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franze

New AH-64D Pack

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For cosmetic purposes I think replacing the text in the fullscreen TADS with DTV instead so people don't think the green colour is wrong because they believe its FLIR IMO.

Agent, the text-overlay on a FLIR-screen is an overlay and does not need to follow the colours seen on screen due to the real monitor is full colour, but it is only in black or white on the FLIR (depending if the FLIR is set to black-hot or white-hot). Black-hot is the most common mode and thus the text will be white.

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Well, I'll change it to DTV since it's a minor thing to change, and you'll need NVGs to see well at night anyways (although not so much now, since a partially transparent green overlay seems to assist sighting at night...)

PR 1.1 will be ready as soon as I can finalize some changes for a special request someone made.

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Sorry for the crappy pic so much for upgrading the video card. =P

ah64kl016bj.th.jpg

Got a lot of work in on them while had time off.

Most of the bugs taken care of got a number of pilot configs that should take care of most missionsand useable for all the apache packs currently in dev. Many thanks to DKM Jaguar for helping me in texure issues when I got stuck.

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EDIT: Got it to work with some quick modifications... Lookin' great, Bobcat! biggrin_o.gif

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I've got Version 1.1 of the AH-64D package in a "releasable" state - major changes:

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

Changes from 1.0

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

-Added AH-64A(1985) and AH-64A(Modern) versions of the helicopter

-Pilot's right MFD now shows current positioning of helicopter on the map display (not accurate)

-Crashed meshes now have damaged appearance

-AH-64 pilots now have JAM XM177E2 carbines

-AH-64 crashed meshes now have ammo for rifles (A and D) and Stinger launchers (D only)

-Added AGM-114A Hellfire types for AH-64A models

-Pilot and Gunner animations changed from UH-60 to AH-64

Download links:

RAR:

AH-64D Public Release 1.1 in RAR

ZIP:

AH-64D Public Release 1.1 in ZIP

Enjoy!

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Great work man , I'll immediately replace the apache by yours... wink_o.gif

ps : special thanks for this

Quote[/b] ]Added AH-64A(1985)

smile_o.gif

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Be careful... Those AGM-114A's still pack a wallop, even in '85... wink_o.gif

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I don't know if everybody have seen it because it was in the other page but Franze's release the version 1.1

Download

Improvements

Quote[/b] ]Changes from 1.0

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

-Added AH-64A(1985) and AH-64A(Modern) versions of the helicopter

-Pilot's right MFD now shows current positioning of helicopter on the map display (not accurate)

-Crashed meshes now have damaged appearance

-AH-64 pilots now have JAM XM177E2 carbines

-AH-64 crashed meshes now have ammo for rifles (A and D) and Stinger launchers (D only)

-Added AGM-114A Hellfire types for AH-64A models

-Pilot and Gunner animations changed from UH-60 to AH-64

apache.jpg

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Very nice pack of helos. Flies nice, clever putting a green tint overlay on the fullscreen DTV. Also nice to see a helicopter that actually drinks fuel like there's no tomorrow so you actually have to refuel smile_o.gif

Some bugs (nothing major):

[*]gps-grid is not aligned North-South and West-East (very noticeable when flying in the north-east region of a island)

[*]Sidewinder proxies are switched (left AIM9 launches, but right AIM9 is removed)

Suggestions:

Set defaultFOV on fullscreen DTV to maxFOV (no zoom).

Landing is a little wobbly (adjust landcontactproxy?).

Remove "OFP-menu" in top-left corner and "OFP-compass" at top as an option so you have to rely on HUD-info and MFD for fuel,weapons and damage status (more immersive IMO).

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Quote[/b] ]

Some bugs (nothing major):

gps-grid is not aligned North-South and West-East (very noticeable when flying in the north-east region of a island)

Sidewinder proxies are switched (left AIM9 launches, but right AIM9 is removed)

The GPS is really inaccurate in it's current state (especially along the map borders) as I'm still trying to figure out how to make it work best - it needs a lot of tweaking, but mostly in the central areas of a map, it works as a position locator. Should be able to get more accuracy as I come to understand it more.

Sidwinder proxies - they will appear reversed if any other missile/rocket has been fired and left at a uneven number. This goes for just about every missile. To correct it, I'd have to grab each weapon and reposition it - and I don't think it's worth the cost in the diverted scripting power. I know it looks funky, but it keeps thing simple.

Quote[/b] ]

Landing is a little wobbly (adjust landcontactproxy?).

Remove "OFP-menu" in top-left corner and "OFP-compass" at top as an option so you have to rely on HUD-info and MFD for fuel,weapons and damage status (more immersive IMO).

Haven't noticed wobbly landings unless on the landing pad object.

Can remove the compass, but for the status box, will need to figure out how to get a counter onto the weapons MFD for the chaingun ammo. Also, will need to make a fuel guage on the engine MFD as well.

I'll get to these things as soon as I can (splitting time between the AH-64s and a Ka-50).

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This is a very good apache,I'm definatly liking it,however as good as the current textures you are using are,they arent in place really,if your going to use em then use em right

see how the the guages are closer,thats what I mean,I found that also by using photoshop,if you add a slight bit of noise to objects it makes them seem....better,dunno why,its lookin good though,keep up the good work,oh yeah,why not alsy model n texture 3 keyboard like things in the pilots cockpit...oh yeah and one more thing...gunners view inside the cockpit can kinda turn around a bit much dont ya think?

