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New c-130 by hawk

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Why dont we ever hear from hawk?

And it dont seem like we are getting much info from him when releasing addons or what he are working on.

And i cant find he's E-mail adress anywere.

SNK

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BTW:Hawk  released an updatet MI-26  with new scripts
Quote[/b] ]

ver 1.71

-random number script

-modified user actions

-changed number texture

-changed zamerny point

-modified model

-binarization

-modified scripts

-flares

ver 1.72

BIN cpp file

changed lods

improoved scripts

img]http://www.of.fpp.pl/images/pics/tadd/mi26.jpg[/img]

But the intro mission does not work sad_o.gif

dl from hiere

just open the mission.sqm in the demo and remove from addons[] and addonsauto[] all instances of ash's armour pack and BAS MH-47, it will work fine then.

What i found is that the Mi26 has no shadows and that the bmp, while on air in sling leaves track marks on ground rock.gif

Also, that hwk_mi26.pbo has a hidden new version (i think) of Hawk's 2S19 Howitzer inside smile_o.gif

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BTW:Hawk  released an updatet MI-26  with new scripts
Quote[/b] ]

ver 1.71

-random number script

-modified user actions

-changed number texture

-changed zamerny point

-modified model

-binarization

-modified scripts

-flares

ver 1.72

BIN cpp file

changed lods

improoved scripts

img]http://www.of.fpp.pl/images/pics/tadd/mi26.jpg[/img]

But the intro mission does not work sad_o.gif

dl from hiere

just open the mission.sqm in the demo and remove from addons[] and addonsauto[] all instances of ash's armour pack and BAS MH-47, it will work fine then.

What i found is that the Mi26 has no shadows and that the bmp, while on air in sling leaves track marks on ground rock.gif

Also, that hwk_mi26.pbo has a hidden new version (i think) of Hawk's 2S19 Howitzer inside smile_o.gif

I fixed the mission long time ago smile_o.gif about the hidden 2s19 going to check that out btw there is an updatet version of an-124 with paradrop script on HAWK'S site smile_o.gif

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Taking off was a whole diferent deal, it didnt! I tried it many times pressing E and Q at diferent speeds and the thing just wouldnt take off, i also tried with mouse to no efect. at 200 (kms?) it would just jump a bit and crash.

Try putting flaps all the way down. I managed to take off from the main Nogova airstrip by doing that and then applying full acceleration. The plane lifted off without any upward movement of the mouse, although it was just before the end of the runway so shorter ones may not be so easy.

crazy_o.gif

Isn't the c-130 designend to take off from short runwways in real life?

All i hope is that the parachute scripts that were in last version (or maybe version before) now work in MP.

it will only take off from short runways is it has JATO (Jet Assisted Take Off) installed basicly its a couple of rockets attached the sides of the hull of the plane when this is being used it can make the Herc go to a steep climb to get to a higher altitude

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Empty, or with only infantry inside, the C-130 can land, unload, reverse and take off in fourtimes its own length! I have seen this done at Whenuipai Airshows...

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Is it just me, or has this newer version of Hawks C-130 no intrument panels...

Ive eteste ist in comparison to the older one, and it turns much better.

Unfortunatly the intrument panel now has no textures for the dials.

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Umm... again isn't this version the one with the .jpeg textures?rock.gif

It'll lag missions like hell...and if I remember correctly it didn't turn anywhere near as well as Adammo's C130.

Personally, while I think Hawk's model and textures are AMAZING, I'm sticking with Adammo's C130ver2 as it flies much better, is a good model, and has decent textures.

Chris G.

aka-Miles Teg<GD>

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After finally using Hawks new C130A I'm happy, was able to throw three of them in a already overloaded combat mission and didn't suffer any more signifcant lag. Mission was US Rangers holding the airport on Nagova from Russain federation forces of airborne troops with Naval infantry litertly making an fully anphib assualt on the beach near the airport. Rangers job was to hold the airport long enough for the birds to get airborne with evacuees before the OPFOR could stop them. Usuall set up a company lvel org of Rangers vs a battallion sized unit with support elements. AI were able to take off from the airstrip after a few unsuccessful attempts, mostly caused by a vehicle getting knocked out in the runway and crashing into the wreck or as vehicles charged in the main assualt got caught in the path of the plane as its trying to get out of dodge.

The plane works well even in the hands of an AI player they even used evasive counter measures while airborne, and without adding any more lag to the mission as I watched my FPS counter. Fully animated cargo doors and side entrances doors, AI can fly fairly well, and its a nice flyer on both joystick and mouse. This is another aircraft I don't dread if needed to fly her. Will see how the laser 82nd airborne do jumping out the back of this. Not checked to see if vehicles can be airdropped, be nice to beable to kick M551s and M998s out the back like in real life with high alt drops or low alt drops. The aircraft meats the needs of being able to do the drops at low alt, joystick is a bit more diffcult all planes in ofp nose down often on a joystick which sucks if six feet off the deck at 160 knots.

