HunterKiller 0 Posted October 5, 2003 Nice idea. would it be possible for me to help as my MOD is making various carriers and naval aircraft and instruments etc would be very helpful to make carrier landings more realistic and succesful Share this post Link to post Share on other sites
hardrock 1 Posted October 5, 2003 @hunterkiller: what do you mean with "if it'd be possible for you to help us"? I thought of only including very general scripts, like map recognizing, the downwash effect and maybe also the jammer @<>Crippler<>: what do you want to tweak in the above scripts? they are very basic and it'd be easier for many addon makers who aren't as good at scripting to include these features. if somebody wants to tweak his script, he writes an own script in any case Share this post Link to post Share on other sites
Dauragon 0 Posted October 5, 2003 so does this mean AI can use a the aircraft carrier or a different airport ? oh and could you add ILS for Tonal island from BAS just a request ignore it as you wish Share this post Link to post Share on other sites
vektorboson 8 Posted October 5, 2003 so does this mean AI can use a the aircraft carrier or a different airport ?oh and could you add ILS for Tonal island from BAS  just a request ignore it as you wish  Well we could include ILS for every Airport that is available on Tonal Island. The ILS was meant as a help to the player and therefore invisible to the AI. We didn't discuss the AI-issue, but it could be possible in some way to enable AI-landing for all airports (carriers), but it would be helluva work to script this, and I think you'd rather see us working at our addons, than at this Share this post Link to post Share on other sites
Footmunch 0 Posted October 6, 2003 Sorry, I'm late to the party (story of my life  ). I think pbo files containing commonly re-used texes would be very useful. Not only the island maps, but perhaps the roundels, a few sets of numbers/letters and missile textures all in a few pbo files would go a long way to helping out. Then, each new aircraft could load the tex from that PBO, rather than from it's own resources. When a new 'popular' map appears or a new roundel is needed, we just have to update the map_pictures.pbo file, and post up the new version. Maybe missle p3d's/config's as well? The 'map selection' and ILS scripts code could also be included. If we can just get the height_difference and bearing_difference from the scripts, the plane builders can use that to animate any displays themselves. Could the ILS basis location be determined by the 'Land' waypoint, rather than attaching it to the aiport itself? This would mean that carriers/temporary airstrips could be used. Does the ILS code need an object, or just a position? If it needs an object, we could just spawn an 'emptydetector' at the 'Land WP' position. Do we want to switch landing fields during gameplay? Weapon standardisation is _very_ important. Although I try to test my planes with 'externals' (F/A-18, Torando, etc), it would be nice to settle on some common values for weapons, as well as other properties, such as armor, cost, maxspeed and threat values. I guess we could start with a basic list of weapons: West GBU-12/24 Mk-82/84 (+HD) LAU-67 AIM-9 AGM-65 East KAB-500 FAB-250/500 UV-16 AA-8 AS-7 (ie LGB, FFBomb, Rockets, A2A and A2G for both sides) Note that because of the way the pseudo-proxy coding works, we will need un-binarized models (MLOD) and the model textured with a _single_ texture file (if possible). Share this post Link to post Share on other sites
hardrock 1 Posted October 6, 2003 The ILS script only uses positions, stored in an Array. If you want to have a Landing WP as ILS point, the mission maker has to add it to the Array But for Carriers you don't have to do this, if the creator of the carrier has done his work well, the mission maker doesn't have to do anything to enable ILS landing And this thing with roundels ... I'll think about it, but I think we'll keep your extra PBO because it would get too large (sure we can add this PBO to our project if you like to) Share this post Link to post Share on other sites
vektorboson 8 Posted October 10, 2003 Click the image for a bigger version! I made a few Missiles/Bombs which are used by USAF/Navy which were mainly intented to be used with my F-117A, but I made some too that are used by other aircrafts. I could (I would) donate these to this project. - all models will be available in MLOD-format, so you can use them as Pseudo-Proxies (but in the addon they will be binarized) - all models are made from one texture (pseudo-proxies!) - some models like the GEPOD, fuel tanks, hydra-launchers can be used as real proxies. - the BLU-109-, JDAM-, JSOW-models have to be improved. There are still some weapons I want to do; if you got any suggestions, then provide me with some pictures and/or blueprints (please not fas.org!!!). Well, I need yet: - GEPOD, blueprint, photos - AIM-54 Phoenix, blueprint, photos - AGM-78, blueprint - MK-80 Series High Drag, photos (blueprint?) To be made: - GBU-15/AGM-130 - GBU-28 - AGM-84 "Harpoon" - 340gal and 500gal fuel tanks Feel free to post any suggestions. These all are only US/NATO weapons yet, but don't forget that simulating those weapons exactly isn't as easy in the OFP-world!!! Share this post Link to post Share on other sites
