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Inkompetent

Better Kamov v1.0

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My first addon made for the OFP/ArmA series, so I'm still in the learning process. I hope to improve it all the more though, first and foremost by correcting the cannon sounds for the new ROF and the HUD.

And well... I'll let the readme speak for itself. Enjoy!

BetterKamov modification for ArmA v1.08

=======================================

Purpose of modification:

To improve the Kamov Ka-50 'Hokum A' "Black Shark" helicopter both when it comes to realism and handling/usability.

Changes:

Kamov2A42ROF.pbo

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

This addon changes the 'Low' and 'High' Rate of Fire-modes on the Ka-50 to more actual ones.

'Low' is now 350 rounds per minute and 'High' is 600 rounds per minute (550-600 IRL, but I picked the higher value since the gunning in ArmA is like a crippled whale trying to shoot a slingshot).

The burst length is 10 rounds in 'Low' and 20 rounds in 'High' ROF modes. IRL the pilot gets to choose which, but with the controls in ArmA I found this to be more manageable.

Also, for better clarity the weapon isn't just listed as "Low" and High", but as "2A42 Low ROF" and "2A42 High ROF".

KamovRipple.pbo

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

This addon replaces the default automatic firing mode with one missile at a time to the russian salvo firing.

You have two choices of rate of fire: 2 missiles in a salvo, or eight.

The name is also changed from "Rocket" to "S-8 80mm" which is the actual name of the rockets fired.

!Warning!: This modification alters original values in cfgAir, cfgVehicles and cfgWeapons!

Installation:

1) Copy the '@BetterKamov' folder into your ArmA directory. (Default C:\Program Files\Bohemia Interactive\ArmA)

2)Create a shortcut with -mod=@BetterKamov (C:\Program Files\Bohemia Interactive\ArmA\arma.exe -mod=@BetterKamov)

(-mod=@anothermod, -mod=@BetterKamov)

3)Run ArmA from that created shortcut

Alternatively, instead of 2) and 3), get Kegety's ArmA Launcer for better addon managing.

Known Bugs:

The sound doesn't work properly for neither firing mode with the cannon since the bursts are longer than before.

Version history:

v1.0 (2007-09-23) - Initial release. Rate of fire on cannon and rockets changed to more realistic values.

Additional notes: If used in your own addons/mods, please give credit to the author for using his work.

Made by: 'Inkompetent' (erorikok99@hotmail.com)

Download mirrors:

Filefront

Armaholic

Combat-Prison.net

Armed Assault Info

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Oh, and as an additional note I haven't found any info yet about the ripple modes on the S-8 FFARs, so it is just a qualified guess with 8 rockets in a salvo.

If anyone knows more exactly, please share!

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hi, great addon so far. the ripple mod for the S-8 is really okay, for ARMA in reallife the pilot can chose the fired quantity.

is it possible to edit the vikhr flightpath so that the vikhr go more straight to its target?

and is it possible to edit the vikhr so you can lock on air targets?

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hi, great addon so far. the ripple mod for the S-8 is really okay, for ARMA in reallife the pilot can chose the fired quantity.

is it possible to edit the vikhr flightpath so that the vikhr go more straight to its target?

and is it possible to edit the vikhr so you can lock on air targets?

One could make an interface to choose the ripple amount, but it'd be so clumsy to use when not hovering I'm quite content with the simple fire selection I've made at the moment.

As for the flight path I'm not entirely sure, but I do think that the Vikhr could be made to attack air targets. I don't know how well it would hit though.

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but the biggest sh*t is that the gear retract and deploy automatic.....i habd many crashes, because the gear comes down and crashes with a f**king tree......is it possible to deploy/retract in manually?

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Inkompetent...you're an ok modder.

JUST KIDDING: Friggen awesome, I tested it...very nice job.

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Guest Ti0n3r

You should read the first post before going " icon_rolleyes.gif " rofl.gif

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Glad to see that someone is improving that piece of shit we got from BIS. One thing that bothered me always was the optical sight. It doesn't move downwards without diving the entire chopper, thus making it rush forward. Do you know how to fix that?

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I can only think of one way to fix that, and that would be to make different weapon configs with different elevation settings, so that you had to pick the correct weapon setup, probably from the action list.

No idea how hard or easy that is to implement though. That could actually be a pretty nice feature...

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If you can get access to the original model, you can add an extra rotation axis to the gun and the "gunnerview." Then you can add script-controlled animations to it, mapped to action menu options and triggered by a couple of the unused key binds for the model viewer. It might not move very smoothly, but it will do what you want.

First, of course, you'd need to get a hold of the model (which I think means petitioning Synide's to convert it), clean it up, and rewrite the model config for it. This was a week's worth of work for the T-72 and M1A1, and helicopters have more animations.

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Ouch, and I who have never worked with models more than some very basic editing for Faces of War...

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As for a little update I can say that I'm working on a "real startup sequence" based on the videos from the upcoming Black Shark simulator.

At the moment a startup takes a little over two minutes, half of that time being the spooling up of engines.

I still need to make the new sounds for the engine though, and also come up with a nice solution to getting the rotors in motion without letting the player take off. (removing ability to input isn't all too good since it prohibits the player from for example leaving the vehicle).

Hopefully I can force the engine to work by either using a loop giving very little fuel - too little for takeoff - or some other thing.

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Hopefully I can force the engine to work by either using a loop giving very little fuel - too little for takeoff - or some other thing.

Or you could use the SetVelocity command to keep the vertical velocity down whistle.gif

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