I noticed a mass issue, the plane comes into contact with even the slightest object like a bush. Its instant death, an aircraft his size should beable to run over men and bushes without exploding with a sudden stop Had the C130 ram the KRL assualt bike once and stop as if it hit a brick wall and explode. Might be a game engine thing but mention it just incase noone noticed or bothered to report it. I like then they are nice looking and still very useful as aircraft can be in OFP. Now will need an Aeroflot to counter the West's C130. Or even the old Canid transport plane its smaller than the anatove (sp). *poke poke hint hint*

A plain green skin should be considered also in the future, wonder if a fule tanker version is workable, be nice on the exstended flights over the huge maps like Tonal island where you have to consider fuel ranges in your missions. Bad enough running out of fule in the wheeled vehicles that seem to get 1 mile to the gallon. =)

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Does anybody know how the AI can perform a paradrop on its own with this bird?

I tried executing the internal script ("parasoldiers.sqs") but didn't work as expected:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[c130] exec {\hwk_c130\script\parasoldiers.sqs}

Actually it deployed air brakes and opened ramp but none of the groups inside left the plane. They were assignAsCargoed and moveInCargoed.

Anyway, the thing is perfect for HALO drops using Toadlife´s real_halo.

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Does anybody know how the AI can perform a paradrop on its own with this bird?

I tried executing the internal script ("parasoldiers.sqs") but didn't work as expected:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[c130] exec {\hwk_c130\script\parasoldiers.sqs}

Actually it deployed air brakes and opened ramp but none of the groups inside left the plane. They were assignAsCargoed and moveInCargoed.

Anyway, the thing is perfect for HALO drops using Toadlife´s real_halo.

its quite simple all you have to do is make 2 triggers

1st

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[nameofplane] exec "\HWK_c130\script\parasoldiers.sqs"

this preps for the jump (ramp opens, slows down)

2nd

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nameofplane animate ["jump",1]

this makes the contents of the plane jump

hope this helps

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One question regarding this: does the build-in paradrop scripts work properly in MP with players & ai as Cargo?

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Does anybody know how the AI can perform a paradrop on its own with this bird?

I tried executing the internal script ("parasoldiers.sqs") but didn't work as expected:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[c130] exec {\hwk_c130\script\parasoldiers.sqs}

Actually it deployed air brakes and opened ramp but none of the groups inside left the plane. They were assignAsCargoed and moveInCargoed.

Anyway, the thing is perfect for HALO drops using Toadlife´s real_halo.

its quite simple all you have to do is make 2 triggers

1st

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[nameofplane] exec "\HWK_c130\script\parasoldiers.sqs"

this preps for the jump (ramp opens, slows down)

2nd

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nameofplane animate ["jump",1]

this makes the contents of the plane jump

hope this helps

Indeed, it helps! smile_o.gif

Quote[/b] ]joltan

I haven't tried in MP yet, but I guess it will work the same as in SP. As long as only one preson is messing with the action menu (prepare group to jump, group jump) this should work.

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Does anyone know how to get this plane to land without skidding sideways to a stop?

I've been trying to get it to land at the big airfield on SEB Ia Trang and it does after about two passes, but as soon as it coasts about 100 feet down the runway, it makes a sharp left turn and skids sideways to a stop.

What the hell is going on? crazy_o.gif

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I haven't tried in MP yet, but I guess it will work the same as in SP. As long as only one preson is messing with the action menu (prepare group to jump, group jump) this should work.

It does work indeed (although I had the vehicle locked and used two triggers for jump preparation & the ejection using the animate command)! Just tested it with a modified version of my 'Silent Wings' mission. Even the deployment of the glider chutes worked perfectly on a dedicated server (some plane addons have troubles with that).

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Does anyone know if its possible to modify the paradrop script for use with other planes such as the BOH C-1 or DKM OV-10 TR? Or is there perhaps a similar script out there that is useable on any aircraft?

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All I know is that there are lots of external parachute scripts that you can use in the map editor (by placing the scripts in .sqs format in the mission's folder and then running it from an exec command in the map editor).

This is really the easiest way to do this because even if you added a parachute script into the .pbo file of other aircraft, other players wouldn't have the .pbo file and it wouldn't work for them if you made a SP mission for it or if you made a MP mission.

But with an external script, it works for everyone.

Again check the OFP editing center for those scripts. They have several for parachuting along with some for para-dropping supplies and vehicles. (Great for dropping Vit's BMD-3's out of that big Antonov An-124 addon).

Chris G.

aka-Miles Teg<GD>

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Nobody has the answer to my question. . . . ? rock.gif

backtracking in thread not sure which question is this for, yes it is new airctraft if your asking no not create lag had three flying on Tonal island on a low end PC and no major lag or fps downgrade other than the normal.

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No, but thanks, what I was wondering was how to get the dang thing not to come screaming to a stop with a sideways skid when landing.

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I just tried it on Everon and 2 airbases on tonal and on both of them it landed perfectly. Lined up early, flaps all the way down, gear down, lower the nose, hold down the S key, touch down and thrust reversers come on automatically, and i'm down to 30-40mph rather quickly, bring it down a lil more and taxi out of the way using the rudder.

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I should have clarified, it skids sideways to a stop when the AI lands it.

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