George_Smiley 17 Posted October 31 21 hours ago, dalber24 said: If the SP ... 1) Unpack the mission .pbo into a folder in my docs to "edit". I will try this when back at the Hab Unit. 2) What is strange to me is that the assets are not all visible at the very beginning. Such is war. ( but in latin...) 3) Helicopter parameters : The Flight Model. Damage Model. etc. 4) Neurons ... they are pesky little tykes... Georgy. Share this post Link to post Share on other sites
dalber24 158 Posted October 31 31 minutes ago, George_Smiley said: 1) Unpack the mission .pbo into a folder in my docs to "edit". I will try this when back at the Hab Unit. remember the folder is not just my docs, is: "My Documents\ArmA 2 Other Profiles\YOUR-NICK-NAME\missions" 36 minutes ago, George_Smiley said: 2) What is strange to me is that the assets are not all visible at the very beginning. Such is war. ( but in latin...) I already told you... don't worry about it, it's just like that, there's nothing strange. 37 minutes ago, George_Smiley said: 3) Helicopter parameters : The Flight Model. Damage Model. etc. forget it, you can't handle it yet 38 minutes ago, George_Smiley said: 4) Neurons ... they are pesky little tykes... Share this post Link to post Share on other sites
George_Smiley 17 Posted October 31 7 minutes ago, dalber24 said: remember the folder is not just my docs, is: "My Documents\ArmA 2 Other Profiles\YOUR-NICK-NAME\missions" I already told you... don't worry about it, it's just like that, there's nothing strange. forget it, you can't handle it yet Heli FM etc: I am interested in where the information is, not how to fiddle with it. I get this feeling it's not in the Vehicle .pbo ... G. Share this post Link to post Share on other sites
dalber24 158 Posted November 1 7 hours ago, George_Smiley said: Heli FM @George_Smiley As a flight model, I don't think there's anything you can touch or see, the behavior of the helicopters, let's say, would be in the .exe The only thing you can do to change the behavior would be at the model level by changing the mass/weight/inertia, if I'm not mistaken, that's the only thing you can do, since A2OA did not incorporate Rotorflight that was incorporated in Take on Helicopters, they didn't want to add it to A2OA, that would have been great. Surely someone with experience in the subject can clarify it, for example: @rksl-rock GHOST.- Share this post Link to post Share on other sites
George_Smiley 17 Posted November 1 15 hours ago, dalber24 said: @George_Smiley As a flight model, I don't think there's anything you can touch or see, the behavior of the helicopters, let's say, would be in the .exe The only thing you can do to change the behavior would be at the model level by changing the mass/weight/inertia, if I'm not mistaken, that's the only thing you can do, since A2OA did not incorporate Rotorflight that was incorporated in Take on Helicopters, they didn't want to add it to A2OA, that would have been great. Surely someone with experience in the subject can clarify it, for example: @rksl-rock GHOST.- Ok. Cool. I thought as much. So the Helis must have some kind of category or class or whatever that is applied to them to differentiate them from aeroplanes etc. So.... how does the heli .pbo tell ArmA that is is a heli and not a truck... lemme check that... hmm.... Uh oh... I got dragged into the internet ... oops. So uh, it Take On Helicopters worth getting OR is ArmA 3 just as good ? If I could run ArmA3 on windows 7.... that would be good. I am bit annoyed it got farmed out to steam. Sigh and eye roll. The roll on the various not AH-6's seem to be slow. Is that from the mass/weight/inertia ... ? right I better move along. G. Share this post Link to post Share on other sites
