Footmunch 0 Posted February 13, 2004 Mads - Sadly, there's no way of restricting the lock to radiating vehicles only  . I guess I could spend a few weeks coding up an HTS (Harm Targeting System) that picks up the location of the Shilka's in the mission, but the problem is do we also include the Lavos (IIRC) SA-13? DKM's Tunguska? Any future SAM vehicles? What we need is an extension to the game engine (ie radarTarget like current irTarget). That's an OFP2 thing, hopefully. The Mk-20 on the SEAD/Wild Weasel plane is really for 'multi- part' SAM sites (SA-2, SA-10 etc). You take out the search radar (eg Bar Lock) with the HARM, then destroy the launchers with the cluster bombs. Of course, we don't have any extended SAM sites (yet), so it's not quite as effective. However, wherever there's a Shilka, it must be protecting something, and that thing deserves a Rockeye  Share this post Link to post Share on other sites
Badassdom 0 Posted February 13, 2004 Great news! can I ask you to spend a little more time on your NH-90?I made  this thread a while ago if you need scale blueprints of the NH-90. Your last beta was very promising I thought. Thankx for all your hard work footmunch... yes please do well it doesn't really matter what you make just make something Share this post Link to post Share on other sites
ExtracTioN 0 Posted February 13, 2004 Footmunch m8 how is the car addon comming that you worked a few weeks back You tolded you was working on a rocket launched car addon Share this post Link to post Share on other sites
Footmunch 0 Posted February 13, 2004 Ex - The car is launching guided missiles mounted on a movable 'turret' rack. Each missile disappears from the model, and flies off in the direction of the turret, but the guidance code only works on flat ground at the moment. Not particularly useful, but I'm still code-bashing it. When it is released, it will be a horrible model - it's only the coding that'll be important. Killagee - Didn't we talk about the NH-90 on PM? Share this post Link to post Share on other sites
havocsquad 0 Posted February 13, 2004 Hey footmunch, if you want a good explaination on how basically the gear should be done for a "Carrier Friendly" OFP aircraft, please look at this post here and read the post Pennywise put up about that landing gear issue. Share this post Link to post Share on other sites
Footmunch 0 Posted February 13, 2004 Havoc - That's the current methodology - pretend the gear is always down. Two slight problems: it creates more drag on the plane, and the maxSpeed has to be increased to make up for it; also, the AI has to be 'guided' via scripting as it doesn't know to raise and lower the gear - it thinks the gear is always down. Deeply silly stuff, I grant you, but this is what we have to go through sometimes... Share this post Link to post Share on other sites
sa8gecko 0 Posted February 13, 2004 Quote[/b] ]Ex - The car is launching guided missiles mounted on a movable 'turret' rack. Each missile disappears from the model, and flies off in the direction of the turret, but the guidance code only works on flat ground at the moment. Really Footmunch ? I tested it above a hill on Everon and it engaged OK. Did you change back the code to the one taking account of absolute height above sea level ? BTW, about that 'createvehicle' thing: I should have used 'createunit' ... Share this post Link to post Share on other sites
StuartBoyer 0 Posted February 13, 2004 Mads - Sadly, there's no way of restricting the lock to radiating vehicles only  . If I remember correctly the HARMS AGM- 88d on Hudsons F-18 Locks on only to aircraft and vehicles using Radar. EDIT maybe he could help. Cause if you run a mission with it in the editor and try to fire at anything without radar you have to blindly shoot but it will lock on to aircraft and DKM's S56M-C. Share this post Link to post Share on other sites
Taconic 0 Posted February 13, 2004 Very nice work, Footmuch. If it wasn't for your MiG-27, your F-16 would be my favorite plane to fly in OFP. The Il-28 is also extremely cool and I've had a lot of fun playing with it. Any plans to offer it in different configurations with different loadouts? Also, the cannons were 23mm, not 30. And on a slightly related note... Do you plan to finish up your F-86 at some point? Perhaps adding an F-86H config into the mix? The F-86 is one of my favorite planes, so it's nice to see it in OFP. Share this post Link to post Share on other sites
mads bahrt 0 Posted February 14, 2004 By the way - when did the "one missiletype per aircraft" limit disappear? As far as I remember there used to be such a limitation, meaning that you could only have one type of guided missile per aircraft. Share this post Link to post Share on other sites
