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Arma 3 Creator DLC: Reaction Forces

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24 minutes ago, lexx said:

Don't know how people are landing to destroy it on touchdown. Even in my hardest landings everything is fine. And in the harsher ones where I manage to get it damaged, even vanilla helicopters will be damaged. My guess is people aren't landing it straight but angle it or something? In that case the dampers probably won't work their magic correctly, so it's a pilot error? In any case, without repro, nothing can be done.

 

2. Same here, need repro, else nothing can be done. If I touch down hard from height into the water (even "just" 2 or 3 meters), the helicopter is usually done for.

iv got a repro ready , where can i show i send it to you?

 

https://www.mediafire.com/file/lw4e50iopx1ktbx/mission.sqm/file

 

ok there it is,simple scenario example with markers to illustrate and while yes,point one isnt reproducable,it is happening at times. Point 2 however is as shown in example,100% reproducable and a fall from 100-150 meters causes no catastrophic destruction of helo. Just to clarify,incase theres misunderstanding,as you say "helo is done for"...im talking about the vehicle exploding as is vanilla behaviour,done for = underwater. but it isnt showing same behaviour as vanilla and it maybe related to point one? unlikely but check out the repro anyway if you like.

 

also about point one,i was refering to AI landing,iv not yet noticed anything odd about damage if i land it,it lands fine even on a roll with gear down.

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22 minutes ago, redarmy said:

also about point one,i was refering to AI landing,iv not yet noticed anything odd about damage if i land it,it lands fine even on a roll with gear down.

I hope you know that this is an incredibly important detail that changes literally everything about this issue? 😄 

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4 minutes ago, lexx said:

I hope you know that this is an incredibly important detail that changes literally everything about this issue? 😄 

The more ya know. once its Known i dont needlessly kill my pixeltrupen crew 😄

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Hello guys. I love Air Control mission, however I've found a something to improve. 
I've unlocked FOB Casino, however literally 800meters away from base random APCs, tanks and infantry AA are being spawned every time I'm closing to the base. No matter if I destroy them once, they keep coming back every few minutes. It's very frustrating. Can you improve the script to spawn enemies outside certain radius of friendly FOBs?

 

syX8hiL.png

9YF26t2.png

 

 

UPDATE:
I think I know the problem: It turned out that village next to FOB Casino is also an objective: But it's really too close.
UbwllJA.jpeg

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Nitpick central here but I just noticed that the LDF version of the AH-11F actually had the same denomination as the WY-55.
i.e. : for NATO AH-11F is "Hellcat" vs AAF WY-55 "Wildcat" but for the LDF both AH-11F and WY-55 are "Czapla".

Maybe find it another polish bird name ?

 

 

Also on the topic of the Air Control, I was a bit unlucky and got nicked by two/three 20mm rounds in the first day, of course I was like "well my chopper is fine" (as I didn't seem to have taken any damage to any critical area) but apparently the hit still managed severed the fuel tank (it was still showing white aka low damage) and I was forced to emergency land near Galati. And frankly once I did that, I was legit out of fuel and without a clue as to what I should be doing... what should I have done ?

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There is no Wildcat, it's "Hellcat" for all of them. That's why I didn't change Czapla either. Wildcat was used in Arma 2.

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On 4/13/2024 at 7:22 AM, krzychuzokecia said:

My singleplayer Air Control playthrough ended on day 5 with a peculiar bug - at base I got two tasks to transport infantry, however both teams were practically standing on each-other at their starting point. After picking up first team, flying them to LZ, and coming back for second team, I couldn't see "Board" action. After reload (game saved after dropping the first team at LZ), I got a random assignment to pick-up yet another infantry team, however, after using their "Board" action, they wouldn't get into the chopper. I've also noticed that after reloading (again, I was going back to the moment when I was just after dropping first team), the side-doors on my heli wouldn't close, which they usually do after dropping infantry at LZ.

 

I'm not sure, but my suspicion is that somehow when I've used "Board" action when picking up team 1, it also made team 2 assigned to my heli. They couldn't get in (since heli was full with first squad), so they stayed at base - where they just sit, because they somehow don't notice that heli is empty now. And because they are assigned as cargo, other teams won't board the heli either.

