PhilippRauch 0 Posted March 17, 2009 hehe, yes i can count on my biggest fan thanks for uploading to YT! The red stuff is just debug so i can see if the flightpath is proper... Share this post Link to post Share on other sites
.kju 3245 Posted March 17, 2009 looks great! why does the view switch once you launch the missile? is it possible to use DEH with key actions assign instead of user action menu actions? Share this post Link to post Share on other sites
wipman 1 Posted March 17, 2009 Hi, block the user's key access while adquiring/operating the Jav's console, and allow the player to navigate by the jav's controls using the arrow keys and some combo of the insert, del, start, end, pag up and page down sumed to a few action menu options could be a pimp choice in my opinion; but i've never touched myself a Javelin's console, so i don't know if that will be enough if it were even possible. Other good choice (in my opinion) may be to use under this conditions the numeric pad. The video looks very pimp, i like it. Let's C ya Share this post Link to post Share on other sites
mr.g-c 6 Posted March 18, 2009 why does the view switch once you launch the missile? Because its like that in RL. Seeker mode is directly looking through the IR-Seeker of the missle... if its flying then the signal is gone Share this post Link to post Share on other sites
PhilippRauch 0 Posted March 18, 2009 Jep, thats correct. Its modeled in my Addon the same way i.e. viewaxis for DAYFOV is through the small lens, WFOV&NFOV is through the large lens on the CLU and seeker FOV is through the missiles head inside the LTA (Launch Tube Assembly). I will correct the magnification factors of the different FOVs later as of now they aint properly correlated, check the following image to understand what i mean: My goal is to recreate the handling of this weaponsystem and im sure and happy all goes like planned. Basically its done but now all parts must be put together with the right correlations,values whatever... BTW you will be able to use the CLU apart from LTA, like a chunky monocular with NVS capabilities, if your battery is still good. (fyi... The CLU use the same battery as SINGCARS Transceivers.) if no battery is there or gone you will still be able to use the CLU with its 4x magnification monocular. But you NEED the battery if you want to shoot a missile, even when only in daymode. I also plan to add a tripod + tripod version for the british version of the system later on (much later ) also there might be a more arcadish version, without all that replacing stuff i.e. only the aimingsystem otherwise its vanilla arma javelin... maybe The first route i took was via mousehandler and such, but tracking a target with only keys is a nuisance... so i scrapped that... the user has no limitation on normal gameplay except <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">forceOptics = true; which disables the right click 'aiming' thing. its just not possible to find out if the player is using optics or not so i had to forceOptics=true, which is not really a big deal, since when you walk/run the unit lowers the weapon and you will be able to look around normally. Control of this system is by numpad and mouse. This way i have the possibility to use the system with a real tactile training device resembling the weapon (think beefy joystick) and more importantely its controls. Share this post Link to post Share on other sites
4 IN 1 0 Posted March 18, 2009 this is one arma player wet dream come true!! the questions is that if the system works when the missile is ammo class? is the flight path correct? and is the direct mode and top attack mode still there? and is the system works in MP Share this post Link to post Share on other sites
PhilippRauch 0 Posted March 18, 2009 hehe thanks! dunno if the missile stays a vehicle or in the final version will be ammoclass again, but i just wrote it to explain why that thing seems to jump around... TOP and DIR ... well isnt that the nice thing in a javelin? why shouldnt it be there?? :P of course... I took the values for flightpath from the manual FM 3-22.37: Top Attack Flightpath: Direct Attack Flightpath: Thorough MP Testing will be done later, but generally speaking there are no scripts till now which MUST run on the server, all is local, except the final missile and missileflight but we will see... Everything else runs only on player and since its not supposed to be used by AI, well should work without big problems... Share this post Link to post Share on other sites
TankCommander 3 Posted March 19, 2009 Monty from AAF asked me to post this up for him. Apparently he'd had a few beers and dreamt about Arma cell shaded... So the obvious result was an attempt at making Arma units look more cartoony... I think. Share this post Link to post Share on other sites
