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marco-polo-iv

AH-64 Pack Release

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Excellent work

Are you thinking about putting some stingers on your multi role versions? I love the others and thanks for listening to us. By the way I have a sound recording of a real AH64 good clear recording. Email me if you want it ,

smile_o.gif

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does apache is really loaded with AA missiles IRL? rock.gif

The short answer: yes.

But they are rarely if ever used. That topic has been discussed to death.

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does apache is really loaded with AA missiles IRL? rock.gif

The short answer: yes.

But they are rarely if ever used. That topic has been discussed to death.

Hehe, lets not have a repeat of that  wink_o.gif . I really do hope [-HW-] Marco-Polo-IV can benefit from my unfinished pack...

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Quote[/b] ]fixed:

Total mass know set to 2600 for better handling

Because of the low weight now the top-speed now is low. I'm struggling to keep it level at 250 km/h.

I recommend increasing the mass to ~2800 for a nice trade-off between agility and speed.

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actualy i find that to be a HUGE benifit. especialy for the mission "air superiority" form the 1985 campaign... because now i dont fail the mission for "not returning to formation" becuz the AH64 has a top speed of 632 and the AH1 had a top speed of only 250 (in game). i was able to fly a night tight formation all the way back to base without issue. first time since the release of OFP i have not had the leader bitchin at me for being out of formation biggrin_o.gif

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Marco polo, plz go and use the scripts of kyle sarnik

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WOW! Thats was fast wow_o.gif

Thanks. Feels more stable to fly too.

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There seems to be something wrong with the gun sound...you hear the fireing..when you've released you finger off the trigger?...the pack just before this latest upgrade sounded ok?..did you change something or leave something out? rock.gif

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There seems to be something wrong with the gun sound...you hear the fireing..when you've released you finger off the trigger?

Its because he set soundcontinuous=0; and the rate of fire of the 4-round burst is shorter (faster) than the audio-file.

Two possible-fixes:

A: (easiest) keep soundcontinuous=0; but set burst=1; (instead of 4)

or

B: adapt the rate of fire to correspond to the audio-file and set soundcontinuous=1;

Personally I'd go with 'A'

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">count=1200;

soundContinuous=0;

multiplier=1;

burst=1;

dispersion=0.001;

reloadTime=0.09;

Quite close to the real M230 ROF.

edit:

I don't see any definitions for the M230 ammo. Would be nice to get rid of the yellow impact-explosions. Just my opinion.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">explosive=false;

Which of the Apaches uses that Harpoon of yours? I have to play with that.

Some insane indirecthit value there  biggrin_o.gif and somewhat crazy hit-value too  tounge_o.gif

I feel sorry for anything within that 5 meter radius.  biggrin_o.gif

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class MPIV_Harpoon : Hellfire

{

hit = 30000;

indirectHit = 150000;

indirectHitRange = 5;

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@Shadow

the Harpoon is for the next chopper Addon smile_o.gif

regreetz

Marco

then you have senn the AGM119B and the AIM 120 too they was secret thist time smile_o.gif

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Marco-Polo-IV @ May 09 2005,23:34)]@Shadow

the Harpoon is for the next chopper Addon smile_o.gif

regreetz

Marco

You are aware you defined the indirecthit value to 150.000 right? rock.gif

Kinda like 5 times more powerful than the direct hit....

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biggrin_o.gif Hey, I was wondering Marco, have you received any of my e-mails?

Not sure if they were getting to you, or if I even had the right address...

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Marco-Polo-IV @ May 09 2005,17:34)]too they was secre thist time smile_o.gif

they know too much.. they must be killed now blues.gif

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I changed the multiplier to 1..much much better now...however..i also noticed it has the annoying chopper sound from the hokum...as much as i love to fly the hokum i have to say it needs a re-do for the sound...and applying it to the apaches is a bad idea....after just a short time flying them you'll start to hear its rythum...and it gets to be like white noise....doo doo de doo doo...doduumm.....doo doo de doo doo.....doduumm.......and so on.Tell me i'm wrong.It absolutly drives me nuts  tounge_o.gif

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Quote[/b] ]343rdBadger Posted on May 09 2005,18:44

--------------------------------------------------------------------------------

I changed the multiplier to 1..much much better now...however..i also noticed it has the annoying chopper sound from the hokum...as much as i love to fly the hokum i have to say it needs a re-do for the sound...and applying it to the apaches is a bad idea....after just a short time flying them you'll start to hear its rythum...and it gets to be like white noise....doo doo de doo doo...doduumm.....doo doo de doo doo.....doduumm.......and so on.Tell me i'm wrong.It absolutly drives me nuts

I'd recommend PM'ing Somebloke for new sounds, if you wish. He's quite good at it, and damn fast.

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Hi All,

Weapons pbo fix

Harpoon and Pingune Rockets deleted

M230 ammo now explosive = false

M230 sound reworked

new air weapons pbo

some new screen by Parvus fom version 1.2.1

AH-64D-up_All_680.JPG

larger version

AH-64D-up_Black_1.JPG

AH-64D-up_desert_2.JPG

AH-64D-up_desert_3.JPG

regreetz

Marco

P.S.:

next version in work:

features:

tailrotor fail script by BigDawgKS

fuellost script by BigDawgKS

new model for WAH

new model and camo israel AH64 variants

new wrecks

new MDF functions

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Any plans to make a new crew for this baby?

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any special ideas?

i would like to prefer BAS SOAR des/green

or are you thinking about RZNfpilots?

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