Jump to content
Sign in to follow this  
franze

F/A-18E/F Super Hornet

Recommended Posts

what did I miss if the pilots are standing in the aircraft?

You have an old version of FFN Replacement Mod maybe?

Share this post


Link to post
Share on other sites

Is there a aircraft carrier to go with this excellent plane? I think I saw one in the screenshot thread, but haven't heard anything about it after that.

Share this post


Link to post
Share on other sites
BLUFOR -> MAS Aircraft

Alright, I dont have any MAS Aircraft under my BLUFOR section. Dunno wat i'm doing wrong here.... Does this mod require anything else to work besides the one PBO? I am lost here.

Share this post


Link to post
Share on other sites

Shadow: did you put -mod=@F18;beta in the startup shortcut?

Share this post


Link to post
Share on other sites

ok, in the fa18 towards the bottom of the list, i forget which one... but, when i start the mission... the gunner, or commander dies right away... anyone else having this problem...?

Share this post


Link to post
Share on other sites
Shadow: did you put -mod=@F18;beta in the startup shortcut?

I use the Yoma Addon Sync tool as a launcher and the F18 mod is checked.

Share this post


Link to post
Share on other sites
ok, in the fa18 towards the bottom of the list, i forget which one... but, when i start the mission... the gunner, or commander dies right away... anyone else having this problem...?

It was a bug that slipped through, PSYCHOSIM was having the same problem, here are the original posts.

PSYCHOSIM-

I've found a bug on the xws version f18F,

Your commander / Gunner always seems to die as soon as the mission starts....................

Other than that, a good update.

Franze-

@PSYCHOSIM

This was a bug that slipped through for the generic grey F/A-18F with gunner. I'll fix it in the next update. The standard F/A-18F AWS with gunner will not have this problem.

Share this post


Link to post
Share on other sites

@wika_woo

For canopy:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

this animate ["canopy",1]

For silent wing fold:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

this animate ["l_wingfold",1]; this animate ["r_wingfold",1]

For servo sound:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

[this] exec "\fz_f18\aws\foldwing.sqs"

@Shadow_Spyder

I'd try it with the addon in the main ArmA\Addons folder and see if that fixes it. I'd also check and make sure that any older versions are not installed at the same time.

Share this post


Link to post
Share on other sites
@Shadow_Spyder

I'd try it with the addon in the main ArmA\Addons folder and see if that fixes it. I'd also check and make sure that any older versions are not installed at the same time.

That did the trick Franze. No idea why it doesn't like to work in my set-up folder for it, but dropping it in the addons folder let me use it, and what a great jet it is. Thanks!

Share this post


Link to post
Share on other sites

Just a quick question.

Why arent there any rocket pods in the inventory?

Ive got a book about NAS Fallon in which you see many older A/C hornets carrying them.

Isnt it possible for the Super Hornets to also carry rocket pods? huh.gif

Share this post


Link to post
Share on other sites

It's because the pylons have a 5 degree toe out which would mean you would need a special adapter to straighten the pods out. At that, rockets are not exactly an accurate weapon and they don't fit well with the role of a strike-fighter. I've never seen rocket pods equipped operationally on the F/A-18E/F and I'm not sure they ever would be.

The USMC legacy Hornets are generally used for CAS and ground attack which doesn't exactly require precision at all times, vs. the F/A-18E/Fs missions which rely heavily on accuracy.

I haven't seen a Navy jet with rockets for quite some time.

Share this post


Link to post
Share on other sites
@wika_woo

For canopy:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

this animate ["canopy",1]

For silent wing fold:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

this animate ["l_wingfold",1]; this animate ["r_wingfold",1]

For servo sound:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

[this] exec "\fz_f18\aws\foldwing.sqs"

That's awesome bro'!

expect a flic soon thumbs-up.gif

Share this post


Link to post
Share on other sites

When flying this excellent superbug with the Nimitz addon - how does the arrestor system work exactly? I managed to trap with the scripting once - whilst lined up with the carrier I got the action menu option to use landing cable, and merrily continued to land on the expected wire position and got a "Braking...#, Braking...#" message and the plane stopped. Subsequently I cannot find out the correct procedure in how to enable this option, correct positioning etc. Another time I got the option when landing, but upon landing, I didn't get the "Braking..." message. I continued to take-off again, and upon closing in on the carrier from the front, the script still seemingly active advised me to proceed to position 2, then 3, and whilst in air the braking started. At full thrust I managed to keep 100kts.