 

I had this exact same problem in my Air Control run. Although I "worked around" this by hooking up a large cargo container with my Huron and battering ram the bugged team with a cargo container of ammo...

There really should be separate or wider apart AI infantry spawn pickups so they don't get broken like this.

 

Another issue I had is when AI pilots when I command them to land/disembark at the FOB (mainly the starting one) will just be crashing into the hangar or into the supply trucks. I guess that's an issue with vanilla AI though.

 

Also why is there no medical landing pad for Telos (town next to FOB Casino / Altis International Airport)?

It has a spot to drop off supplies but no where to drop medical crates. I get there's a hospital nearby FOB Casino but a short medevac trip is kinda unnecessary lol.

2gO3udq.png

 

Hope Air Control gets ported over to Tanoa and other big maps like Livonia. It can get a little repetitive in single player but it's pretty fun.

 

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On 4/24/2024 at 3:14 PM, Marc13Bautista said:

I had this exact same problem in my Air Control run. Although I "worked around" this by hooking up a large cargo container with my Huron and battering ram the bugged team with a cargo container of ammo...

Well, that's a solution I haven't thought about! 🤣

On 4/24/2024 at 3:14 PM, Marc13Bautista said:

There really should be separate or wider apart AI infantry spawn pickups so they don't get broken like this.

Looks to me like there is already something like that in the mission - 99% of my infantry pickups from FOBs were 100-200 meters apart. It was just that one time, where they've decided to spawn on eachother.

 

Anyway, talking about "cursed" LZs - in both my playthroughs Orino is a bitch. Especially the medevac LZ, that's in direct view from Agios Dionysios. There are numerous Gorgon APCs spawning in AD, and usually a single Kuma tank too. I've lost count of the times were I've been killed by them when simply idling on the LZ, waiting for the injured soldiers to load.

On 4/24/2024 at 9:08 AM, lexx said:

"Hellcat"

Question regarding the armed AH-11F variant - it is able to carry a full "load" of 6 passengers, along it's four weapon hardpoints (which can load up to 16 ATGMs) and radar. Doesn't that seem a bit optimistic or "overpowered"? I'm not sure the engine of real-life equivalent allows for safe flying in such configuration, and in fact it seems that navy variants with Seaspray radar have it's cabin filled mostly by the radar/ASW systems operator.

 

Vanilla armed WY-55 seems also optimistic in it's ability to carry 6 passengers, but in it's case at least you could argument that it's lightened by removal of four seats (replaced by ammo box/belt chutes). And it still has smaller number of weapons and no radar when compared to "Giga-Chad" that is AH-11F.

On 4/24/2024 at 12:33 AM, rewan said:

And frankly once I did that, I was legit out of fuel and without a clue as to what I should be doing... what should I have done ?

Happened to me few times too - I think the proper way to deal with that is to call "Nighthawk", or whatever the support heli (not the drone) is called. IIRC you can make it to land on your mark. But I never tried that, as my emergency landings often ended right on the enemy position.

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On 4/25/2024 at 4:29 AM, krzychuzokecia said:

Well, that's a solution I haven't thought about! 🤣

Looks to me like there is already something like that in the mission - 99% of my infantry pickups from FOBs were 100-200 meters apart. It was just that one time, where they've decided to spawn on eachother.

 

Anyway, talking about "cursed" LZs - in both my playthroughs Orino is a bitch. Especially the medevac LZ, that's in direct view from Agios Dionysios. There are numerous Gorgon APCs spawning in AD, and usually a single Kuma tank too. I've lost count of the times were I've been killed by them when simply idling on the LZ, waiting for the injured soldiers to load.

 

Yeah I guess it's a really rare but kind of mission breaking bug. I just figured out that workaround since ramming the stuck team with a ammo container didn't count as the player's kills (no penalty) and only added to the casualty list. It resolved that bug by canceling that task and I get the order to RTB again. 😂 Well it was a sacrifice I was willing to make.

 

As for very hot town LZs near the frontline- yeah I had the same issue. Maybe with that specific town as well. In my run, I was going to resupply towns as usual near the frontline when I see that there was a red splotch (I run Bloodlust mod) of where the glow stick guy was supposed to be... huh... weird. I hover to land the supplies and suddenly the AAF from a town over open up with their IFV cannon and tank hmg at me. I somehow survived that by flying low. Also explains the gibbed glowstick guy lol. 