AirwolfPL 0 Posted October 10, 2003 Sorry, I'm late to the party (story of my life  ).(...) Maybe missle p3d's/config's as well? (...) That's very good idea. I've been thinking about it some time ago as well. It's very important to standarize all of the missiles/bombs (or even ffar launchers, racks, and fueltanks as MLOD prefabs). Even if jetfighters are totally useless in OFP such pack is just a must. Share this post Link to post Share on other sites
<>Crippler<> 0 Posted October 10, 2003 Those weapons look great Any ideas on when you might be able to release this uber-pbo? Share this post Link to post Share on other sites
havocsquad 0 Posted October 10, 2003 I wouldn't try to mess with different loadouts too much for OFP-R due to its limitations involving aircraft (fixed/rotary) weapons loadouts. I'm not saying that you shouldn't try to create some VERY excellent weapons for aircraft. Â Some of them is mandatory to impliment in my view to accurately simulate the flexibility of air power in a conflict. Â Well, I hope BIS allows the flexibility for people to develop a realistic simulation of aircraft operations in a 1990 to current date conflict. Â No doubt I'm sure the campaigns will do fine and attract many people to it, but addons like the F/A-18C pack and the BAS addons prove that most OFP players still want to involve current conflict missions and campaigns. Keep me informed. That picture of the various aircraft ground muntions makes me feel like I'm in a candy store. Â Later, Havoc. Share this post Link to post Share on other sites
GoOB 0 Posted October 10, 2003 Only "western" stuff? Any plans on eastern weapons aswell? Needless to say those weapons on that picture looks great. Good work Share this post Link to post Share on other sites
ruff 102 Posted October 11, 2003 itd be good to also create cas scripts like snyprs sp mp support script where u just have to type it on the activation feild of a waypoint or trigger would love to c those in the new planes comin out also since i c this as a project which alot of ppl are going to be involved, why not try to fix the nose diving of plane wen releasing payloads, the bis a10 plane seem to have no problems with that, its only on the user released addons Share this post Link to post Share on other sites
vektorboson 8 Posted October 11, 2003 Well, I already looked for reference material regarding eastern weapons. But I first want to complete the western ammo store. I know that aircraft weapons and arcrafts themselves in OFP are unrealisitic, but many dream of OFP getting an Infantry Simulator with an attached Jetfighter Simulator, like me. Let's see what possibilities OFP 2 brings us, since Suma is supposed to be a flight sim fan... Till then we have to make many workarounds, fakes a.s.o. to make OFP a little more realistic regarding planes. Regarding CAS scripts: I'm experimenting with some scripts, that make your life as a mission designer easier. The easiest is probably that you place an "CAS-Object" on the map and have automatically CAS-Support to be called via the Action Menu. Another one would be a dialog approach like in the Insurgency Campaign. Also please let the suggestions coming (especially mod-makers/addon-makers), since this shall be an universal config for Missiles, Rockets, Bombs and Machine Guns. Share this post Link to post Share on other sites
cbfasi 4 Posted October 11, 2003 I think its a great idea hardrock.. Especailly if it means that carriers can be landed on much more easily.. I would certainly be interested in developing my carriers to make use of this. Share this post Link to post Share on other sites
BraTTy 0 Posted October 12, 2003 I have a carrier in-progress classname "brt_kaga" ..it has a 400 x 60 meter strip thats 30 meters above water...please include this in your airstrip database And make provisions for another called "brt_yorktown" along the same dimensions prolly Great idea with this ILS Share this post Link to post Share on other sites
hardrock 1 Posted October 12, 2003 We can't add carriers to our database, only islands You have to add it yourself, mail me:(adress removed) for more information Share this post Link to post Share on other sites
