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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?

 

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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.

 

  • Haha 1

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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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