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Footmunch

USAF F-16C Falcon

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there seems to be a problem with the aim-9 and the mavericks, the plane has them but the count of the ammo says 0

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Hi eddyD,

i like your F-16 and therefor i've started working to port it for ArmA 2 (for Claninternal use only). Also do a few tweakings and bugfixes.

What iv'e done so far:

- Redone the proxies on the CAP Version

- Adjusted the config to fit with ArmA2

- adjusted the vehicle mass for faster rolls

What i'll do next days:

- redo the CAS and STRIKE Version (p3d proxies)

- fix a few minor bugs like missing memory points

- add correct cannon (added GAU-12 for a quick test)

- add A2 specific stuff like wingtrails

Here a pic of your F-16 CAP on Utes Airport:

372-rkt-f16.jpg

As said, i'll do this for Claninternal use only and even there i'll not take credit for things iv'e didn't made. :D

If you're interested, i can send you the final result which might save you a little work if you plan to port it yourself.

:EDITH:

Flies pretty well and also the afterburner works without adjustements.

Edited by [FRL]Myke

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nice to see a F-16 in A2 :)

I go wait for the releasd of arma2 on 19 june ,for i can test this baby in A2

I will wait on your final then

cya

eddyD

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hey Myke,

So is it possible to have more than one proxy on an aircraft in A2?

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So is it possible to have more than one proxy on an aircraft in A2?

Yes it is.

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hey Myke,

So is it possible to have more than one proxy on an aircraft in A2?

Yes, just place the correct proxies as usual in the p3d, just use the correct model. The first F-16 i've converted has Sidewinders only (CAP) since this was fastest to make. Following will have 2 Sidewinders at the wingtips and a mixed loadout (LGB's, AGM65, FFAR's and so on).

Also i've added the correct cannon yet (M-61A1) which is based on the GAU12 with just changed displayName and Magazine count (500 rounds). I guess those 2 cannons are very similar in effect and range and whatever counts.

I'm still stuck a little with the wintrails. The scripts which are included in the RKTa-F16 addon doesn't work in ArmA2, guess there are a few changes in the particle part. It throws an error so i've disabled it for now.

ArmA2 has those particle effects included but i don't know how to add them. Since i based the F-16 on the AV8-B which has those effects enabled, i guess it needs a memory point in the p3d but i don't know how they're named or where exactly they are placed.

If someone has any info about this, i would love to hear it.

:EDITH:

Got the CAS Version working in ArmA2.

Weapons:

- M61A1 / 500 rounds

- FFAR / 38 rounds

- AGM65 / 4 rounds

- AIM9X / 2 rounds

Pic is over 100kb so here just a link to it: http://www.armaholic.com/datas/users/372-f16s.jpg

Edited by [FRL]Myke

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Hi, the F-16 Falcon Mavericks don't work (at least for me) in the ArmA, if i cycle through

the weapons... i pass by the cannon, the FFAR and when i get to the Mavericks, the count

is empty, but i see the four mavericks on the plane's model; the external textures look really

good, much better than in the previous version that i had; and the particles effects like look

really pimp, unless the afterburner, that looks small and like a chaotic weird cloud behind

the plane, but the rest look great. Let's C ya

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this F-16 version is not test on ACE mod , that why you get 0 weapon thing if you play with ace mod

In normal game is np with the weapons

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Hi, i don't have the ACE mod... so i don't know what could be causing this. Let's C ya

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Wipman not sure either but my F-16's work fine and I am using a ton of mods.

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Hi, i use a huge ammount of addons too, 'em all in different Mod folders and i never had a

problem before; is the 1St time that i see something like this and i don't know why it happens. Let's C ya

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Hi Wipman , i reported the same problem one page ago and as EddyD didn't even deign to answer me i've decided to take a look at it by myself. it seems you have to replace this code in the config.cpp :

from

class RKT_MaverickLauncher : MaverickLauncher {
	sound[] = {"\rkta_f16\snd\missilelaunch", 25, 1};
};

class RKT_SidewinderLauncher : SidewinderLaucher {
	sound[] = {"\rkta_f16\snd\missilelaunch2", 25, 1};
};

class RKT_BombLauncher : BombLauncher {
sound[] = {"\rkta_f16\snd\bombrelease", 1, 1};
};

to

class RKT_MaverickLauncher : MaverickLauncher {
	magazines[] = {"RKT_4Rnd_Maverick_F16", "5Rnd_Maverick_A10"};
               sound[] = {"\rkta_f16\snd\missilelaunch", 25, 1};
};

class RKT_SidewinderLauncher : SidewinderLaucher {
	magazines[] = {"RKT_6Rnd_Sidewinder_F16", "4Rnd_Sidewinder_AV8B"};
               sound[] = {"\rkta_f16\snd\missilelaunch2", 25, 1};
};

class RKT_BombLauncher : BombLauncher {
	magazines[] = {"RKT_4Rnd_GBU12_F16", "6Rnd_GBU12_AV8B"};
               sound[] = {"\rkta_f16\snd\bombrelease", 1, 1};
};

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Hi, thanks william1, but i've decided to delete it after all, is not a USMC used addon and the

most important thing; is not signed. Let's C ya

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and the afterburner is out a bit but a i still like it nice work man

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