[aps]gnat 28 Posted June 20, 2005 Yes ! Lovely work again Footmunch Share this post Link to post Share on other sites
Big Dawg KS 6 Posted June 20, 2005 Suggestions for possible next update (you probably mentioned you would fix some of these): -Change the ejectspeed (its an [x,y,z] array) in the config so they don't fly up into the engines -Instruments, I can't fly in first person without them -The rear door, it would be nice if it could open -It feels like its too slow, maybe you could increase the speed just a little -Some exhaust\damage scripts would be a nice touch -I really do wan't a wrecked version of this, it would be cool -*This is really needed, parachute supply drop script, perhaps an ammo/medical supply crate -Also, not sure if it has any IRL, but some ECM's or some flares would be helpfull, but again only if ir really has them. -Lastly, if you could find a way to make the para drop lights a little brighter because its kind of hard to tell if they are on sometimes. Share this post Link to post Share on other sites
Mr_Tea 0 Posted June 20, 2005 A very big thank you for another great Footmunch addon. Share this post Link to post Share on other sites
miles teg 1 Posted June 20, 2005 Suggestions for possible next update (you probably mentioned you would fix some of these):-Change the ejectspeed (its an [x,y,z] array) in the config so they don't fly up into the engines  -Instruments, I can't fly in first person without them  -The rear door, it would be nice if it could open -It feels like its too slow, maybe you could increase the speed just a little -Some exhaust\damage scripts would be a nice touch -I really do wan't a wrecked version of this, it would be cool -*This is really needed, parachute supply drop script, perhaps an ammo/medical supply crate -Also, not sure if it has any IRL, but some ECM's or some flares would be helpfull, but again only if ir really has them. -Lastly, if you could find a way to make the para drop lights a little brighter because its kind of hard to tell if they are on sometimes. Kyle, if he makes it any faster, the parachuting troops will end up spread out much farther which is not a good thing when you are parachuting near a body of water or a coast and half your squad ends up going into the water.  Increased speed would also likely mean ruining its low speed handling capability which is essential to the STOL simulation on this addon.  So overall not a good idea increasing speed when it doesn't really serve much of a purpose to do so and instead would just hurt its mission potential in OFP.  Right now it handles and flys just perfect I think.  A little faster speed wouldn't help it out run a fighter jet or a missile. Also if you keep the accelleration key pressed down, you can get it going up to a pretty good speed.  But good info on the eject speed config stuff.  I also agree that exhaust smoke from the engines would be a nice touch. Ditto on the animated read door.  A wrecked version would be nice for search and rescue missions as well.  But overall I'd be happy just to see animated side doors, fixed ejection direction, and an animated rear door.  The supply drop thing can actually be scripted into a mission, but yeah that would be a nice touch also.  But if he can just get the doors happening, I'd be a really happy camper.   I should be releasing that mission for it soon also by the way.  Just need to make the overview and briefing for it as well as a short mission intro cutscene.  The mission is simple but it's fun and challenging to land on that little beach, pick up wounded, return them to the main Nogova airport, pick up some paratroopers, paradrop them near the LZ, and then return to base, get a ride in a jeep, and report to your commander. In MP games I think it'll seriously rock if you have respawning teams in a team death match and use these planes for ferrying troops back to the front lines.  I think that Footmunch's AN-72 and the upcoming DKM Jaguar C130 will compliment each other VERY nicely for such a MP death match mission. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
the_shadow 0 Posted June 20, 2005 i dont know if it´s possible but, could you make the troops eject on both sides in order like left, right, left, right, left, rigt and so on, instead of as it often is now like, left, left, left, right, left, right, right, left, right, right, right, both, left (if you get my point), would look much cooler when you paradrop troops now it´s just random wich side they eject from. Share this post Link to post Share on other sites
Footmunch 0 Posted June 20, 2005 Suggestions for possible next update (you probably mentioned you would fix some of these):-Change the ejectspeed (its an [x,y,z] array) in the config so they don't fly up into the engines Thanks. I'd forgotten about ejectSpeed. Quote[/b] ]-Instruments, I can't fly in first person without them They're in the process right now. Quote[/b] ]-The rear door, it would be nice if it could open-*This is really needed, parachute supply drop script, perhaps an ammo/medical supply crate The fully animated ramp/doors and supply crates will be put into the full-cargo version that will follow. Quote[/b] ]-It feels like its too slow, maybe you could increase the speed just a little There's not a lot of 'wiggle-room' left, sadly. In order to get the STOL working properly without more scripting, you have to