I had a look in the readme, but the landing is not discussed there. Also, using the catapult, how does one connect to it (using the recommended top-down pixel placement) method? At this stage I drop flaps a notch, enable the thrust enhancer, advance throttle and light the burner and she flies.

Other than a few glitches with the Nimitz, the Super Hornet works beautifully with the carrier, and with a bit of polishing it can become great!

Share this post


Link to post
Share on other sites

All you have to do is lower the arrestor hook on the plane and land. As for the catapult system, simply get your engines perfectly in front of the blast deflector and look down at the deck. Continue going forward inch by inch and the option should eventually come up. You might get an azimuth error, in which case you need to slightly rotate the plane left or right very slightly with the rudder and try again. At that point the blast deflector goes up and you get a count down. Once it begins, set the throttle to full (no afterburner) and it should work.

Share this post


Link to post
Share on other sites

thanks Franze, its addon number 1 in ArmA notworthy.gifnotworthy.gifnotworthy.gif I like it, but his plaine no have oponent crazy_o.gif Maybe second you work is Mig-29 smile_o.gif

Share this post


Link to post
Share on other sites

Also, Franze, it appears the GUI load-out system is broken on MP Dedicated Servers. The weapons go onto the plane and work technically, but they don't appear visually on the plane's weapon mounts

Share this post


Link to post
Share on other sites

@Marijus

I'm sure some more jets will crop up eventually, just got to give everybody time to catch up.

@Kaio23

This is most likely due to the lack of the control unit - fz_weaponcmd - which is required for use on a dedicated server.

Share this post


Link to post
Share on other sites
@Marijus

I'm sure some more jets will crop up eventually, just got to give everybody time to catch up.

@Kaio23

This is most likely due to the lack of the control unit - fz_weaponcmd - which is required for use on a dedicated server.

I'm experiencing the same thing on my dedicated server, is there a way to fix this cuz kinda annoying getting the

'_wep 7 = _dead carg

|| # 1 select 6 '

Error zero divisor...

error on the weapons capcity top left of screen to see what weapon were using.

Been trying various ways to load differ loadouts ie GBU 10 an GBU 16's got the GBU 10s to work once but could'nt a second time. Deliberatly destroyed the plane to see if that would work an we were stuck with default snakeyes again.

Share this post


Link to post
Share on other sites

i'm going to try some F18 VS VF-1s mission tonight to see which one is better tounge2.gif

Share this post


Link to post
Share on other sites
i'm going to try some F18 VS VF-1s mission tonight to see which one is better  tounge2.gif

The FA 18.

Much better. More manouverable, longer missile range, better radar.

Irony, huh?

VF1s are missing the medium and long range weapons and radar range.

Ghost was really scrupulate not to make the plane too easy. wink_o.gif

Share this post


Link to post
Share on other sites

@Call911-AGE-

That problem is directly attributed to the lack of a fz_weaponcmd unit. It's required for a dedicated server.

In FP, instead of using createUnit, I used createvehicle to create the weapon proxies. This meant they didn't need a group or anything else, they could simply be made. In ArmA, createvehicle with soldier class units doesn't seem to work as it did in FP, so as a result I was forced to create a workaround using createunit. The side effect is this requires a control unit, since if there's no group, createunit won't work. fz_weaponcmd is the unit that all the weapon proxies can temporarily join before being grpnull'd and finally 'killed'. If that unit doesn't exist, then the player is used.

Since dedicated servers don't have a player to bind to (such as a host in a non-dedicated game), the proxies cannot be created and as a result you get that error.

Share this post


Link to post
Share on other sites

Okies yeah was just curious, it only seemed to happen on I believe the KB or single seater versions as I forgot a respawn for em an once we lost them the error message disappeared. Really starting to like this expecially with the Hawks Nimitz. The rearm mode is very nice too I wish we had that kind of option with some of the vanilla aircraft in the game biggrin_o.gif The first time I got in one of these I thought the ability to turn them on the ground was way too sensitive until I landed on the carrier an tried to turn an was glad I had the turn radius.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×