 

It's just strange how being near a red town that's AAF occupied automatically spawns exactly (at least): 1 tank, 1 ifv, and maybe a squad of anti-air infantry. Maybe 500 or so meters away? Any farther from them and they despawn. I was hoping there would be unlockable strike missions if the FOB detects the player(s) unlocking a jet or drone of any kind to strike at any red towns near the frontline but nope- they either don't spawn past the 500m or they do and instantly get you. 😔 Oh well.

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The Tura Pickup is one hell of an ugly MFer 😆 I'm pretty sure the militia guy that painted it, did it like that on purpose so no one would want to drive it and he could use the quiet, spacious, ac-cooled vehicle for himself. It's a kind of luxury hiding camouflage. Perfect in a way😆 Very cool that all the pickups have a fuel/water tank option!

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Found what seems like it must be a bug:

 

Placing a pickup comms(maybe other vehicles too) as a simple object in editor. A reload of the scenario in editor removes the simple object tag entirely. Would be same in an actual mission. Previewing the editor however sees the vehicle as simple though. After another test, its seemingly most if not all ground vehicles. doesnt happen with the hellcat

 

Also to raise an old issue regarding fps in the helicopters. There absolutely is an issue. And i can send a screenshot for proof.

 

Sitting in the cougar at base i created,theres alot of props and vehicles, i pause and check fps,its at 48 fps. I exit the cougar,enter a ghost hawk right next to it, frames are 60(locked so actually much higher)

 

Guys there is something not quite right with the vehicles in the DLC,My frames should not be tanking like this. This is in 1st person. im happy to upload screenshots. disabling PIP helps bump frames back to 60 but pip on in another helo in same example doesnt drop frames.

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The Ghost Hawk doesn't have pip screens like our vehicles. The Pickup has 3 pips (left, right, center mirror) and the Cougar has at least the gunner camera, or the 2D map in the unarmed variant. Also some of the civ variants have an optional mirror, which is also a pip screen. I believe it's simply a hardware issue, since I have constant 60fps (frame lock) in the Cougar. Here's the thing: The external LOD has more selections and more polys AND actually shows some of the instruments enabled same as in 1st person LOD. Basically, LOD0 is heavier than the View Pilot. The only actual difference is that the View Pilot has pip screens, while the external LOD0 has none. There is no script or anything else running that would drain performance when in 1st person but not in 3rd person.

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On 5/5/2024 at 2:45 PM, lexx said:

The Ghost Hawk doesn't have pip screens like our vehicles. The Pickup has 3 pips (left, right, center mirror) and the Cougar has at least the gunner camera, or the 2D map in the unarmed variant. Also some of the civ variants have an optional mirror, which is also a pip screen. I believe it's simply a hardware issue, since I have constant 60fps (frame lock) in the Cougar. Here's the thing: The external LOD has more selections and more polys AND actually shows some of the instruments enabled same as in 1st person LOD. Basically, LOD0 is heavier than the View Pilot. The only actual difference is that the View Pilot has pip screens, while the external LOD0 has none. There is no script or anything else running that would drain performance when in 1st person but not in 3rd person.

Just to clarify...should PIP on those screens have an impact with engines off? Off or on,inside 1st person issue is noticable,when compared to any other vehicle. Turned to 3rd person issue goes away.Its a total mystery to me then. The thing is i cant believe it could be a hardware issue, Hardware wise iv got the specs, i7-13700 / 3060ti upscaled 1080p using DSR. The difference is night and day. Actually im using NATO cougar, theres no gunner cam if im correct or 2D map.

 

I was hoping there was some magic script i could run to remove certain features of the helo for testing but i doubt anything like that can be done right? Il play with PIP off i just have been crazy trying to get to the bottom of this these few weeks,i love being inside that helo.

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Want to report another irregularity with the Vehicles. Not sure if its by design but you did stress that the vehicles are more or less following Vanilla behaviour,with no extra scripts..

 

I can confirm the AH 11f hellcat ,after doing a "TR UNLOAD" waypoint,ascends into the air instead of staying grounded. Staying grounded is vanilla behaviour. Would this be classed as a bug?

