally did. I've noticed Ofp.info has a real problem pointing people to updated models, yet makes it easy to find the older outdates ones. Go figure. Here's the links: F-18 Hornet pack v1.3 ftp://www.gamezone.cz/ofpd/unofaddons2/Rad_F18_v1_3.zip F-18 Hornet pack v1.3 (Addon At Ease compliant) ftp://www.gamezone.cz/ofpd/unofaddons2/RAD_F18_v1_3_1_OFPAddon.msi Share this post Link to post Share on other sites
Shashman 0 Posted August 3, 2003 it doesn't changes the fact that I think jet planes in OFP are totally useless - especially if they are piloted by human...(weak flight model, weak visibility, too small maps etc). Although the island sizes are small, this is beside the point. I agree that having a Foxbat or Foxhound or any similar aircraft would be pointless seeing as these are high speed high altitude interceptors and you'd cover the island in about 2 seconds but think about all the tactical support aircraft like A-10s, SU-25s,AV-8Bs,Harrier Gr.9s,etc...These are there to support the troops on the ground, they are not fast and are very manoeuverable therefore being perfectly suited to the OFP environment. Look at the role this type of aircraft performed during Operation Iraqi Freedom; they were stacked and just flying around the AO waiting for "fire missions" and used in concert with artillery batteries.This seems perfect for OFP  And OK the flight model may be unrealistic but then again would it be possible to single-handedly use a tank if this were a true simulation? I think nay  Share this post Link to post Share on other sites
BAM 0 Posted August 3, 2003 The intro to the "Bird Cage" mission that comes with this great jet addon is brilliant. I have a question, is it possible to replace the startup desert intro in OFP with another one? I would like the Bird Cage intro to play instead, each time I start up OFP for the first time ;) Hope im not getting too off-topic. BAM. Share this post Link to post Share on other sites
theavonlady 2 Posted August 4, 2003 The intro to the "Bird Cage" mission that comes with this great jet addon is brilliant. Â I have a question, is it possible to replace the startup desert intro in OFP with another one? Â I would like the Bird Cage intro to play instead, each time I start up OFP for the first time ;) You would have to modify OFP's configuration to change the intro at startup. Here's an F18 news pic taken 2 days ago: Lt. Cmdr. Dan 'Dino' Martin, Lead Solo of the U.S. Navy (news - web sites) Flight Demostration Team, flies his F-18 fighter through a vapor bubble his jet created, Saturday, Aug. 2, 2003 at the 53rd General Motors Cup on Lake Washington in Seattle. Share this post Link to post Share on other sites
theavonlady 2 Posted August 4, 2003 The intro to the "Bird Cage" mission that comes with this great jet addon is brilliant. Â I have a question, is it possible to replace the startup desert intro in OFP with another one? Â I would like the Bird Cage intro to play instead, each time I start up OFP for the first time ;) You would have to modify OFP's configuration to change the intro at startup. It take that back. To modify the startup anim cutscene on Desert Island with another cutscene on Desert Island, you would have to replace the original anim packed into file \RES\Dta\Anim.pbo. Note that you are modifying install files by doing this. Furthermore, there may be limitations on playing sound/music used in the Bird Cage intro when run as as a startup island anim cutscene (though this most likely can be rectified by implementing AMORE). Share this post Link to post Share on other sites