king homer 1 Posted July 5, 2006 Btw. it would be nice if people wrote down what missiles/rockets/MGs/bombs a.s.o. are missing or should be included into ACES. Just checked the readme coming with ACES Following weapons would be nice to add: Bombs: Mk-81 M-117 M-118 (if it is still in use) BLU-82 (Daisy Cutter, if someone's going to create a proper C-130) GBU-28 (Bunker Buster Bomb) CBU-97 Mk-20 Rockeye Missiles: AGM-84 Harpoon AGM-130 AIM-9M9 AIM-9X More to follow... ^^ Share this post Link to post Share on other sites
franze 196 Posted July 5, 2006 - AGM-65D and AGM-65K on triple lancher rails - both in pairs of two and three - AT-9 Ataka in 8 missile clusters - AT-16 Vikhr in 6 and 8 missile clusters - Request Sidewinder variants: AIM-9D, AIM-9E, AIM-9J - Request improved agility on all ATA missiles. Currently they're almost useless against any fighter sized target. - Zuni 5inch rockets in pods of 4. - AGM-45 Shrike Share this post Link to post Share on other sites
king homer 1 Posted July 5, 2006 And another bunch of weapons: AS-34 Kormoran (2) Trigat MR/LR for Tiger chopper R-40 TD/RD (AA-6) R-23/24 R/T (AA-7 Apex) Kh-22/Kh-22N KSR-5/KSR-5N Kh-23M (AS-7 Kerry) Kh-35U Kh-55SM/Kh-65SE Kh-59M Python-3 Python-5 Share this post Link to post Share on other sites
Footmunch 0 Posted July 5, 2006 @gnatI found the reason why the bombs don't react at all. Here is a quick fix for the Bombs and Laser Guided Bombs: In the ammo.hpp, go into the class ACES_Mk84 and add <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">simulation=shotMissile; Yep. This is my mistake originally - thanks VB. Quote[/b] ]The LGBs behave right now like missiles and every LGB has the same damage values.<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class ACES_GBU10: ACES_MK84 class ACES_GBU10I: ACES_BLU109 class ACES_GBU12: ACES_MK82 class ACES_GBU15: ACES_GBU10 class ACES_GBU16: ACES_MK83 class ACES_GBU27: ACES_GBU10I class ACES_GBU24: ACES_GBU27 class ACES_GBU38: ACES_MK82 class ACES_GBU32: ACES_MK83 class ACES_GBU31: ACES_MK84 class ACES_GBU31BLU109: ACES_BLU109 Yep, this is the (correct) class structure from the first public ACES version - Kikill if you need a copy of that PBO or ammo.cpp, PM me and I can upload. Share this post Link to post Share on other sites
-HUNTER- 1 Posted July 5, 2006 Request: BLU-107 Durandal Link Share this post Link to post Share on other sites
vektorboson 8 Posted July 5, 2006 Request: BLU-107 DurandalLink It's already in ACES available (though its effect has yet to be scripted). (if one is not sure if a weapon is already available, one may browse through the ammo.hpp, or the P3D-directory in ACES.pbo (all models are in MLOD-format)) Share this post Link to post Share on other sites
BraTTy 0 Posted July 5, 2006 Nice work guys !! I haven't played OFP much lately but I am still here and still very interested. Looking at the list I see somewhat the same letdown as CoC torpedoes.I waited for the torpedoes and none suited my plane because all the torpedoes were modern and none within WW2 era. I just hope this pack will eventually contain all types.And don't forget about the oldtimers,I like the old bombs you had to detonate by hand ,lol Also were you planning on including all bullets too? Because somebody needs to set the standards for all the planes weapons so they aren't too strong or weak.Including 50cal Mgun and all etc... Again ... Great Work!! Share this post Link to post Share on other sites
kikill 0 Posted July 5, 2006 Thank you Vektorboson ! Indeed, the bombs now fall, and it's good to see I've updated the first, so you can download the correct version of ACES @Footmunch: PM sent @all: remember, it is an open source project, so you can bring your own models. but you have to follow some specific standard we agreed before. i'll update later the first post of this thread with the description of this standard. Share this post Link to post Share on other sites
franze 196 Posted July 6, 2006 @Bratty I think the scope of ACES is primarily for modern aircraft and units; if you figure vehicles that date back 50-60 years, then there's not as great a need for an ACES style system. In that paticular case, it works better to make custom weapons ACES compatible. Share this post Link to post Share on other sites
AgentFox2 0 Posted July 6, 2006 Hey all, I'm loving ACES! Can't wait to see more aircraft updated to this standard. As far weapons goes, you guys have pretty much everything covered! The only things I would add in are the following: Hydra-70 WP (White Phosphorous) BSU-49 (parachute-retarded Mk82) BSU-50 (parachute-retarded Mk84) Mk82 SE (Snake Eyes) Mk84 SE (Snake Eyes) The "Snake Eyes" is no longer in use, but was used in the 80's and 90's. It doesn't have as much drag as the parachutes, so it doesn't fall as slow and has a farther glide, but it's also less inaccurate when released from higher altitudes due to wind and/or inertia over time. A lot of these entries look like they'll take a lot of fancy scripting to do right. If you guys need any extra hands for some of the bigger stuff (BLU-107s, CBU-89s, JSOWs, etc.) I'd be glad to help. Toss me a PM! P.S. I noticed an entry for a bomb in the readme named "Mk80". I've never heard of this bomb before. Do you mean the Mk81? Share this post Link to post Share on other sites