dalber24 158 Posted November 1 2 hours ago, George_Smiley said: So.... how does the heli .pbo tell ArmA that is is a heli and not a truck... lemme check that... hmm.... @George_Smiley This is the configuration file Spoiler class CfgPatches { class CAAir_E_AH6J { units[] ={"AH6J_EP1","MH6J_EP1","AH6X_EP1"}; weapons[] = {}; requiredVersion = 1.02; requiredAddons[] = {"CAAir_E"}; }; }; class DefaultEventhandlers; #define mag_xx(a,b) class _xx_##a {magazine = a; count = b;} #define weap_xx(a,b) class _xx_##a {weapon = a; count = b;} enum VehicleCompartments { Compartment1 = 1, Compartment2 = 2, Compartment3 = 4, Compartment4 = 8 // up to Compartment32 = 0x80000000 }; class CfgVehicles { class Air; class Helicopter:Air { class Turrets { class MainTurret; }; class HitPoints { class HitGlass1; class HitGlass2; class HitGlass3; class HitGlass4; class HitGlass5; }; class AnimationSources; }; class AH6_Base_EP1: Helicopter { expansion = 1; scope = 0; model = "\ca\Air_E\AH6J\ah6j"; picture = "\ca\air_e\data\UI\Picture_ah6j_CA.paa"; icon="\ca\air_e\data\UI\Icon_ah6j_CA.paa"; mapSize = 9; displayName = $STR_EP1_DN_AH6_Base; destrType=DestructWreck; accuracy=0.5; occludeSoundsWhenIn = db-5; obstructSoundsWhenIn = db-10; driverAction = AH6j_Pilot_EP1; cargoIsCoDriver[] = {false}; cargoAction[] = {AH6j_Cargo_EP1}; gunnerUsesPilotView = true; castCargoShadow=true; extCameraPosition[]={0,2,-15}; transportSoldier = 1; //minMainRotorDive = -7; //maxMainRotorDive = 5; maxSpeed = 235; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -86; maxAngleY = 86; initFov = 0.1; minFov = 0.03; maxFov = 1.2; }; armor = 25; damageResistance = 0.01039; cost = 10000000; soundGetIn[]={"Ca\Sounds_E\Air_E\AH6\close",db-10,1}; soundGetOut[]={"Ca\Sounds_E\Air_E\AH6\open",db-10,1, 40}; soundDammage[]={"ca\Sounds\Air\Noises\alarm_loop1", db-5, 1}; soundEngineOnInt[] = {"Ca\Sounds_E\Air_E\AH6\ah6_start_ext", db-25, 1.0}; soundEngineOnExt[] = {"Ca\Sounds_E\Air_E\AH6\ah6_start_ext", db-25, 1.0, 500}; soundEngineOffInt[] = {"Ca\Sounds_E\Air_E\AH6\ah6_stop_ext", db-25, 1.0}; soundEngineOffExt[] = {"Ca\Sounds_E\Air_E\AH6\ah6_stop_ext", db-25, 1.0, 500}; class Sounds /* EXTERNAL SOUNDS AH6 */ { class Engine { sound[] = {"Ca\Sounds_E\Air_E\AH6\ah6_engine_ext_1", db10, 1.0, 1000}; frequency = "rotorSpeed"; volume = "camPos*((rotorSpeed-0.72)*4)"; }; class RotorLowOut { sound[] = {"Ca\Sounds_E\Air_E\AH6\ah6_rotor_ext_1", db10, 1.0, 1200}; frequency = "rotorSpeed"; volume = "camPos*(0 max (rotorSpeed-0.1))"; cone[] = {1.8,3.14, 2.0, 0.9}; }; class RotorHighOut { sound[] = {"Ca\Sounds_E\Air_E\AH6\ah6_rotor_ext_high_1", db5, 1.0, 1300}; frequency = "rotorSpeed"; volume = "camPos*10*(0 max (rotorThrust-0.95))" ; cone[] = {1.8,3.14, 2.0, 0.9}; }; /* INTERNAL SOUNDS AH6 */ class EngineIn { sound[] = {"Ca\Sounds_E\Air_E\AH6\ah6_engine_ext_1", db2, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*((rotorSpeed-0.75)*4)"; }; class RotorLowIn { sound[] = {"Ca\Sounds_E\Air_E\AH6\ah6_rotor_ext_1", db2, 1.0}; frequency = "rotorSpeed"; volume = "2*(1-camPos)*((rotorSpeed factor[0.3, 1.1]) min (rotorSpeed factor[1.1, 0.3]))"; }; class RotorHighIn { sound[] = {"Ca\Sounds_E\Air_E\AH6\ah6_rotor_ext_high_1", db6, 1.0}; frequency = "rotorSpeed"; volume = "(1-camPos)*3*(rotorThrust-0.9)" ; }; }; //sounds end class Reflectors { class Light { color[] = {0.8, 0.8, 1.0, 1.0}; ambient[] = {0.07, 0.07, 0.07, 1.0}; position = "L