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hardrock

Project to unify airplane addons

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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

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@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

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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 wink_o.gif just a request ignore it as you wish smile_o.gif

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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  wink_o.gif just a request ignore it as you wish  smile_o.gif

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 smile_o.gif

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Sorry, I'm late to the party (story of my life  smile_o.gif).

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).

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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)

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Click the image for a bigger version!

weapons.jpg

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!!!

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Sorry, I'm late to the party (story of my life  smile_o.gif).

(...)

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.

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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.  Some of them is mandatory to impliment in my view to accurately simulate the flexibility of air power in a conflict.   biggrin_o.gif

Well, I hope BIS allows the flexibility for people to develop a realistic simulation of aircraft operations in a 1990 to current date conflict.  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.   tounge_o.gif

Later,

Havoc.

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Only "western" stuff? Any plans on eastern weapons aswell? Needless to say those weapons on that picture looks great. Good work smile_o.gif

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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

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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.

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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.

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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

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We can't add carriers to our database, only islands

You have to add it yourself, mail me:(adress removed) for more information

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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?

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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! smile_o.gif

P.S. Would you like me to provide links for the Above?

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@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!

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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 smile_o.gif. 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.

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It makes me really happy to see you guys working on this. I can't wait to see the final product! smile_o.gif

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@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 wink_o.gif

I've now reserved the tag ACES at ofpec, I hope you're happy with it?

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How about ARMs? Can you make air to ground missiles that lock only on targets that are tracking your aircraft?

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I'm making the Standard ARM and the Shrike. The Shrike utilizes the Sparrow Modell, as I read, so it will be finished quickly.

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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?

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