nephilim 0 Posted March 19, 2009 inverted geometry i guess try tricking around with the material editor. Share this post Link to post Share on other sites
PhilippRauch 0 Posted March 19, 2009 oooh.... i LOVE celshading... hehe anyone remember the LEGOWARS mod for OFP ... funfunfun (although that mod wasnt celshaded i think) the material needs more tweaking, the shadows look to "real", i guess the specular and/or ambient part especially. Share this post Link to post Share on other sites
mr.g-c 6 Posted March 19, 2009 Hey Phillip i have a few questions regarding to the javelin... - Will there be this distinctive "after-launch-sound" which seems to be at every javelin launch audible? Look here at exactly 0:25-0:30 - Minimum and maximum lock-on Distances? Its according to manufacturer still 500 - 2000m, even though with the 2006 version the magnification was changed from 9x to 12x making it easier to lock on beyond 2000m. However various sources claim that in Iraq (Operation "Northern Safari") they actually locked-on and defeated targets in 3700m distance away, one reason why the manufacturer will change the official capabilities around the year 2012 to 4000m max distance. - Will the delay before the main propulsion ignites kept (or even improved with a short 0.5m dive of the missle)? I'm asking because default Arma has it.... Btw, here are some 40 Videos about Javelin in a playlist: http://www.youtube.com/view_play_list?p=0E245EF380A3A016 Thanks! Share this post Link to post Share on other sites
PhilippRauch 0 Posted March 20, 2009 Do you mean, the main propulsion kicking in? sure, the first sound you hear is the expulsion part of the engine, which after delay (actually its a certain pressure value) ignites the main "charge" of the missiles propellant. And i used the sounds from the youtube video ( british troops picking off targets(Javelin missile launcher) )... but i think i have to reengineer some of the sounds since they are nice n loud in this one but lots of static and other disturbances. The missile has an optical seeker, after selection of the target the missile compares the each new view on target with the one before and recalculates accordingly. Well, actually there is no such thing as maximum lock on distance, actually not even a minimum lock on distance. BUT the missile cant turn that fast, so for direct attack mode the min. dist. is 65m and for top attack its some 150m, actually called minimum effective range. which is dictated by physics and such. The maximum distance is basically how far the missile can fly and thats even in the first production missile version some 4000m ... BUT its almost impossible to lock on with the seekers 9x magnification at those distances even with perfect view and other positive factors (like using a tripod for launch, not having drinks the night before or such ). At those distances even the biggest tank is just merely a glowing spot if at all visible... dont forget you have IR clutter and other things going on inside the NVS views (WFOV,NFOV,SFOV) which not necessarily make it easier to aquire the choosen target. Quote[/b] ]However various sources claim that in Iraq (Operation "Northern Safari") they actually locked-on and defeated targets in 3700m distance away, one reason why the manufacturer will change the official capabilities around the year 2012 to 4000m max distance.... no they dont change it because of that incident, they will pimp the missile (already did in block 1) even more and wont stop there for sure...In the Block1 there are already some upgrades to the missile and the CLU (ArmA and mine are the one before), but the effective maximum range per manual is still "just" 2500m, although the missile will fly farther/further? than that. But aquiring targets with the 12x magnification in this version its a bit easier, also the NVS system is digital in Block 1 and has some enhancements, like black/white hot and an additional digital zoom (like in you digicam, where you can add that to your optical zoom). (Theres a smaller version under development, requested due to (good) expirences with the javelin in MOUT, that will have smaller min. eff. ranges, but the principle will be the same) Until main engine start the missile is actually the original ArmA Javelin... and in RL its less than 0.5m dive. (imagine shooting the javelin in prone position, what happens next? shootin' a mole? ) ... no in direct attack its almost level with the LTA and in top mode the missile will drop a bit more. Right now my jav has almost the same start behavior as the vanilla arma one. But dont worry all will be good.... I strive for realism... rest assured ... PS: if you like javelin videos, search for "Future Weapons - The Javelin" unfortunately its not on the series sites so you have to search YT for it, i also only have a dutch subtitle version here. The second i recommend is "Science of War - Javelin Training" its an Army infodocu "Virtual Javelin Missile Training System" is also somewhere on YT. and finally the "173rd at Grafenwoehr..." is also a nice one... in those videos you can see various versions of CLU interfaces and i counted like 3-4 different ones. Also search for FM 3-22.37 which is the manual for this one and Block 1. Share this post Link to post Share on other sites