 

To give full context il show you what i have done:

 

TRIGGER 1 Assigns infantry to 6 different helo's,one is the Hellcat (ex4)

 

_wp1 = Alpha1 addWaypoint [(getPos FOBA1), 0];          
_wp setwaypointtype "GETIN";           
_wp setWaypointSpeed "NORMAL";           
Alpha1 setBehaviour "Aware";     {   
 _x assignAsCargo ex1;   
 [_x] orderGetIn true;   
 [_x] allowGetIn true;   
}forEach units Alpha1;  
 
 
_wp1 = Bravo1 addWaypoint [(getPos FOBB1), 0];          
_wp setwaypointtype "GETIN";           
_wp setWaypointSpeed "NORMAL";           
Alpha1 setBehaviour "Aware";     {   
 _x assignAsCargo ex2;   
 [_x] orderGetIn true;   
 [_x] allowGetIn true;   
}forEach units Bravo1;  
 
 
_wp1 = Charlie1 addWaypoint [(getPos FOBC1), 0];          
_wp setwaypointtype "GETIN";           
_wp setWaypointSpeed "NORMAL";           
Alpha1 setBehaviour "Aware";     {   
 _x assignAsCargo ex3;   
 [_x] orderGetIn true;   
 [_x] allowGetIn true;   
}forEach units Charlie1;  
 
 
_wp1 = Alpha2 addWaypoint [(getPos FOBA2), 0];          
_wp setwaypointtype "GETIN";           
_wp setWaypointSpeed "NORMAL";           
Alpha1 setBehaviour "Aware";     {   
 _x assignAsCargo ex4;   
 [_x] orderGetIn true;   
 [_x] allowGetIn true;   
}forEach units Alpha2;  
 
 
_wp1 = Bravo2 addWaypoint [(getPos FOBB2), 0];          
_wp setwaypointtype "GETIN";           
_wp setWaypointSpeed "NORMAL";           
Alpha1 setBehaviour "Aware";     {   
 _x assignAsCargo ex5;   
 [_x] orderGetIn true;   
 [_x] allowGetIn true;   
}forEach units Bravo2;  
 
 
_wp1 = Charlie2 addWaypoint [(getPos FOBC2), 0];          
_wp setwaypointtype "GETIN";           
_wp setWaypointSpeed "NORMAL";           
Alpha1 setBehaviour "Aware";     {   
 _x assignAsCargo ex6;   
 [_x] orderGetIn true;   
 [_x] allowGetIn true;   
}forEach units Charlie2; 

TRIGGER 2 :

 

_wp =  ex1group addWaypoint [position FOBA1, 0]; _wp setwaypointtype "TR UNLOAD";     
 _wp =  ex1group addWaypoint [position del, 0];        
_wp setWaypointStatements ["true", "{ deleteVehicle _x} forEach thisList;" ];  
 
_wp =  ex2group addWaypoint [position FOBB1, 0]; _wp setwaypointtype "TR UNLOAD";     
 _wp =  ex2group addWaypoint [position del, 0];        
_wp setWaypointStatements ["true", "{ deleteVehicle _x} forEach thisList;" ];  
 
 
_wp =  ex3group addWaypoint [position FOBC1, 0]; _wp setwaypointtype "TR UNLOAD";     
 _wp =  ex3group addWaypoint [position del, 0];        
_wp setWaypointStatements ["true", "{ deleteVehicle _x} forEach thisList;" ];  
 
 
_wp =  ex4group addWaypoint [position FOBA2, 0]; _wp setwaypointtype "TR UNLOAD";     
 _wp =  ex4group addWaypoint [position del, 0];        
_wp setWaypointStatements ["true", "{ deleteVehicle _x} forEach thisList;" ];  
 
 
_wp =  ex5group addWaypoint [position FOBB2, 0]; _wp setwaypointtype "TR UNLOAD";     
 _wp =  ex5group addWaypoint [position del, 0];        
_wp setWaypointStatements ["true", "{ deleteVehicle _x} forEach thisList;" ];  
 
 
_wp =  ex6group addWaypoint [position FOBC2, 0]; _wp setwaypointtype "TR UNLOAD";     
 _wp =  ex6group addWaypoint [position del, 0];        
_wp setWaypointStatements ["true", "{ deleteVehicle _x} forEach thisList;" ]; 

And its condition:

 