miles teg 1 Posted February 14, 2004 I'm making a mission right now with the IL-28 called "Flight of the Beagle" Â LOL! With the Tonal flag it makes a very realistic type of aircraft for the Tonal government. Â Now I just have to keep working on the old carpet bombing script I was messing with on that old B-52 addon. Â Hopefully it'll work better with the Beagle. Apparently in Nigeria (during the Biafra War) they were used as strategic bombers for carpet bombing rebel positions. Â Most of the crews were Egyptian but later they apparently were mercenary crews. Here is an excellent web page on its history in Nigeria. Â This is sure to inspire mission makers to use the Beagle in their Tonal missions. Â http://www.brushfirewars.org/aircraf....naf.htm Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
miles teg 1 Posted February 14, 2004 By the way - Â when did the "one missiletype per aircraft" limit disappear? As far as I remember there used to be such a limitation, meaning that you could only have one type of guided missile per aircraft. If I remember correctly Footmunch found a way around that limitation. For example if you look at his excellent F-4 Phantom, that thing is armed to the teeth with all kinds of ordanance. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Solarix 0 Posted February 15, 2004 I love that you made an F-16c addon with the 194th Tailflash Here's the correct loadout for the 194th, which is solely an air-to-air unit. Station - Loaded Item 1 - AIM-120A AMRAAM 2 - AIM-120A AMRAAM 3 - AIM-9M Sidewinder 4 - Fuel Tank 5L - Empty 5 - ALQ-184 ECM Pod 5R - Empty 6 - Fuel Tank 7 - AIM-9M Sidewinder 8 - AIM-120A AMRAAM 9 - AIM-120A AMRAAM Please keep the 194th flash on the A/A unit, but remove the flash from the A/G and W/W units. If you would like some pics of the real 194th F-16Cs check out... http://community.webshots.com/album/50464279sWSEwI Thanks Share this post Link to post Share on other sites
coporal_punishment 0 Posted February 15, 2004 I love that you made an F-16c addon with the 194th TailflashHere's the correct loadout for the 194th, which is solely an air-to-air unit. Station - Loaded Item 1 - AIM-120A AMRAAM 2 - AIM-120A AMRAAM 3 - AIM-9M Sidewinder 4 - Fuel Tank 5L - Empty 5 - ALQ-184 ECM Pod 5R - Empty 6 - Fuel Tank 7 - AIM-9M Sidewinder 8 - AIM-120A AMRAAM 9 - AIM-120A AMRAAM Please keep the 194th flash on the A/A unit, but remove the flash from the A/G and W/W units. If you would like some pics of the real 194th F-16Cs check out... Â http://community.webshots.com/album/50464279sWSEwI Thanks Wow you seem to know quite a bit about the 194th. Sorry for being a sore thumb but Footy's plan was to make a universal f16 where you can add your own roundells If nessisary I won't mind retexturing the aircraft to more neutral colours or other well known f16 squadrons which are around the world. Share this post Link to post Share on other sites
ozanzac 0 Posted February 15, 2004 If nessisary I won't mind retexturing the aircraft to more neutral colours Hmm, grey is a very neutral colour in F-16 terms, most nations with F-16's have them in a grey or a greyish camo scheme, especially those supplied to NATO countries. Share this post Link to post Share on other sites
Solarix 0 Posted February 15, 2004 I work at the 144th Fighter Wing, Fresno ANGB, CA. Home of the 194th Fighter Squadron Share this post Link to post Share on other sites
mads bahrt 0 Posted February 16, 2004 On the bomb delivery system: It seems that the "double square" arrives at the point where the bomb should be released and stays for a while after. This results in all my bombs hitting just behind the target. I don't know if it's possible, but if you could show the double square just half a second earlier the pilot would have a chance of releasing at the right moment. As it is now it seems that the pilot will always hit behind the target, because there is no way of predicting when the double square will appear. If possible the best solution would be to make the double square disappear at the right release time - in that way the pilot would know exactly when to release, and get a warnig about it a few seconds before. Of course it would be even better (and more realistic) to make a continiously updated CCIP line in the HUD. - But I guess that isn't possible. Share this post Link to post Share on other sites
coporal_punishment 0 Posted February 16, 2004 If nessisary I won't mind retexturing the aircraft to more neutral colours Hmm, grey is a very neutral colour in F-16 terms, most nations with F-16's have them in a grey or a greyish camo scheme, especially those supplied to NATO countries. But the grey this aircraft comes in has US decals all over it, it you delete the decails you delete the back ground hence the whole aircraft would havwe to be retextured. Share this post Link to post Share on other sites