svetlo"; direction = "konec l svetla"; hitpoint = "svetlo L"; selection = "L svetlo"; size = 1; brightness = 1.0; }; }; class Library { libTextDesc = $STR_LIB_AH6; }; class HitPoints:HitPoints { class HitGlass1:HitGlass1 {armor=0.5;}; class HitGlass2:HitGlass2 {armor=0.5;}; class HitGlass3:HitGlass3 {armor=0.5;}; class HitGlass4:HitGlass4 {armor=0.5;}; class HitGlass5:HitGlass5 {armor=0.5;}; }; class Damage { tex[]={}; mat[]={ "ca\Air_E\AH6J\Data\ah6_merge1.rvmat", "ca\Air_E\AH6J\Data\ah6_merge1.rvmat", "ca\Air_E\AH6J\Data\ah6_merge1_destruct.rvmat", "ca\Air_E\AH6J\Data\ah6_merge2.rvmat", "ca\Air_E\AH6J\Data\ah6_merge2.rvmat", "ca\Air_E\AH6J\Data\ah6_merge2_destruct.rvmat", "ca\data\data\default.rvmat", "ca\data\data\default.rvmat", "ca\Air_E\AH6J\Data\default_destruct.rvmat", "ca\Air_E\AH6J\Data\mh6_skla.rvmat", "ca\Air_E\AH6J\Data\mh6_skla_damage.rvmat", "ca\Air_E\AH6J\Data\mh6_skla_damage.rvmat", "ca\Air_E\AH6J\Data\mh6_skla_in.rvmat", "ca\Air_E\AH6J\Data\mh6_skla_in_damage.rvmat", "ca\Air_E\AH6J\Data\mh6_skla_in_damage.rvmat", "Ca\Ca_E\data\default.rvmat", "Ca\Ca_E\data\default.rvmat", "Ca\Ca_E\data\default_destruct.rvmat", }; }; weapons[]={CMFlareLauncher}; magazines[]={60Rnd_CMFlareMagazine}; LockDetectionSystem = CM_Lock_Radar; IncommingMisslieDetectionSystem = CM_none; irScanRangeMin=500; irScanRangeMax=1000; irScanToEyeFactor=2; }; class AH6J_EP1:AH6_Base_EP1 { expansion = 1; scope = 2; side = TWest; faction = BIS_US; displayName = $STR_EP1_DN_AH6J; crew = US_Soldier_Pilot_EP1; typicalCargo[]={US_Soldier_Pilot_EP1}; weapons[] = {FFARLauncher_14,TwinM134,CMFlareLauncher}; // todo replace TwinM134 by 2x(AH64 cannon) magazines[] = {14Rnd_FFAR,4000Rnd_762x51_M134,60Rnd_CMFlareMagazine}; threat[] = {0.6, 0.4, 0.1}; gunBeg[] = {"muzzle_1", "muzzle_2"}; gunEnd[] = {"chamber_1", "chamber_2"}; radarType = 4; class TransportMagazines { mag_xx(30Rnd_556x45_Stanag,30); mag_xx(HandGrenade_West,5); mag_xx(SmokeShellGreen,2); mag_xx(SmokeShell,2); }; class TransportWeapons{}; class Turrets{}; class AnimationSources: AnimationSources { class Gatling_1 { source="revolving"; weapon=TwinM134; }; class Gatling_2 { source="revolving"; weapon=TwinM134; }; }; class Library { libTextDesc = $STR_EP1_LIB_AH6J; }; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"ca\air_e\ah6j\data\ah6_merge1_co.paa", "ca\air_e\ah6j\data\default_co.paa"}; }; class AH6X_EP1:AH6_base_EP1 { expansion = 1; isUav = 1; accuracy=2; scope = 2; displayName = $STR_EP1_DN_AH6X; model = "\ca\air_e\ah6j\ah6x"; picture = "\ca\air_e\data\UI\Picture_ah6x_CA.paa"; icon="\ca\air_e\data\UI\Icon_ah6x_CA.paa"; side = TWest; faction = BIS_US; memoryPointLRocket = "Rocket_1"; memoryPointRRocket = "Rocket_2"; selectionFireAnim = "muzzleflash"; radarType = 4; // UAV should be less detectable than normal attack helicopter camouflage = 4; audible = 6; sensitivity = 2; threat[] = {0, 0, 0}; transportMaxBackpacks = 5; crew = US_Soldier_Pilot_EP1; typicalCargo[]={US_Soldier_Pilot_EP1}; class TransportMagazines { mag_xx(30Rnd_556x45_Stanag,30); mag_xx(HandGrenade_West,5); mag_xx(SmokeShellGreen,2); mag_xx(SmokeShell,2); }; class TransportWeapons{}; enableManualFire = false; /* weapons[] = {HellfireLauncher_AH6}; magazines[] = {4Rnd_Hellfire}; */ weapons[] = {}; magazines[] = {}; class Turrets:Turrets { class ObserverTurret:MainTurret { proxyIndex = 2; startEngine = 0; hasgunner = 1; body="FLIR_turret"; gun="FLIR_gun"; animationSourceBody="FLIR_turret"; animationSourceGun="FLIR_gun"; gunBeg="FLIR_end"; //gunBeg=endpoint of the gun gunEnd="FLIR_begin"; //gunEnd=chamber of the gun