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yeah, the coding and features on the apache are nice (except the sound of the M230 and how ppl can hang on the engine like that). its just the textures seem a little....... bland or something. i forgot the word. otherwise, nice work franze!

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If the textures appear bland, then they're doing their job to the letter.

HOWEVER, if anyone would like to retexture it, feel free to. wink_o.gif

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This is so far one of the best helicopter addons I've seen. Still a few fixes need to be worked on, but that's because it's not finished yet. But in my opinion this is surely one of the best.

I was a little curious about the "Ride in back" option, that allows a soldier to ride one per side of the fuselage? I thought it might come in handy for simulating a ground crew working on the engine or rotors or something, but to use that in-flight seemed a little unrealistic and, well...odd. I can imagine it being funny to use in some missions like CTF, CTI, etc. but it doesn't match the flow of realism that this addon is going for. Maybe you can make a seperate version with this option available, while the rest have it removed?

Another thing I noticed, and don't take this as a negative comment, but what was the original intended idea of being able to board the pilot's seat of the damaged helo model? I have a few good ideas that I can use this in some missions, but is it possible to make both pilot and gunner seats open, not just the pilot? If they are both already open, please excuse me.

Regarding the ability to change loadouts mid-mission from an ammo truck is really an excellent idea. I also like the available selection of munitions, especially the variety of FFAR warheads. The option to change your payload like that without extra scripting in the editor really opens up a lot of new mission scenarios, and I hope that other addon makers will use this technique as well.

One suggestion that I would really like to see, when you release the final version. Can you please write a more detailed readme file, including more specific instructions on placing crashed models and also adding a full list of features and possible system failures? The current readme said to place a crashed object on the map to prevent the stutter when a helo crashes, but it didn't give much more info. Do you need just one helo wreck per map, or one helo wreck per live helo? I'm also just curious to hear what the various system failures are possible.

Keep up the great work, I'm anxious to see the rest of the updates. Thanks.

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This is so far one of the best helicopter addons I've seen. Still a few fixes need to be worked on, but that's because it's not finished yet. But in my opinion this is surely one of the best.

I was a little curious about the "Ride in back" option, that allows a soldier to ride one per side of the fuselage? I thought it might come in handy for simulating a ground crew working on the engine or rotors or something, but to use that in-flight seemed a little unrealistic and, well...odd. I can imagine it being funny to use in some missions like CTF, CTI, etc. but it doesn't match the flow of realism that this addon is going for. Maybe you can make a seperate version with this option available, while the rest have it removed?

Another thing I noticed, and don't take this as a negative comment, but what was the original intended idea of being able to board the pilot's seat of the damaged helo model? I have a few good ideas that I can use this in some missions, but is it possible to make both pilot and gunner seats open, not just the pilot? If they are both already open, please excuse me.

Regarding the ability to change loadouts mid-mission from an ammo truck is really an excellent idea. I also like the available selection of munitions, especially the variety of FFAR warheads. The option to change your payload like that without extra scripting in the editor really opens up a lot of new mission scenarios, and I hope that other addon makers will use this technique as well.

One suggestion that I would really like to see, when you release the final version. Can you please write a more detailed readme file, including more specific instructions on placing crashed models and also adding a full list of features and possible system failures? The current readme said to place a crashed object on the map to prevent the stutter when a helo crashes, but it didn't give much more info. Do you need just one helo wreck per map, or one helo wreck per live helo? I'm also just curious to hear what the various system failures are possible.

Keep up the great work, I'm anxious to see the rest of the updates. Thanks.

About the option of 2 crewmen to ride 'hangin on' to the side of the helicopter.

It actually is realistic as for one the Royal Netherlands Airforce (my 'boss'smile_o.gif ) has already been experimenting with this concept.

The idea behind this is to be able to do a casevac of the crew of another downed apache (or any other helo for that matter)

I couldn't find a good picture of it, but it sure is realistic

Other than that, I'm anxiously waiting for the final version of your awesome Apache

Best Regards,

Jan

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do you think you could changed the m230 sound though? i remember from that one video of the apache firing on people. the sound is more like a solid bam instead of the chain sound yours has.

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The idea behind this is to be able to do a casevac of the crew of another downed apache (or any other helo for that matter)

I couldn't find a good picture of it, but it sure is realistic

Other than that, I'm anxiously waiting for the final version of your awesome Apache

Best Regards,

Jan

Yes, its true that you can transport other Apache crew outside the helo, but I doubt your head will be that close to the rotor wink_o.gif

At the moment only other Apache crew can strap up due to different locking solutions on the different helo types.

Amazing story about heroic Apache crew rescuing Kiowa crew

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I think this is the Best AH-64 ever seen. Wonderful

unclesam.gif will be proud of you!

just like me...

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I think somebody posted an article in offtopic about some guys who got rescued and airlifted out of somewhere in afghanistan by being harnessed onto the sides of the chopper.

It might have been on military photos.net, i think it was an OH-58 crew that got rescued.

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Seems to behave much better now looking good, the lods are still bouncing around a bit. and the missile proxies are mixed as mentioned before. Some ground fire from armored vehicles managed to bring my bird down was able to crash land and survive. acted as if the transmission was nailed, no spin which was cool, able to auto rotate down.

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