{alive _x && {_x in ex1}}count units Alpha1 isEqualTo ({alive _x}count units Alpha1) && {alive _x && {_x in ex2}}count units Bravo1 isEqualTo ({alive _x}count units Bravo1) && {alive _x && {_x in ex3}}count units Charlie1 isEqualTo ({alive _x}count units Charlie1) && {alive _x && {_x in ex4}}count units Alpha2 isEqualTo ({alive _x}count units Alpha2) && {alive _x && {_x in ex5}}count units Bravo2 isEqualTo ({alive _x}count units Bravo2) && {alive _x && {_x in ex6}}count units Charlie2 isEqualTo ({alive _x}count units Charlie2)

Chalk of helicopters collect 6 squads,move to a location,unloads,and are supposed to stay there, but the Hellcat is the only helo(all others are Vanilla Arma3) that ascends on its position to default flyheight.

 

TO just clarify, the "del" reference object wasnt placed in this test so no movement order was given for the last WP statement

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This seems ai related - we have no influence on that stuff / wouldn't even know where to start looking there. The Hellcat variant inherits from the vanilla Hellcat, so its stats are almost identical except for the MFD hud and the weapon pylons.

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Howdy Rotators,

 

I'm loving Air Control but I've run into a few bugs in just the first couple hours. I'm playing SP mission.

  1. After Nightmare1 informs me that they have little fuel left they return to FOB but then hover stationary indefinitely instead of landing. Seen this happen twice already.
  2. First time (1) happened Nightmare1 reset fine upon me completing RTB task. Second time I noticed (1), I set Nightmare1 to follow me in the support menu and ordered the pilot to disembark from the heli. Note that the gunner had been killed in an earlier fight. This worked to get the heli onto the ground but when I RTBed to begin the next "day" Nightmare1 heli had no AI inside, just a dead gunner. I still had spoken voice lines when running Nightmare 1 commands, but nothing actually happened.
  3. An AI pilot in my team managed to nurse his badly damaged heli back to FOB and land (was pretty cool honestly). Both crew were injured, I looked around for some option to heal them but this seems impossible. I've found the medical tent, I can heal myself there, but seemingly no way to heal my AI teammates. I guess I could execute them and recruit more but it's immersion breaking. What irritates me is that by default I can order AI to heal at the medical tent but this ability seems to have been manually removed in the mission. Why?
  4. I can complete cargo tasks with AI pilots by ordering them to pick up cargo and drop it off. The task completes and sector resources seem to increase upon the AI unloading, but I don't receive XP unless I'm within a few metres of the AI heli or inside it. Is this intended?
  5. Related to (4), I finished the last cargo task of a "day" using an AI heli while I was standing at the FOB. Upon the AI completing the task the RTB task started and then immediately completed. So far so good. Unfortunately after the fade out and fade back in, my AI seemed to be no longer inside a heli and promptly died. This may have been because enemies spawned nearby, and it was shot down while my screen was black. Or maybe the heli despawned killing them. Either way, pretty annoying.
  6. Related to (5), it'd be nice if I could manually end the "day" instead of it automatically ending as soon as I enter FOB. It'd give the player a chance to do housekeeping such as replenishing helis, playing dress-up in arsenal etc. Or at least put some checks in to make sure all the team is back and not just player.
  7. Not a bug but why am I limited to recruiting only 3 AI?
  8. I can walk up to the mortars at the arty base and connect my UAV terminal. Is this intended?

 

Also I booted up Extraction from the Sahara DLC and the absence of Moose pickups in the Ion base camp is a missed opportunity.

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On 3/12/2024 at 2:42 PM, lexx said:

Who said the patch is off the table? We are working on a new patch for WS. It is planned to release sometime after RF for logistical reasons. Could have just asked about its status instead of imagining things. That said, we consider WS finished. Everything added after its release is considered a free bonus by us and not something we owe someone to add to the game. Obviously we are still doing bugfixes. However, we can't release a new patch for just two or three changes, we have to collect them until it makes sense to release a new build.

 

For what it's worth you guys did a hell of a job with WS! One of my favorite DLC's! If no one has told you guys this...Thanks for the hard work. I'm glad I was able to spend a few dollars and get a great opportunity to expand the game for a single player.

