dabitup 0 Posted January 20, 2005 Couldn't get a pic on google...I searched for everything I knew of. Share this post Link to post Share on other sites
dm 9 Posted January 20, 2005 Flare launchers as standard on the tails of UH-1N's Share this post Link to post Share on other sites
Silent N Deadly 0 Posted January 20, 2005 So it launches multiple flares at once? I can't imagine launching all those... Share this post Link to post Share on other sites
dm 9 Posted January 20, 2005 One at a time, in pairs from each side, as per the script Prep. H is showing. So in all you've got 30 "shots" of flares. Share this post Link to post Share on other sites
Silent N Deadly 0 Posted January 20, 2005 Ok that makes sense. Thanks for clearing that up. Share this post Link to post Share on other sites
Preparation H 0 Posted January 20, 2005 That's the same image i used to create te flare launcher texture... The launch should be correct. I took the script from the 'open source' NH90 CSAR addon made by AfrographX. Anyway, the flare launch is just for aesthetical purposes 'cause the missile will obviously hit the helo. I noticed SelectThis configured UH-1H armor in order to allow the chopper to survive the impact of the first missile with about 1/4 'life points'....mmm...I'm thinkin' about a tail rotor script... Share this post Link to post Share on other sites
FireflyPL 0 Posted January 20, 2005 Jolly good flare dispenser!! GJ mate! Share this post Link to post Share on other sites
Footmunch 0 Posted January 20, 2005 That's the same image i used to create te flare launcher texture... The launch should be correct. I took the script from the 'open source' NH90 CSAR addon made by AfrographX. Anyway, the flare launch is just for aesthetical purposes 'cause the missile will obviously hit the helo. I noticed SelectThis configured UH-1H armor in order to allow the chopper to survive the impact of the first missile with about 1/4 'life points'....mmm...I'm thinkin' about a tail rotor script... PrepH - If you use the 'spoofmissile.sqs' from the NH90 as well as the 'autoflares.sqs', it should make some of the missiles veer away and miss. Nice work, btw. Share this post Link to post Share on other sites
Preparation H 0 Posted January 20, 2005 Quote[/b] ]Jolly good flare dispenser!! GJ mate! Thanks! I thought about using "spoofmissile.sqs" script but, in my tests, I noticed 100% missiles missed the target. Did you have tested the script extensively? Perhaps such a percentage could be a simple coincidence! Â Maybe I could try to increase the success probability factor... Share this post Link to post Share on other sites
Footmunch 0 Posted January 20, 2005 Quote[/b] ]Jolly good flare dispenser!! GJ mate! Thanks! I thought about using "spoofmissile.sqs" script but, in my tests, I noticed 100% missiles missed the target. Did you have tested the script extensively? Perhaps such a percentage could be a simple coincidence! Â Maybe I could try to increase the success probability factor... I am 'familiar' with spoofmissiles.sqs . You can set how often it happens by adjusting the value of 30 in the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(random 100 < 30): goto "Exit"line. Set it to 70, for example, and the missile will only get deflected 3 times out of 10. Note that the missiles can miss even when the script doesn't activate. You may want to test it against the SA-13 and the Tunguska as well, as the Strela isn't the most 'accurate' of missiles. Share this post Link to post Share on other sites
Preparation H 0 Posted January 20, 2005 Quote[/b] ]as the Strela isn't the most 'accurate' of missiles. In fact i used the Strela... I didn't read the code yet...Thanks for your explanation, now I know what to modify (after testing with another AA) I took a look in this moment at the NH90 readme: Quote[/b] ]Here is my Nh90 in the CSAR configuration. The modell is originally fomr Footmunch Yeah...you should be 'familiar'... Share this post Link to post Share on other sites
Preparation H 0 Posted January 24, 2005 It's time for another screenshot guys! This is the FFAR version: This version is almost completed, like the unarmed one. If you take a look at the nose, you can notice the new 'periscope' (if you know a better name for it, please let me know!). This new periscope has been added to unarmed and FFAR version 'cause the gunner sits in the co-pilot seat. When playing FFAR you'll be able to steer the periscope and take a look below the chopper. Unfortunately I have a little problem. The .p3d files of these new version are renamed copies of the original version. Of course, i renamed new classes in the config.cpp (the same name of p3d) but, when engine's on, i can't see the "velka vrtule" correctly...I see the "velka vrtule blur" and the "velka vrtule textura" at the same time. How can i fix it? Share this post Link to post Share on other sites