mr.g-c 6 Posted March 20, 2009 Great!!! So, will there be only the 9x magnification one? Or will there be also the block1 version? Share this post Link to post Share on other sites
4 IN 1 0 Posted March 20, 2009 the effective range is the most concerned thing for me because i dont want to see the "COD4 style top attack mode within 100M" to be happen in ARMA Share this post Link to post Share on other sites
maza94 0 Posted March 20, 2009 My Modern Iraqi Republican Guard units are ready! But they don't have wound textures, when i give sample wound textures from SLA i see bug with: "can't load model (magic)" If someone can add to my units wound textures please send PM to me. Share this post Link to post Share on other sites
PhilippRauch 0 Posted March 20, 2009 mr g-c ... Block 1 maybe for ArmA 2 ... who knows ... if you pay me salary i will start working on it right away... Share this post Link to post Share on other sites
mr.g-c 6 Posted March 20, 2009 mr g-c ... Block 1 maybe for ArmA 2 ... who knows ... if you pay me salary i will start working on it right away... Yeahh, money is on the way I just thought that maybe its just copying/inheriting/renaming some config classes, by giving it more zoom and alter the script a little bit No forget it, this is already pure awesomeness..... I hope though that we will have a chance in lock-on to targets a bit further than 2000m Share this post Link to post Share on other sites
PhilippRauch 0 Posted March 20, 2009 oh, you can lock on as far as you want, IF your able to keep the aim steady and your viewdistance+texturedetail+objectdetail is high enough and theres no fog and and and... I would have posted a pic of the block 1 improvements CLU display, but in that darn manual theres a upper and lower picturefile for that and i have no patience right now to paste them together and post it in one... Â Remember the Block 1 is full digital now, the old one uses a cathode ray tube (thats why its green, cause of the phosphorous(or whatever chem) on/in the tube) the new one uses CCD and is black and white thus... also it has submenues and settings and whatnot.. its now more like an VCR or Digicam than a 80s Weaponsystem... Share this post Link to post Share on other sites
mr.g-c 6 Posted March 20, 2009 Wow thats interesting to hear Phillip! So FLIR is also green then on the old ones? Or is it black/white like in the manual? So if you have any links to the block1 improvements please send me them, i would be very interested to read that! Share this post Link to post Share on other sites
TankCommander 3 Posted March 21, 2009 Trying out the whole map making gig. This is a map of Uluru in central Australia and should be around 5x5km. Just one nights work and seeing already how crazy some aspects of map making really are. Will need to start posting in the Visitor thread soon... EDIT: Went through and refined some stuff. Still some of the sat map needs to be altered around the rock but I'm happy so far with it. Height map has also been finished just about. May add some small elevations around for a bit of variety but that's it. Sample of tree coverage seen in small clusters. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted March 21, 2009 Slightly less warm bananas, T_C. Continue! EDIT: Share this post Link to post Share on other sites
[aps]gnat 28 Posted March 22, 2009 lol ... yes, another aussie saying Cool! Share this post Link to post Share on other sites
Stewy 1 Posted March 22, 2009 Looks great mate - there hasn't been an island with distinctly 'Aussie' bushland since the training island of VBS1 (not sure about VBS2 - I don't own it) Would you perhaps consider looking into a section of the Pilbara or NT coast for some good Aussie style missions? Just thinking out loud mate - can't wait for Ayers Rock/Uluru! Share this post Link to post Share on other sites
TankCommander 3 Posted March 22, 2009 Yeah Stewy I'll check it out. Atm I'm looking for some really nice areas of oz to make into a larger map after this training one is completed. Share this post Link to post Share on other sites
Stewy 1 Posted March 22, 2009 Cool mate - best of luck with it! I just Google-earthed "Pilbara" and it's some mean-looking country! Share this post Link to post Share on other sites