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On 5/14/2024 at 1:31 PM, friendlyfyre said:

I can walk up to the mortars at the arty base and connect my UAV terminal. Is this intended?

An answer for you is yes you can access the mortar/artillery base on the hill but you need to be right beside the pieces. If you get the Rocket Arty on the other side north of Frini you can hop in those and launch rockets at bad guys as well. I have found that if I access the UAV helo no enemy vehicles or troops spawn if I use it to go out to kill stuff in a defend/support of an attack. I can fly through all the Anti-Air zones and not have anything shoot my UAV helo down.

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Recently released this Realistic Names mod to include Reaction Forces (and Western Sahara) support: https://steamcommunity.com/sharedfiles/filedetails/?id=3248094475

 

I made a few observations on the new helicopter and its variations. Though they all seem to fall under either the H225 Super Puma (civil-orientated) or the H225M Super Cougar (military designated by the M). I looked through each one in editor (and their customizable components), there are about 7 total unique variants of these helicopters in all. In my mod, I renamed them based on their equipment and probable role they might fulfill.


- "H240 Transport" -> "H225M Super Cougar Transport" [BLUFOR- Gendarmerie, ION Services]

// Available are the fuel probe, exhaust suppressors, floatation bags, and extra (fuel) tanks. A military variant. An H225M Super Cougar, meant for general transport of 20 passengers. No nose-mounted radar. Likely meant for long distance transportation of troops (by ION and Gendarmerie).


- "MH-245 Cougar" -> "H225M Super Cougar CSAR" [BLUFOR- NATO]

// Available are the fuel probe, exhaust suppressors, and floatation bags. A military variant. An H225M Super Cougar, meant for general transport of 20 passengers but also has 2 wing-mounted weapon pylons and a nose-mounted radar. Has no extra (fuel) tanks. Probably meant for Combat Search & Rescue (CSAR) operations in combat zones. 


- "MH-245 Cougar (Unarmed)" -> "H225M Super Cougar SAR" [BLUFOR- NATO]

// Available are the fuel probe, exhaust suppressors, floatation bags. A military variant. An H225M Super Cougar, meant for general transport of 20 troops but has no weapon pylons. Only the nose-mounted radar and extra (fuel) tanks. Likely meant for SAR operations in non-combat zones.


- "RAI-350M Cougar (Unarmed)" -> "H225M Super Cougar HADR" [BLUFOR- UNA / Independent- AAF, LDF]

// Only the exhaust suppressors are available. Still a military variant. An H225M Super Cougar, meant for general transport (or evacuation) of 20 troops/civilians but has no weapon pylons. Has no nose-mounted radar or extra (fuel) tanks. Probably meant for Humanitarian Assistance and Disaster Relief (HADR) operations.


- "RAI-360M Cougar" -> "H225M Super Cougar SOCAT" [OPFOR- SFIA / Independent- AAF, LDF]

// Only the exhaust suppressors are available. A very unique military variant. An H225M Super Cougar but with a nose-mounted 20mm cannon akin to the IAR 330L Puma SOCAT (which was configured for anti-tank and battlefield support operations). Has only 12 passenger seats (instead of 20) due to the cannon ammo, but 4 wing-mounted weapon pylons. Has no nose-mounted radar or extra (fuel) tanks. This variant is likely made to be a SOCAT configuration for the H225M Super Cougar, as the IAR 330L Puma SOCAT was.


- "H235C Transport" -> "H225 Super Puma Transport" [Civilian- Civilians, IDAP]

// No unique components available. Certainly a civilian variant. An H225 Super Puma, meant for transporting 15 passengers. Interior design of the helicopter supports its purpose for being a civilian passenger transport.


- "H240C Transport" -> "H225 Super Puma VIP" [Civilian- Civilians]

// Only has floatation devices. Certainly a civilian variant. An H225 Super Puma, also meant for transporting 15 passengers. Interior design of the helicopter supports its purpose for being a civilian passenger transport. Just to not be redundant and due to the flotation devices, this will probably be meant for VIPs. Also has extra (fuel) tanks.


- "H245 SAR" -> "H225 Super Puma SAR" [Civilian- Civilians]

// Available are a searchlight and floatation devices. Specifically a civilian variant. An H225 Super Puma, meant for transporting 8 passengers (one is on a stretcher). Also has a nose-mounted radar and extra (fuel) tanks. This variant is tailor made for all-weather search, rescue operations and water bombing.  

