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franze

Franze & NodUnit Present...

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Maybe in a separate addon package, as Nod has several paint schemes he'd like to do. wink_o.gif

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Maybe in a separate addon package, as Nod has several paint schemes he'd like to do.  wink_o.gif

Obviously he can do what he wants but wiil there be two seperate packs, one realistic (I want this one) and one fictional (i don't want this one) as it would make the packs smaller.

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I wouldn't worry too much, the plan was to represent the major AH-64 operators before moving onto fiction.

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Oh yes I had planned on doing the gray apache for a while now as it's different,currently were moving to the WAH-64 as soon as I get these textures done which are almost done,once those are finished then I can start adding the logos and etc. to the different nations,due to size we cannot make 1 realistic and nonrealistic pack that would have them all,well perhaps for the unrealistic,but different national helicopters will have their own seperate pack,I won't bother messing with the original pilots as I will be including the pilots from the countries in the high definition pack.

It might be possible to compress the files but would cause OFP a longer loading time or so I am told.

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Excellent addon, however the sounds leave a lot to be desired.The chain gun is good ,the hellfires + Stingers are ok, but the main engine sounds a little synthetic. I have a clean recording of a real ah64 engine and rotors PM me if you want it.Overall good job guy's

smile_o.gif

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Were still trying to get some info from real apache pilots of what they sound like,from what they'v said when the hellfire is shot it makes a sort of roar noise like in the game.

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WOW this is christmas all over again inlove.gif

Real nice Apache you guys made here.

I only have 3 questions.

1) Will there be a variant without the (stupid) sharkteeth?

2) Are you going to change the chaingun sound to something that does'nt sound like a baby toy-rattle?

3) Any plans on making it ECP-compatible?

Other than that I love to death.

Good bye, social life yay.gif

By the looks of your initial post you were lacking testers. I did'nt know, but if you still need more I'll gladly help out. smile_o.gif

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Quote[/b] ]1) Will there be a variant without the (stupid) sharkteeth?

Yes. Nodunit put on the sharkteeth and didnt get the chance to take them off before release.

Quote[/b] ]

2) Are you going to change the chaingun sound to something that does'nt sound like a baby toy-rattle?

The chaingun sound perception can be strange (as other sounds) but I'm not sure at what you're hinting at here. huh.gif

Quote[/b] ]

3) Any plans on making it ECP-compatible?

huh.gif It should be ECP compatible out of the box.

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The chaingun sound perception can be strange (as other sounds) but I'm not sure at what you're hinting at here.  huh.gif

The toy-lik plinking sound. Not sure what its supposed to sound like? empty shells hitting the aircraft body or something?

Quote[/b] ] huh.gif  It should be ECP compatible out of the box.

ECP-dust is'nt running. ECP bitching-betty does'nt work. ECP tail-failure does'nt work etc.

I know I can enable this manually for each mission in the editor, but I was thinking out-of-the-box ECP-ready.

But I still love this baby though  inlove.gif

All the attention to detail on all the minor things like no radar for the A and NR, removed OFP's speedometer and altimeter (top-left corner) and replaced with a HUD containing the same info etc.

Can you add compass, altimeter and speedindicator in the pilot "ironsight" like a fullscreen IHADSS?

DKMM did this with their Havoc.

One "bug" I noticed: the two lines making the grid on the map-mfd are bent and not straight vertial and horizontal like BAS helos' gps-map.

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Yeah I'm probably gonna release the one without the sark teeth once the textures I wanted to do are redone,then moving to the different countries will be a sinch since all i gotta do is colorize and add symbols,etc.

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The toy-lik plinking sound. Not sure what its supposed to sound like? empty shells hitting the aircraft body or something?

Ah, that sound. The hit sound is still WIP.

Quote[/b] ]

ECP-dust is'nt running. ECP bitching-betty does'nt work. ECP tail-failure does'nt work etc.

I know I can enable this manually for each mission in the editor, but I was thinking out-of-the-box ECP-ready.

I followed the instructions on the ECP site to make it compatible  confused_o.gif

You can PM me if you have any info on how to enable those features, but a lot of them (like tail rotor failure) are already part of the helicopter.

Quote[/b] ]

But I still love this baby though  inlove.gif

All the attention to detail on all the minor things like no radar for the A and NR, removed OFP's speedometer and altimeter (top-left corner) and replaced with a HUD containing the same info etc.

Nice to hear our effort wasn't entirely in vain.  smile_o.gif

Quote[/b] ]

Can you add compass, altimeter and speedindicator in the pilot "ironsight" like a fullscreen IHADSS?

DKMM did this with their Havoc.

DKMM's Mi-28 moves your point of view to the HUD, when you hit V on the AH-64, it moves your point of view to the nose, in a similar fashion that the gunner view works. As we can't get all the selections and move them up there, and at the moment are unwilling to sacrifice the "PNVS" view, we can't do that.  sad_o.gif

Quote[/b] ]

One "bug" I noticed: the two lines making the grid on the map-mfd are bent and not straight vertial and horizontal like BAS helos' gps-map.

Checked & noticed, will see about fixing it.