memoryPointGun="FLIR_end"; class Viewoptics { initAngleX=0; minAngleX=-30; maxAngleX=+30; initAngleY=0; minAngleY=-100; maxAngleY=+100; //initFov=0.8; minFov=0.0083; maxFov=0.8; minFov="0.01"; initFov="0.50"; maxFov="0.80"; visionMode[] = {"Normal","Ti"}; //Raytheon AN/AAS-52 thermalMode[] = {0,1}; }; gunnerOpticsModel="\ca\weapons\2Dscope_UAV.p3d"; gunnerForceOptics = 1; soundServo[]={"",db-40,1.0}; commanding = -1; // gunnerAction = empty; // gunnerInAction = empty; gunnerAction = AH6_Gunner; gunnerInAction = AH6_Gunner; gunnerGetInAction = ""; gunnerGetOutAction = ""; minElev = -90; maxElev = +30; initElev = 0; minTurn = -180; maxTurn = +180; initTurn = 0; // weapons[] = {Laserdesignator_mounted,HellfireLauncher_AH6}; // magazines[] = {Laserbatteries,4Rnd_Hellfire}; weapons[] = {}; magazines[] = {}; }; class FakePilot:MainTurret { body=""; gun=""; animationSourceBody=""; animationSourceGun=""; gunnerName = "Pilot (fake)"; commanding = -1; hasgunner = 1; gunnerAction = AH6_Gunner; gunnerInAction = AH6_Gunner; gunnerForceOptics = 1; memoryPointGunnerOptics= "fake_pilotview"; gunnerOpticsModel = "\ca\weapons\optika_empty.p3d"; // TODO class Viewoptics { initFov=1; minFov=0.3; maxFov=1.2; initAngleX=10; minAngleX=-65; maxAngleX=+85; //Rg 45/85; initAngleY=0; minAngleY=-150; maxAngleY=+150; }; gunnerCompartments = Compartment4; }; }; class EventHandlers : DefaultEventhandlers { init="_scr = _this execVM ""\ca\Data\ParticleEffects\SCRIPTS\init.sqf"";(_this select 0) lockturret [[0],true];(_this select 0) lockturret [[1],true];"; }; class Reflectors {}; class MarkerLights {}; class Library { libTextDesc = $STR_EP1_LIB_AH6X; }; irScanRangeMin=500; irScanRangeMax=2000; irScanToEyeFactor=2; hiddenSelections[] = {"camo1"}; hiddenSelectionsTextures[] = {"ca\air_e\ah6j\data\ah6_merge1_co.paa"}; }; class MH6J_EP1: AH6_Base_EP1 { expansion = 1; scope = 2; displayName = $STR_EP1_DN_MH6J; model = "\ca\air_e\ah6j\mh6j"; picture = "\ca\air_e\data\UI\Picture_mh6j_CA.paa"; icon="\ca\air_e\data\UI\Icon_mh6j_CA.paa"; side = TWest; faction = BIS_US; transportSoldier = 5; crew = "US_Soldier_Pilot_EP1"; typicalCargo[]={US_Soldier_Pilot_EP1,US_Soldier_EP1,US_Soldier_EP1,US_Soldier_GL_EP1,US_Soldier_LAT_EP1,US_Soldier_AR_EP1}; cargoAction[] = { AH6j_Cargo_EP1,MH6_Cargo01,MH6_Cargo02,MH6_Cargo02,MH6_Cargo02,MH6_Cargo03 }; ejectDeadCargo = true; cargoIsCoDriver[] = {true,false}; threat[] = {0, 0, 0}; class TransportMagazines { mag_xx(30Rnd_556x45_Stanag,30); mag_xx(HandGrenade_West,5); mag_xx(SmokeShellGreen,2); mag_xx(SmokeShell,2); }; class TransportWeapons{}; class Turrets{}; class Library{libTextDesc = $STR_EP1_LIB_MH6J;}; hiddenSelections[] = {"camo1", "camo2"}; hiddenSelectionsTextures[] = {"ca\air_e\ah6j\data\ah6_merge1_co.paa", "ca\air_e\ah6j\data\default_co.paa"}; }; }; Summarized what it tells you is a helicopter and what helicopters are: these would be the following classes: class CfgVehicles class Air; class Helicopter:Air class AH6_Base_EP1: Helicopter class AH6J_EP1:AH6_Base_EP1 class AH6X_EP1:AH6_base_EP1 class MH6J_EP1: AH6_Base_EP1 2 hours ago, George_Smiley said: So uh, it Take On Helicopters worth getting Here you have the demo, try it and see if you like it. https://www.moddb.com/games/take-on-helicopters/downloads/take-on-helicopters-demo Share this post Link to post Share on other sites
George_Smiley 17 Posted November 3 On 11/2/2024 at 12:41 PM, dalber24 said: @George_Smiley This is the configuration file... Ah ha! I knewed it. DL TOH as I type... I wonder if it's any good... Cheers. George. Share this post Link to post Share on other sites