king homer 1 Posted July 6, 2006 Just noticed a bug: The GBU-24 (Paveway II) uses the model of the GBU-16 when mounted on the EF. After dropping the correct model is displayed. Share this post Link to post Share on other sites
kikill 0 Posted July 6, 2006 @king homer in vehicles.hpp, replace this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> xx_model(GBU24,ACES_GBU16); with this one: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> xx_model(GBU24,ACES_GBU24); @agentfox you're welcome to work on ACES, i don't know very much in scripts, but footmunch, vektorboson or beedee can tell you how to insert scripts for weapons Share this post Link to post Share on other sites
Shashman 0 Posted July 6, 2006 P.S. I noticed an entry for a bomb in the readme named "Mk80". I've never heard of this bomb before. Do you mean the Mk81? Mk-80 is the name of that whole family of bombs (-82,-84, etc..) Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 6, 2006 @gnatI found the reason why the bombs don't react at all. Here is a quick fix for the Bombs and Laser Guided Bombs: ........................... The other possibility is to wait until Kikill uploads a new version. Thanks vektorboson, think I'll wait for the next release ..... certainly a few bugs being killed. Nice work Quote[/b] ]if one is not sure if a weapon is already available, one may browse through the ammo.hpp, or the P3D-directory in ACES.pbo hehe .... don't you want more than one person to do this Share this post Link to post Share on other sites
Al Simmons 0 Posted July 6, 2006 Very nice system u have developed there. Hope u will convert this system ASAP to ArmA, after its release, to make this a standard for all coming addonmakers. BTW Daisycutter would be nice. Share this post Link to post Share on other sites
sa8gecko 0 Posted July 7, 2006 I've tried the Typhoon: beautiful plane, but weapon-plane separation at launch looks rather crappy (no offense), especially during high angle banks, or while banking and diving at the same time: since the ACES planes p3d models, for what I understood, all have proxies where the weapon will be showed up in game, why don't you SIMPLY setpos the missile or bomb just launched in the right proxy position, instead of recurring to a vector, that in addition works only in the X,Y plane ? what you have in your current script (aces_fired.sqs) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;========================================================= ;Move the missile under the plane ;========================================================= #setpos ?((_pos%2)==1) : _vAngle=_vAngle*(-1) _pos = (_pos-(_pos%2))/2 ; Factor = Distance to the center of the model _f = _vFactors select _pos ; Get the vector from the center of the model ; to the wing tip with length of _f _vang = (getDir _plane1)+_vAngle ? (_vang>360) : _vang = _vang-360 ? (_vang<0) : _vang = _vang+360 _vx = (sin _vang)*_vl*_f _vy = (cos _vang)*_vl*_f ; Move missile _x = getpos _plane1 select 0 _y = getpos _plane1 select 1 _z = _plane1 call _fAbsAlt _mis setPos [_x+_vx,_y+_vy,_z+_vz] what you SHOULD have instead (at least for normal missiles: for multiple ones YOU find the solution): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;========================================================= ;Move the missile under the plane ;========================================================= #setpos _mis setpos [getpos _AP select 0,getpos _AP select 1,_AP call _fAbsAlt] (shorter, better, faster) Sorry if I sounded a bit harsh. Share this post Link to post Share on other sites
SPONGKLINGK 0 Posted July 7, 2006 i get 2 eroor messages "script\aces\src\aces_init_missile.sys" when firing missiles, and "bad vechile type aces_ " Share this post Link to post Share on other sites
-TheOne- 0 Posted July 7, 2006 @Franz, you listed Zuni rockets, does that mean they are in ACES? If so, you've got another coustmer once I get my plane past the texturing stage. Share this post Link to post Share on other sites
franze 196 Posted July 7, 2006 @ July 07 2006,21:32)]@Franz, you listed Zuni rockets, does that mean they are in ACES? If so, you've got another coustmer once I get my plane past the texturing stage. Negative, it was a request for the weapon type. Although I don't believe the Zuni pods get much use today, I still see it as a good weapon to include. Much more bite than 70 mils. Share this post Link to post Share on other sites
sa8gecko 0 Posted July 8, 2006 Perhaps I'm becoming a bit tedious: but there's another bug. Ever tried staying on the wrong side of a Footmunch's Backfire with your Typhoon and having proxies disappearing after having been hit by those pestiferous 23mm ? Well, that's not the worst: this will give you an error when trying to fire that very missile. Solutions: - remove the proxies from the Fire Geometry lod of the plane - try with ejectDeadCargo = false in the plane's config.cpp -> cfgVehicles section (not sure if it would work) - give these proxies very high armor values so that they can resist any hit that would not destroy the plane - since this is not a bad feature to have, find a way to update the plane's configuration, reflecting the damage just received (posting here and not in the EF thread cause similar ACES built planes will act the same) EDIT> And those AIM 120s can't hit a barn from 200 meters: give them proximity fuses ! Share this post Link to post Share on other sites
