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EasyFly addon version by Celery

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= Pretext =

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Unfortunately Celery's nice Easy Fly script didn't get the attention it deserves.

It makes chopper and plane use very OFP like in terms of

heck rotor / ruder control with higher speeds.

That is very good!

Is this realistic - no idea, don't care.

Is it more enjoyable to fly and finally fair to target moving

targets while fast flying - hell yes!

It didn't get the attention as his

doesn't really show the change well.

So here are some short videos (2-5 MB) to see the change.

I added the effect also for choppers. The script is active

for choppers once faster than 40 km/h and for planes 150 km/h.

PROPER_EasyFly_by_Celery_Standard_Bank.avi

PROPER_EasyFly_by_Celery_Chopper_1st_Person_View.avi

PROPER_EasyFly_by_Celery_Chopper_3rd_Person_View.avi

PROPER_EasyFly_by_Celery_Plane_1st_Person_View.avi

PROPER_EasyFly_by_Celery_Plane_1st_Person_View2.avi

PROPER_EasyFly_by_Celery_Plane_3rd_Person_View.avi

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= Credits =

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EasyFly script by Celery

SQF conversion by i0n0s

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= Features =

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Quote by Celery:

Quote[/b] ]I wrote this script to make fixed-wing flying less

frustrating in my future releases but in the meantime everyone

is welcome to use it as well.

In all its simplicity all it does is remove some of the inertia by

smoothly transferring the plane's movement vector closer to

where the nose is pointing.

Effects:

- Rudder has much more authority

- Precision movement such as aiming is easier

- The plane is generally more maneuverable

- The plane is less prone to stalling

- Stalls are easier to recover

This script makes especially the Camel and A-10 nicer to fly as

their infamous stalling problems are dampened and generally less

inertia makes everything more simple. New aerobatic tricks are

made possible because the rudder is more powerful than before.

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= Q&A =

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Q: Is this final?

A: No. The addon version should make people test and tweak

the nice script for themselves, give feedback and report the tweaks.

The script itself is quite generic right now.

Probably some changes for choppers would be good and doable.

In addition one might to have different speed threshold for

the different choppers or planes.

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= Changes =

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2008-12-07

* Added: CLY_EasyFlyScript GV check. If true plane addon

version exists (not the chopper).

* Changed: split into Plane and Chopper version / addon. So

that people can use only what they want to.

* Improved: XEH and script code by rocko - thanks buddy smile_o.gif

* Added: new key and bisign files for the new version.

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= Download =

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Thanks for the mirrors!

outdated

PROPER_EasyFly_Planes_by_Celery_2008_12_07.7z (< 1 MB)

PROPER_EasyFly_Choppers_by_Celery_2008_12_07.7z (< 1 MB)

Put it into some modfolder like: .\ArmA\@PROPER\addons.

Contains bisign and public key.

Requires Extended Eventhandler addon (XEH).

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The inclusion of choppers for this addon is a bit strange to me because I tried it myself when making the script and it only made helicopters fly very weird-like. I'm also concerned about conflicts between the addon and script versions when you play a mission that uses the original script.

It's OK to credit yourself as well btw, I have no knowledge about addon making and the script itself is stupifyingly simple. smile_o.gif

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A very reasonable comment regarding helicopters from armaholic.com:

"Nice idea, but doesn't quite just cut it for me yet. I have limited speed with the helicopters and at the present stage I think too much 'sensitivity', can do loops with helis also. With jets it's really nice so far though. The only reason I'm not using it is due to the limited speed of helicopters."

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Quote[/b] ]I think too much 'sensitivity'

This isnt really true, is it?

The problem for choppers is exactly the other way round.

You can turn/bank +-15-25 degree with standard ArmA.

For that turn/bank that sensitivity is very high.

While for the actual turn rate after that it is slow/just right IMO.

So the script needs to be adapted for choppers to combat the

default behavior in these +-15/25 degree I'd say.

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I tried the addon with helicopters and the reason why I left them out of the script is still there. You can't fly very fast because the chopper starts to go exactly where the nose points and acts like a slow airplane. You can't gather speed by turning the nose down anymore because you will fly into the ground. Changing altitude doesn't work.

I think it's best to leave this addon for fixed wing aircraft only. Helicopters need some other kind of script to make rudder more powerful.