Footmunch 0 Posted February 17, 2004 Addon Footmunch mode: Okay, 'final' beta for the F-16 up at the same link: Zip File The major changes include: Afterburner Plane Handling Chaff/Flare deployment 'Anonymous' base skin 4 Mavericks (instead of 6) 4 Rockeyes (instead of 6) Gunsmoke Numbering code on the tail New Precison Strike version with 2 LGB and LANTIRN pods: Also, for those who feel like making some skins, there are layered PSP files contained in: Zip File As an example, here's an O2 viewer shot of the included example skin: As a recap: The numbering code works in the same way as the other aircraft. In the init line in the mission editor type: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[this, 149] exec ""\rktf16\scr\number.sqs"" The number 149 will appear on the tail of the plane. The planes are supplied with no national markings. In order to add them, first download the roundel pack: Zip File And place the PBO contained within in the addons directory. Then, in the init line of the mission editor type: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setobjecttexture[0, ""\rktroundels\r_italy"" The plane will have Italian roundels drawn on at mission start. Share this post Link to post Share on other sites
Footmunch 0 Posted February 17, 2004 Conversational Footmunch mode: Mads - The one missile per plane thing was broken a while ago by using Col. Klink's pseudo-proxies. The F/A-18 HARM's don't seem to be as complicated as you say, but I may have an older version. Solarix - Nice photos Is the loadout _always_ in that order? I've always thought that -120's on the wing tips looks a bit odd - the -9 seems much more 'classic' somehow. As noted, I've had to 'anonymise' the skin to allow it to be used by the many nations flying the Falcon, so the 194th skin has been removed. However, you can always set the tail code to 194, as a slight return. Share this post Link to post Share on other sites
bonko the sane 2 Posted February 17, 2004 yey!! the best f16 in ofp just got much better Footmunch Thank you for yet another brilliant plane. Just 1 issue: the compressed .wav files do create some inicial lag if u place a few of these beauties around, but i guess if they werent compressed the addon would be way too big. [hint] Do u remember that early beta SeaFury with out cockpit textures u released last year?? are u planning to update it? that was one very nice plane as well [\hint] Share this post Link to post Share on other sites
pang 0 Posted February 17, 2004 wonderfull news, footmunch! i was already enjoying this addon at work but there´s a little bug with the strike version. the left- rear stabilizer- whatever wing on the bottom of the airframe is crooked forward. i think they should be next to each other. you can even see it in this picture Share this post Link to post Share on other sites
Footmunch 0 Posted February 17, 2004 Bonko - I've been playing with OGG and WSS formats, so that may get a bit better. There's a lot of sounds on the F-16, so it's become a more noticeable problem. Pang - Yep, my bad. Nice find - I'll fix it asap. Current plans: F-86 Cockpit Sea Fury Cockpit Beagle Cockpit I'm starting to see a pattern here... Share this post Link to post Share on other sites
havocsquad 0 Posted February 17, 2004 Hey Footmuch, since you're close to finishing the F-16, could you put the F-15C and F-15E on your list of addons you'll be making? Â I'm not asking that you hurry and rush to work on it but I'd like a fairly accurate rendering of the F-15C and E version for OFP. Â The old F-15E is great but outdated and is currently SAM food in most missions involving Tunguska SAM's and other East SAM's. Â Vit's F-15 pack frankly doesn't cut it in the quality I am wanting for my aircraft combat campaign. Anways, going to try out your newer release of the F-16. Â I'll be back tommorow with six more absurbedly easy AI kills stamped on my Falcon and no losses. Â (Wish I could ruin some people's days in an online DM or TDM dogfighting with it but I don't have the bloody time for OFP multiplayer. Â ) Share this post Link to post Share on other sites
munger 25 Posted February 17, 2004 Deadsoldier and US Marine's F15E is a great model and has correct loadouts, but it's just lacking in terms of the recent mod cons like flares, hud, afterburner etc. All the hard work has been done - it's just config stuff that could do with an overhaul. Unfortunately they have both left the community so I can't see a new version being released, by them at any rate. Vit's F15C is kind of the other way around - all the mod cons but the model is lacking in several areas and it's WAAAY too big. So yes, please make us an F15 Footmunch. Share this post Link to post Share on other sites