reduce top speed. I'll try an extra 10% or so, but it won't get back up to the speed of the first version. As Miles says, it's not the sort of plane to fly into a 'contested' area - if it comes up against an F-18/16/15/14 or a modern SAM it really should be dead meat. STAY LOW. Quote[/b] ]-Some exhaust\damage scripts would be a nice touch Will be added. Quote[/b] ]-I really do wan't a wrecked version of this, it would be cool Wreck-model is on the drawing board. Quote[/b] ]-Also, not sure if it has any IRL, but some ECM's or some flares would be helpfull, but again only if ir really has them. I'll put some flares on. Quote[/b] ]-Lastly, if you could find a way to make the para drop lights a little brighter because its kind of hard to tell if they are on sometimes. Noted. I'll play with the textures a bit. Shadow - The order of left/right seems to be random, or possibly attached to the order in which the troops mount the plane. I'll see if anything can be done with the timing, or maybe just setpos the troops. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted June 20, 2005 Shadow - The order of left/right seems to be random, orpossibly attached to the order in which the troops mount the plane. I'll see if anything can be done with the timing, or maybe just setpos the troops. Awsome, sounds great and I can't wait. As for the problem with the left/right thing, its related to the cargo position of the unit. Footmunch, I believe the solution would be to alternate the sides of the cargo positions in order, like what I mean is this: Position: Side: 1 Left 2 Right 3 Left 4 Right And so on, and remember the troops eject at same position where they get out when its on the ground, so thats a good way to test it, and I am pretty sure there is a way to make them alternating because the BAS blackhawks did it. Share this post Link to post Share on other sites
miles teg 1 Posted June 20, 2005 Ack...I hope its not sped up too much or the mission I'm making for it (where you have to land on a beach) won't work cuz its already a pretty tight landing. Oh...unless... Hmm...Footmunch...what do you think about a "reverse thruster" script?? In real life most such planes do this when they land. I'm sure you've been on planes that go into reverse to slow down. It sounds like an afterburner roaring when they do it (you could just take the afterburner noise from one of your migs). That would help solve the landing problem and thus give it an even shorter landing space requirement. But honestly I think the speed is just perfect. Upping the speed won't really help anything in the game other then making it harder to land on short runways and worsening the low speed handling. If people want to fly for speed, they should be flying a fighter jet addon. I just want to drop paratroopers, supplies, and be able to do some balls out evac missions making tricky landings and take-offs in fields, beaches, and other relatively flat, obstacle free areas where no other cargo plane can land. To me thats what makes this plane really fun to fly. I'll try to finish a beta of the mission when I get home and I'll PM you with a link this evening or tomorrow morning so you can see what I'm talking about. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Major Gripe 0 Posted June 21, 2005 Can you post a link for that mission here please Miles? Share this post Link to post Share on other sites
miles teg 1 Posted June 21, 2005 Yeah, I guess thats probably best. Â Here's the mission on the link below. Â It still has some slight bugs that I'll fix up later on when I make a version using some of the new Russian airborne and Spetsnaz addons. Â But overall it shouldn't be too bad. Â I hope you like the intro movie...and yeah I know the end of the intro I need to fix on the timing to fade-out. You can download the mission here: http://www.idfsquad.com/downloads/milesteg/AN72BeachDrop.rar If you all like it, I'll upload it to ofp.info after a tiny bit more editing on the ending part. Â I might also change the music on the mission beginning to match the solemn mood set by the intro song... maybe see if I can find Vangelis's "Will of the Wind". Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
T.S.C.Plage 0 Posted June 21, 2005 Hey Footmunch as far as I know Aeroflot normally didn't flew with a redstar on their planes...click. I also would prefer if the Aeroflot version could be found under "Civilian" and not on the "East" side because I would count Aeroflot more to the civilian part of aviation as to the military even if this has always been mixed up a little. Greetz Plage Share this post Link to post Share on other sites
Grim_Fandango 0 Posted June 21, 2005 At some distance the Aeroflot scheme seems to morph into the camouflage one. If I remember correctly VIT had one of the same problems with his AN-124. Dunno if I'm the only one with that problem Excellent aircraft though, it handles like a Formula-1 Share this post Link to post Share on other sites