Footmunch 0 Posted January 24, 2005 Unfortunately I have a little problem. The .p3d files of these new version are renamed copies of the original version. Of course, i renamed new classes in the config.cpp (the same name of p3d) but, when engine's on, i can't see the "velka vrtule" correctly...I see the "velka vrtule blur" and the "velka vrtule textura" at the same time. How can i fix it? Did you add the new p3d file names to CfgModels as well? Share this post Link to post Share on other sites
Preparation H 0 Posted January 24, 2005 Ehm...oops...I forgot Now eveything works fine...thanks! Share this post Link to post Share on other sites
ExtracTioN 0 Posted January 24, 2005 FFAR pods seems small think you must scale it bigger Share this post Link to post Share on other sites
Preparation H 0 Posted January 24, 2005 Ok...I'll check it out Share this post Link to post Share on other sites
Preparation H 0 Posted January 24, 2005 In fact the FFAR pods were too small...Now they are sized correctly. Thanks man! PS: now every chopper has its own number (Unarmed - 59, FFAR - 61, M2 - 45, M134 - 33)...Finally I see the light at the end of the tunnel: most part of work is done! (about 85%) Share this post Link to post Share on other sites
john_mcclane 0 Posted January 25, 2005 Can't wait to check these out! Share this post Link to post Share on other sites
Silverguy82 0 Posted January 25, 2005 Love the helicopter  . Using the UH-1N in one of my USMC missions right now! Now....all we need is a CH-46 Sea Knight http://en.wikipedia.org/wiki/Image:Sea.knight.cv-46.750pix.jpg  and we will be set!  Share this post Link to post Share on other sites
JdB 151 Posted January 25, 2005 Maybe use the BIS CH47 and remodel/retexture it? Share this post Link to post Share on other sites
Bobcatt666 0 Posted January 25, 2005 Or get skins on this one to be out with the UH1N =p It be cool to gets these nakid birds out fun having them in missions with the UH1N in operations using Suchys Marines. Trying to fix them so they can slingload humvees and LAV25s. Think Navy colors or airforce paintjobs they are ignored as service units in OFP. Yeah the pods do come on two flavors but you need to make it larger on the chopper. The 19 shot 2.75 pod is more commonly used on most strike and chase birds. I love this bird, its now one of my favorite air assets in game, even did a fair number of really nice missions for it. It only gets better from here.. =) Share this post Link to post Share on other sites
Preparation H 0 Posted January 25, 2005 I'm really happy to hear you like the new addon guys! Great job Bobcat! If it could be of any help i can send you the .psd files i used to texture the UH-1N! Just let me know if you're interested...:;): Cya! Share this post Link to post Share on other sites
Cpt. FrostBite 0 Posted January 25, 2005 I'm really happy to hear you like the new addon guys! Â Â Â Great job Bobcat! If it could be of any help i can send you the .psd files i used to texture the UH-1N! Just let me know if you're interested...:;): Cya! Hey, I haven't checked this thread for a while and look what's there when I get back; a whole shipload of good news I haven't used the original addon because it was scaled incorrect (this was also the only reason for not using it), but with that fixed and all the stuff added I'm gonna use it for sure. The chopper looks awesome!!! Keep it up! Share this post Link to post Share on other sites
Preparation H 0 Posted January 26, 2005 Thx Frostibite! Hey guys, here is a couple of questions for you: 1)I tried to put the "vyfuk start" and "vyfuk konec" points in the memory LOD in order to get some exhaust smoke. Nothing happens. Did I forget to do something? Oxygen gives me a new challenge everyday... 2)Do you prefer I configure the addon with BAS Soar Pilots instead of default pilots? 3)I'm undecided about the right side of the M134 version. I'd like to maintain model simmetry installing a static minigun, but the M134 structure is pretty complex and COULD cause some lag problems. So i don't know if i should install a static M2 or leave empty and even remove the weapon support. Obviously, this is for aesthetical purposes you know. I think the second option could be acceptable, but I'd like to know your opinion. What do you think? Share this post Link to post Share on other sites