 

I don't know the actual real life designations of these configurations (aside from the SOCAT and SAR) so maybe someone could offer some feedback. 🤔

Edit: Also I need to add the secret NATO variant with the nose-mounted cannon used in Air Control...  Added. Thanks for mentioning "B_Heli_EC_02_RF", POLPOX!

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On 5/23/2024 at 6:17 AM, Nichols said:

An answer for you is yes you can access the mortar/artillery base on the hill but you need to be right beside the pieces. If you get the Rocket Arty on the other side north of Frini you can hop in those and launch rockets at bad guys as well. I have found that if I access the UAV helo no enemy vehicles or troops spawn if I use it to go out to kill stuff in a defend/support of an attack. I can fly through all the Anti-Air zones and not have anything shoot my UAV helo down.

 

Thanks, I know that I can connect them. I'm just not sure if it's intended that I can do so as a heli pilot who is supposed to spend exp to call artillery.

 

Yes the spawning of enemy forces is borked for any AI underlings including any UAVs. Also I'm of the opinion that the general spawn distance for enemies around you is far too low. It seems to be about 2km, which is within the autocannon range of armoured vehicles. This makes it nearly impossible to scan from far away and snipe from behind a hill like a real attack heli would.

 

I also have another bug - I've twice received a voice line from Crossroads mentioning wounded soldiers who need evac but no task is created. I tried landing at the medical LZ of towns with wounded but this doesn't seem to do anything.

 

It's now been two weeks since my initial comment listing numerous bugs. I'm a bit irritated to have gotten no response from the devs - are they aware they charged money for this?

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54 minutes ago, friendlyfyre said:

 

Thanks, I know that I can connect them. I'm just not sure if it's intended that I can do so as a heli pilot who is supposed to spend exp to call artillery.

 

Yes the spawning of enemy forces is borked for any AI underlings including any UAVs. Also I'm of the opinion that the general spawn distance for enemies around you is far too low. It seems to be about 2km, which is within the autocannon range of armoured vehicles. This makes it nearly impossible to scan from far away and snipe from behind a hill like a real attack heli would.

 

I also have another bug - I've twice received a voice line from Crossroads mentioning wounded soldiers who need evac but no task is created. I tried landing at the medical LZ of towns with wounded but this doesn't seem to do anything.

 

It's now been two weeks since my initial comment listing numerous bugs. I'm a bit irritated to have gotten no response from the devs - are they aware they charged money for this?

 

I'm hoping the new patch for RF comes out soon. Definitely waiting for fixes to Air Control (SP) if I'm gonna make an attempt finishing it. 

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15 hours ago, Marc13Bautista said:

 

I'm hoping the new patch for RF comes out soon. Definitely waiting for fixes to Air Control (SP) if I'm gonna make an attempt finishing it. 

Yes I think I'll also await the next patch. This mission was the main reason I bought Reaction Forces but it's quite frustrating in its current state. All the more frustrating because when it works, it's amazing.

 

One more bit of feedback - I find it odd that the new NATO Hellcat doesn't seem to be purchasable. I guess it was considered overpowered?

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20 hours ago, friendlyfyre said:

Thanks, I know that I can connect them. I'm just not sure if it's intended that I can do so as a heli pilot who is supposed to spend exp to call artillery.

Completely understand the thought about spending EXP to call arty but I have found that its a bit buggy as well since it calls where you are looking. Don't call it if you happen to be in the map looking at locations of enemy positions in the early stages of the mission. It didn't end well for me.

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On 5/28/2024 at 4:36 PM, Marc13Bautista said:

 

I'm hoping the new patch for RF comes out soon. Definitely waiting for fixes to Air Control (SP) if I'm gonna make an attempt finishing it. 

 

BI doesn't like to do too many patches for the CDLCs, so it could easily be 6+ months until the next patch. 

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I use a Reaction Forces music track for an outro. The track is listed with 32 seconds length, but in reality it plays the full track of a couple of minutes. The problematic tracks are track 23-33 in the Arma music jukebox. Hopefully the true short tracks can be added or correctly configured. I use the Arma short music tracks a lot for short outros with a swooping camera. The Reaction Forces main theme is very cool! 🎸

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