Footmunch 0 Posted October 13, 2003 BigPoppa [burns]Excellent[/burns] Going a little further back in time, could we get: AGM-12 BullPup AGM-45 Shrike (or -78) One thing that would be _very_ nice would be to be able to dis-allow launch of types of missiles against specific targets - ie Harpoon's can only be launched at ships, HARM's can target Shilka/SA-13, but not tanks. I'm not sure how this could be done, but you never know what may rise to the bait. For West side, a big old resource: NATO Weapons For East side, here's a _very_ complete list: Russian Weapons BTW: If you want to take any models from my planes as a starting point, feel free. This goes for any scripting as well. Hardrock - Definitely, the roundels pbo can be donated to the cause. Do we have a TAG yet? Share this post Link to post Share on other sites
killagee 0 Posted October 13, 2003 BigPoppa, could you add for the Western side: Meteor LR Air to Air ASRAAM SR Air to Air APACHE LR anti-runway STORMSHADOW LR Cruise Missile / Payload Dispencer ALARM Anti-Radiation Missile BRIMSTONE MR Air to Surface Hardrock probably has these covered for the EF-2000? I think this Addon, almost a JAM for Aircraft, is an excellent idea, and with the likes of Hardrock, yourself and footmunch involved is in very capable hands! P.S. Would you like me to provide links for the Above? Share this post Link to post Share on other sites
vektorboson 8 Posted October 13, 2003 @killagee I don't know whether hardrock made them already or not. If he already made them, we agreed that we try to create all weapons to look as if they fit together. @Footmunch Thanks for the links, I planned the AGM-78 standard arm, but found only photos from a perspective where I could not tell the right structure. I'll look at the Shrike, too. About the Lock-On issue: Well since there isn't proper Radar in OFP, we can't really simulate a ARM/HARM or Harpoon. But I found that there are three possiblities regarding lock: 1. Infrared Lock, lock on targets that are defined as irTarget 2. Laserlock, lock on laser designated targets 3. some kind of optic lock: You right click on a target; a missile that is defined with canLock, will home on that target, even with no irLock and laserLock But there is no antiRadar-Lock, that would simulate a HARM, so I'm sorry at this. It would be possible with a lot of scripting, but I don't think that it is worth the effort. Also, thank you for your permission to use your models, this will probably speed up the making of especially the eastern weapons. Regarding Tags, we have following proposals: ACU would be AirCraft Unification ACES would be either AirCraft Equipment Standard or Aircraft and Chopper Equipment Standard Perhaps there is someone to make better proposals! As always feel free to make suggestions, especially at addon makers because they are supposed to use our work if they want! Share this post Link to post Share on other sites
Footmunch 0 Posted October 13, 2003 BP If we're doing non-US NATO stuff also, then we could consider Penguin, Kormoran, Skyflash, RedTop, Magic, Mica, Python etc. I'm not sure how many times they'd get used, and they all have 'equivalents' in the US inventory. Yep, I've done the irLock, airLock, laserLock dance many times . Any sort of radarLock would require scripting on the target type, which is hard when both the Shilka and T-72 are derived from Tank. I like ACES - very appropriate. In related news, I've made some changes to your AB scripts (it wasn't working properly in 'commander-view', and I've moved the activation from the GetIn EH to the Init EH). I'll PM the changes to you later this week. Share this post Link to post Share on other sites
hellfish6 7 Posted October 13, 2003 It makes me really happy to see you guys working on this. I can't wait to see the final product! Share this post Link to post Share on other sites
hardrock 1 Posted October 13, 2003 @killagee and bigpoppa: I'm already working on Meteor, ASRAAM, STORMSHADOW, ALARM, Brimstone and Penguin, because they are mainly use by Eurofighters The Lock-On issue: I'm currently working on a method how missiles like the Penguin Anti-Ship could work a bit more realistic, but I'm not sure if this will work so I'm not giving any more information yet And we'll also add a few specials into our pack you guys will be really happy about (especially plane addon makers), but they stay secret 'til release I've now reserved the tag ACES at ofpec, I hope you're happy with it? Share this post Link to post Share on other sites
Wonder 0 Posted October 13, 2003 How about ARMs? Can you make air to ground missiles that lock only on targets that are tracking your aircraft? Share this post Link to post Share on other sites
vektorboson 8 Posted October 14, 2003 I'm making the Standard ARM and the Shrike. The Shrike utilizes the Sparrow Modell, as I read, so it will be finished quickly. Share this post Link to post Share on other sites
Footmunch 0 Posted October 14, 2003 An Exocet would be useful, although I'd presume FalkMOD are doing one. Hardrock - Is your ALARM going to do anything special, targetting or loiter-wise? Share this post Link to post Share on other sites