Footmunch 0 Posted June 21, 2005 At some distance the Aeroflot scheme seems to morph into the camouflage one. If I remember correctly VIT had one of the same problems with his AN-124. Dunno if I'm the only one with that problem Excellent aircraft though, it handles like a Formula-1 GrimF- Whoops. My mistake not updating the paint scheme on the lower res lods. Thanks for spotting that. Miles - Thanks for the mission. I'll check to see how the 'timing' holds up with differing speeds. But right now, I'm not inclined to change the top speed: any increase that would be 'noticeable' would likely kill the low speed handling and the AI's ability to miss the mountains. One thing that's hard about drag-chutes and thrust reversers is getting the AI to use them properly. The alternative is to make them fully automatic so both AI and human get the benefit, but then you have to turn them off again during taxi-ing. I'll try a few things out, but no promises as yet... Share this post Link to post Share on other sites
Footmunch 0 Posted June 21, 2005 Hey Footmunch as far as I know Aeroflot normally didn't flew with a redstar on their planes...click.I also would prefer if the Aeroflot version could be found under "Civilian" and not on the "East" side because I would count Aeroflot more to the civilian part of aviation as to the military even if this has always been mixed up a little. Greetz Plage My mistake Plage. I got mixed up between a full Aeroflot version as you showed, and the similiarly marked Russian Air Force markings: http://www.airliners.net/open.file/843634/M/ I'll stick with the two 'militarised' paintschemes for now (ie camo and the colours shown in my link above), then maybe release a commercial version (with comfortable seats, and so on) with the Aeroflot paintscheme you showed. That would be on Civillian side, agreed, and maybe include some other paint jobs like: http://www.airliners.net/open.file/845066/M/ Share this post Link to post Share on other sites
miles teg 1 Posted June 21, 2005 Actually with the AI its not all that important that they use the thrust reversers since the Ai will only land on the main runways anyways. Â So unless a island maker made his runway unusually small, the Ai doesn't really need to use the thrust reverser. Â I think its fine just having it for the player to use if they want or need it. Oh also on a side note, what someone else said about the BMD was probably correct. After researching the plane a bit, I also agree that it most likely can not carry any armored vehicles. At most it could probably carry one or two UAZ jeeps. Just wanted to let you know before you started doing any such scripts. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
Big Dawg KS 6 Posted June 21, 2005 By the way Footmunch since I am eager for the next release to come out I could probably help you with any of the scripting such as the cargo and para cargo stuff and some of the other scripting, but only if you want the help if not yea I can see why but gah its been a while since I did any kind of scripting like that and I feel like scripting for some reason. Share this post Link to post Share on other sites
Flecktarn 0 Posted July 2, 2005 In the next release do not forget to add this thrust reverses extended in the future release. Share this post Link to post Share on other sites
miles teg 1 Posted July 4, 2005 Wow.... very cool thrust reversers....but might be difficult to add unless it was just a hidden proxy type thing rather then an animated section. That would probably be easier to implement. Chris G. aka-Miles Teg<GD> Share this post Link to post Share on other sites
.COMmunist 0 Posted August 30, 2005 What's the best way to make AI paradrop out of this plane? What script should I use? Somebody help... Share this post Link to post Share on other sites
somebloke 0 Posted August 31, 2005 The plane already has a Paradrop script built into it. But, as yet i haven't found out how to get the aircraft to do the action for it. There are several paradrop scripts available on  OFPEC but that is currently down. Your best option would be to search the config/scripting forum, as paradropping is a big topic in there. And while this thread is near the top, How are the projects commin along Footmunch? Share this post Link to post Share on other sites
.COMmunist 0 Posted August 31, 2005 Thanks Someblocke... and yes, Footmunch, how are the projects coming? Share this post Link to post Share on other sites
PEPE 0 Posted August 31, 2005 Hey Foootmunch!, any news about the old A-26 Invader? Sorry if I'm a Pain in the neck. But I need this plane. Share this post Link to post Share on other sites
Spec-Al 0 Posted September 13, 2005 Sorry to sound like a bastard but has anyone tried to land it manually as ive tried a heck of a number of times and every time i either end up 1. overshooting due to lack of runway 2. slamming into the ground as the speed to keep the aircraft in the air is higher than that of the landing speed (and due to the "your moving too fast on the ground so youll blowup" factor comes into affect) Is this a glitch of is it just me getting the wrong speed Share this post Link to post Share on other sites
Footmunch 0 Posted September 13, 2005 Try turning on the Landing Autopilot and watching what the AI does in terms of speed and rate of descent - IIRC it's quite good at landing the plane. Flaps do help as well. Once you touch down, push backwards (S key) to slow down quicker. Share this post Link to post Share on other sites
Spec-Al 0 Posted September 13, 2005 Aye its just the turn for the ai taks them ages even iff you line them up for approach but yeah ta for than ive managed to land it now turn around drop off troops and then bugger off again very nice Share this post Link to post Share on other sites