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well as stated the current version is to get feedback and ideas.

one could try to use addaction for choppers and replace the

bank right/left key and crate the turn/bank yourself via script.

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I suggest using vector functions and modeltoworld and back for helicopters. The helicopters in ArmA IMO lack only two things:

-better steering at high speeds (esp. rudder).

-autorotaion effects at high attack angles (so you don't have problems with comming out of dives).

The default BIS heli simply looses steering when you fly fast. You can loose controll allmost completely (and crash, yes) even in a very shallow dive if it's too long.

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@ Dec. 06 2008,22:31)]I suggest using vector functions and modeltoworld and back for helicopters. The helicopters in ArmA IMO lack only two things:

-better steering at high speeds (esp. rudder).

-autorotaion effects at high attack angles (so you don't have problems with comming out of dives).

The default BIS heli simply looses steering when you fly fast. You can loose controll allmost completely (and crash, yes) even in a very shallow dive if it's too long.

I 100% second this. If this is possible it would be absolutely awesome!

However great work anyway - works flawlessly and improves it very much !!!

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Hey just curious, does this help at all with "Hot" insertions to LZ's?

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Hey just curious, does this help at all with "Hot" insertions to LZ's?

I don't think so. As such it just makes helicopters impossible to fly properly.

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Update out. See 1st post.

Celery please add this line to your script version.

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

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Hey just curious, does this help at all with "Hot" insertions to LZ's?

I don't think so. As such it just makes helicopters impossible to fly properly.

lol your not very positive about this are you?

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Quote[/b] ]Nice idea, but doesn't quite just cut it for me yet. I have limited speed with the helicopters and at the present stage I think too much 'sensitivity', can do loops with helis also. With jets it's really nice so far though. The only reason I'm not using it is due to the limited speed of helicopters.

Problem solved. All I have to do is use the planes version now.

thumbs-up.gif

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still some speed and altitude gaining problem with choppers.

hey Q , have you thought of making the script (the chopper version)instead of executing from the beginning , activated via actions menu? , something like "Aimprecission on" and "Aimprecission off" , that way you could fly to the hot zone in normal mode and then activate the script so you can aim with better precission to the targets,once finished , deactivate the script and fly home in normal mode and full speed again.

i think that would be the better way to implement the script .

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well three issues bug me a lot about choppers:

a) no crosshair as pilot

b) choppers are dropping like a stone and seem to have way too

   little power to gain altitude.

c) you cannot turn the chopper while flying faster than ~20-30.

this tweak works fine for planes.

for choppers its not the correct physical method.

yet i dont have the immediate knowledge what to do. so unless

someone else will script it or contact me who understands the

physics AND is able to do the formulas, i cannot see progress here.

my time is spend elsewhere way more efficiently.

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Yeah i second that... What happend with the helicopter system from operation flashpoint ? It worked much better than in Arma. The biggest issue is the fact, that i cant use the mouse to target properly when iam a pilot. In fact the choppers fly more realistic, but thats not really important to me. When i like to play a realistic chopper simulation, i would play KA 50 Blackshark. I really like to see a similar system to the OFP system, aiming with the mouse.

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Hello Celery and i0n0s,

I was wondering if you gents were collaborating to make the EasyFly script and an ArmA 2 version of CTF Camel Style available to work in ArmA 2, especially so because of Cyborg11's port of the BIS ArmA 1 Camel biplanes over to ArmA 2.

In case you haven't had a chance to see them, here's the link to the files on ArmAholic.com, http://www.armaholic.com/page.php?id=7285

After having a good time on a mission in both ArmA and more lately ArmA II, my team mates have flown the Camels equipped with the EasyFly script. We'd much like to be able to do it again but in ArmA 2.

Below, I'll provide a link to the YouTube video I uploaded almost a year ago, showcasing a multiplayer session with the EasyFly script used in a modification to the stock BIS TDM mission Camel Dogfight 8 vs. 8 at Pita.

So, if you can make the time to make the script for ArmA 2, I'll definitely make another video showcasing your handywork. Realism in missions is fun to a point, but having the EasyFly script for the Camels, though some may consider it making them fly like Arcade Game planes, provides both the hardcore pilot and the novice some fun time together in a Team Death Match style of play like no other, as demonstrated in my video.

Cheers!

Sniper121

http://3rdinf-hq.com

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