hardrock 1 Posted July 8, 2006 @sa8gecko: I already noticed this unperforming code in the fired script, don't ask me why I didn't do it like that two years ago. I suppose I didn't know the getpos of vehicle cargo objects does indeed return their position. I also noticed some other things now that could be done to improve the code's performance a lot, I will see what I can do. Share this post Link to post Share on other sites
UNN 0 Posted July 8, 2006 Quote[/b] ]Ever tried staying on the wrong side of a Footmunch's Backfire with your Typhoon and having proxies disappearing after having been hit by those pestiferous 23mm ? Well, that's not the worst: this will give you an error when trying to fire that very missile. I don't think it's down to the proxies being hit, they should have no geo. Otherwise you would see blood spatter when you shoot at them with a rifle. Aircraft will eject any live cargo after taking over 50% damage. You can trap a forced eject with an event handler, then kill the weapon object, and move it back in. But then you have the problem of the AI and player, being able to board the dead weapon proxies position, while the aircraft is damaged and on the ground. The player is easy enough stop, but the AI will always have the option to board. Even if you prevent it from actualy sitting in the weapons position. Share this post Link to post Share on other sites
sa8gecko 0 Posted July 8, 2006 Quote[/b] ]I don't think it's down to the proxies being hit, they should have no geo. Otherwise you would see blood spatter when you shoot at them with a rifle. About the blood spatter, that's actually what happens. Because these proxies actually have a geo lod. That's why I proposed, among else, to eliminate them from the fire geo lod of the plane. Anyway probably this is a script related question, that is the wrong proxy being eliminated. But this usually happens when the plane gets damaged (not always). Quote[/b] ]Aircraft will eject any live cargo after taking over 50% damage. Not the way ACES is done. Hardrock did it the right way, I think: give a look at his scripts. I hope not to sound too much like a smartass: we're still friend, eh, UNN ? Another suggestions for the ACES' team: put in every lod of the weapons' models the property 'autocenter' and set it to 0 (zero). This will make the fired weapons to leave the aircraft in the right position (the ones with a flame); of course with the other suggestion to setpos them in the proxy position. This will help even in case you're interested to make weapon in multiple rack to leave it from the exact spot But this will require a little math and setting up an array with the displacement every single bomb or missile in the rack has from the O2 axis origin. Of course I already know how to do it. NOW I'm sounding a smartass. Share this post Link to post Share on other sites
UNN 0 Posted July 8, 2006 Quote[/b] ]I hope not to sound too much like a smartass: we're still friend, eh, UNN ? I would much rather, take the opportunity to apologise first, if I made a mistake. Rather than forge, a vendetta I should have said, I did not try the ACES proxies in place, just it's base class. As a proxy, in a truck with a default BIS p3d. That suffered from the same problems as regular Game Logics. Didn't we discuss the same thing, in Gnat's B52, rear gunner thread? I must admit, I assumed there was no need to add geo lod's, to the ACES proxies. My mistake. But no, I didn't see anything to handle ejected units, either? Edit: I can only put the blood splatter, down to "simulation=Invisible"? Share this post Link to post Share on other sites
sa8gecko 0 Posted July 9, 2006 Quote[/b] ]Didn't we discuss the same thing, in Gnat's B52, rear gunner thread?I must admit, I assumed there was no need to add geo lod's, to the ACES proxies. My mistake. But no, I didn't see anything to handle ejected units, either? Give a look at '\ACES\scr\aces_payload.sqs' script and see how Hardrock handled that. This requires the ACES_LOGIC to be inserted in the editor for any ACES plane to work. This is not a thing I like very much (to insert something in the editor to make an addon work), but it's much better than to have the proxies ejecting the plane in the middle of a combat (and perhaps causing a CTD). Putting the ACES_LOGIC thing in the editor can be avoided, I think, grouping the proxies with the player's group (there's always a player's group ...) : but this will make OFP say '2, follow 1' and so on. And about Gnat's B52, using the same system as ACES' he can do it right. The proxies have geo lods because, not to having to duplicate them, most use the same p3d as the conrespondent ammo. Share this post Link to post Share on other sites