Thanks for the comments.  wink_o.gif

EDIT: Not trying to backtalk or anything but there are some AH-64 units that do paint shark teeth on their aircraft:

AH-64D with teeth

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Very nice, but I have a few bugs to report:

a.) The radarjammingthingamabobflaresystem "detects" JAM 2.0 RPGs (AA).

b.) Players can eject from the craft. Those who do out of damaged planes are automatically warped back into the wreck (once it blows up). Empty parachutes can be seen.

c.) The replace-with-wreck spawned 2 wrecks once after 1 Apache was downed.

d.) It looks weird when there is an engine failure (main rotor shuts down) and a tail rotor failure happens at the same time. The chopper spins at an even rate even when the main rotor is not moving (which technically speaking: is impossible).

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Noticed a graphical bug with the payload system.

I selected 8HF+19rkt+1 fuel.

Then I selected "swap pylons" and got this:

swap_pylon_bug.jpg

In-game the Hydra-pod is flickering on and off inside the HF-rack.

When this happend I selected "swap pylons again" and got 8HFs on each outer pylon, fuel tank on one of the inner pylons and rkt-pod on the other inner pylon, but in reality I only had 8 and not 16 HFs.

edit: btw 1fuel+19rkt+8HF always show as 8 HFs on each outer pylon.

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Hmm...this is more recent,somethin must have happened...well I shall inform Franze of it as he is the only one on the team who can fix this issue,we had a similar with the......with another helicopter,we'll see what we can do,hopefully this will be fixed when we release the next update.

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we had a similar with the......with another helicopter,

Yo dude! There should be some letters there instead of the periods whistle.gif

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Hmmm,Franze told me he can't duplicate that error,what mods are you currently running Shadow? Nevermind he just managed to get it,and he is going through and trying to fix it.

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Noticed a graphical bug with the payload system.

I selected 8HF+19rkt+1 fuel.

Then I selected "swap pylons" and got this:

In-game the Hydra-pod is flickering on and off inside the HF-rack.

When this happend I selected "swap pylons again" and got 8HFs on each outer pylon, fuel tank on one of the inner pylons and rkt-pod on the other inner pylon, but in reality I only had 8 and not 16 HFs.

edit: btw 1fuel+19rkt+8HF always show as 8 HFs on each outer pylon.

banghead.gif

We have too many loadouts, hehe... Thats the result of the script not removing the "Swap Pylons" action when you aren't loaded with 8HF and 38RKT. whistle.gif Will look into it right away.

If you want a hint, the "helicopter" Nodunit is talking about is in several photos at the online manual. There's also another secret helicopter in one photo but it takes some sharp looking to find. wink_o.gif

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Hmm...can't recall these...out of curiosity what mods do you run on OFP?

I'm currently running only one real "mod" and that is ECP 1.085 (and DXDLL but it shouldn't affect gameplay) and a bunch of addons.

To reproduce a:

Place a JAM 2.0 OPFOR RPG (AA) and hover over him for a while.

To reproduce b:

Place 2 BIS OPFOR AA and let them shoot you (must hit) until the chopper can no longer stay in the air. Promptly eject your gunner and eject yourself a good height above the ground. Wait until the chopper explodes. The screen should black out and you'll end up in the seat of the wreckage. Hop out and you should see 2 empty parachutes in the air.

To reproduce c:

Unknown... Try ejecting from the craft well in the air and let it hit on some sort of declining hill. Good chance it may not work.

To reproduce d:

Trial and error - Place 2 BIS OPFOR AA and let them hit you in the chopper. Try until you get a tail rotor failure and the main rotor failure (or whatever it was).

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No dxdll shouldnt mess with it,mods dont seem to have TOO much of a issue with it as I am runnin llaumax skies,sancanim,dxdll.

I also ran Y2K3 and it seemed to work well with it.

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Very nice, but I have a few bugs to report:

a.) The radarjammingthingamabobflaresystem "detects" JAM 2.0 RPGs (AA).

b.) Players can eject from the craft. Those who do out of damaged planes are automatically warped back into the wreck (once it blows up). Empty parachutes can be seen.

c.) The replace-with-wreck spawned 2 wrecks once after 1 Apache was downed.

d.) It looks weird when there is an engine failure (main rotor shuts down) and a tail rotor failure happens at the same time. The chopper spins at an even rate even when the main rotor is not moving (which technically speaking: is impossible).

Point A: Unknown how to fix; many other addons with missile warning have the same problem.

Point B: Tradeoff given some damage effect scripting and some other points.

Point C: Known issue, noted in manual and readme. wink_o.gif

Point D: Random issue resulting from the damage scripting.

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Didnt he post a link?

http://216.239.37.104/transla....&u=http

Here ya go.

Also shark teeth have been removed from the D,some textures have been resized to save space (dont worry its the ones ya wont notice a change in). A has some fixed textures, D sports a left efab texture and we I got ya guys a new cockpit frame texture for the inside.

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The sharkteeth are not painted on its drawn with white chalk. =P

DOD is not really open to having a many million dollar aircraft with grafitti on it, one nude females is a no no on most military base due to being coed operation. There are a few Apaches sneaking a round with noseart.

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