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F-15 Eagle/Strike Eagle

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F-15 Beta v1.5   Hotfix 18/01/09

changelog

- Fixed missing weapon loadouts

- deleted all reference to TGA files

I have a couple of people willing to help out on the F-15 so for the moment no more updates will be done until we can improve it.

Unless anymore performance issues arise.

Stay tuned.

Southy

F-15 Beta V1.5

.

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Alright we are getting there. Thanks for your quick update smile_o.gif

ToDo:

* mk82_co.tga in mk82.p3d (only p3d left. at least now DS is no longer crashing smile_o.gif)

* Missing point in model it seems (no expert myself)

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">In Vehicle: rktf15c\f15c_blue_mesh.p3d missing driver get in direction point

In Vehicle: rktf15c\f15c_grey_mesh.p3d missing driver get in direction point

In Vehicle: rktf15c\f15c_mod_mesh.p3d missing driver get in direction point

In Vehicle: rktf15c\f15e_blue_mesh.p3d missing driver get in direction point

In Vehicle: rktf15c\f15e_blue_mesh.p3d missing gunner get in direction point

In Vehicle: rktf15c\f15e_cbu_mesh.p3d missing driver get in direction point

In Vehicle: rktf15c\f15e_cbu_mesh.p3d missing gunner get in direction point

In Vehicle: rktf15c\f15e_cbug_mesh.p3d missing driver get in direction point

In Vehicle: rktf15c\f15e_cbug_mesh.p3d missing gunner get in direction point

In Vehicle: rktf15c\f15e_mk84_mesh.p3d missing driver get in direction point

In Vehicle: rktf15c\f15e_mk84_mesh.p3d missing gunner get in direction point

* You need to save the old textures with TexView2 again (no export again)

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

Obsolette P8 format

* try this zamerny position in the memory lod

Quote[/b] ]No point in selection zamerny.

* No idea:

Quote[/b] ]Face 102, point 99, face points 99,98,96 - invalid normal -1.#IND,-1.#IND,-1.#IND

Face 105, point 96, face points 96,98,94 - invalid normal -1.#IND,-1.#IND,-1.#IND

Face 112, point 107, face points 107,104,106 - invalid normal -1.#IND,-1.#IND,-1.#IND

Face 72, point 81, face points 81,78,80 - invalid normal -1.#IND,-1.#IND,-1.#IND

Face 75, point 78, face points 78,76,80 - invalid normal -1.#IND,-1.#IND,-1.#IND

Quote[/b] ]HUD: bone TargetDistanceMissile not found

* Be sure to binarize also the p3ds in .\wep

Quote[/b] ]Warnings in rktf15c\wep\aim9_mesh.p3d:0

* No idea again. Probably model.cfg related.

Quote[/b] ]f15c_grey_mesh: ABSwitch - unknown animation source ABSwitch

f15c_mod_mesh: ABSwitch - unknown animation source ABSwitch

f15e_blue_mesh: ABSwitch - unknown animation source ABSwitch

f15e_bluec_mesh: ABSwitch - unknown animation source ABSwitch

f15e_cbu_mesh: ABSwitch - unknown animation source ABSwitch

f15e_cbuc_mesh: ABSwitch - unknown animation source ABSwitch

f15e_cbug_mesh: ABSwitch - unknown animation source ABSwitch

f15e_mk84_mesh: ABSwitch - unknown animation source ABSwitch

arma.RPT is very helpful to spot problems.

* Check setObjectTexture way for reskins. It is the way to go.

CH Addons

setObjectTexture

* Your addon doesnt seem to be SIX tracers compatible. Not sure why.

* Convert all wav/ogg to wss with OFP Sound Lab

* At least one of the AA missiles has config problems. It does a zig zag flight. Looks very weird.

* In regards to the scripts:

1) I suggest you to head over to OFPEC and open a project to convert these to sqf and optimize them.

So many air units use these same set of scripts. They should be turned in a small script suit for planes!

2) Kinda the same is true for aireffects. Right now ppl have to

put them again and again in their pbo.

They should be unified and put into a separate project.

I thought Dwarden did that already once ... yet i cannot find

the release post in the net ...

Anyway again head over to OFPEC, open a project for it. Get

the attention of Dwarden, Gnat for it please.

Here is the readme:

Quote[/b] ]! - needs XEH 1.7 (eXtended EventHandlers) and Armed Assault 1.14

Modified Aerial Effects ...

v1.42

tweaked all of them (some may say messed so it's all just matter of say smile_o.gif

fixed addaction

Su-34

Vapor Cone :

- correctly synced with mach 0.8 to 1.2

- mach1 adjust by altitude

- improved random factor

- simulate absence of humidity and pressure

- improved chance above water and in manuevring

Engine Exhaust:

- it's lil tweaked afterburner effect

Afterburner:

- now lits plane / surrounding as it's light source

A-10

Wingtip trails:

- now sits

Fuselage vapor:

- it's there now too

changes done by Dwarden

many ideas, fixes and solutions gathered from BIS posters

thanks to Spooner for some lessons ...

original script from Foxhound so thanks twice!

and still needs tons of code cleaning ...

* The rocket eye script is no good for respawn missions.

As the script should exit if the player dies meanwhile.

Again post fall.sqs and rockeye.sqs at OFPEC and lets get

this part of the plane script suit done well.

* Finally here is an improved config.cpp. There is still a lot of

room for improvement in the inheritance.

http://pastebin.com/f11d5c1ca

* And the model.cfg:

http://pastebin.com/f74a2df53

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Very nice addon been having a lot of fun with it. Just a few bugs/errors ive noticed

The engine nacelles look wrong as far as ive seen They shouldnt be so long and the dont have a gap like that between them either.

The instruments dont light up at night.

The amraams (Or was it the aim 9's) fly very strangely.. and will sometimes just end up circling the target aircraft wich is very strange

the landing lights are in strange places

Other than that a great addon dude

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Thatnks for the feedback guys.

I'm still working on it this end, the next release will fixed most of those errors reported, not sure when the next release will be at the moment but I'm looking for the dust to settle before pushing out another version.

I'm glad people are enjoying this addon.

The more we push now with the quality of these addons the better they will look in Arma II smile_o.gif

Southy

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Well southy reguardless of what has been said here ... i think its an exceptional jib of porting an aircraft straight over from OFP.

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I have to agree with wld.  This is an awesome jib.  Im hoping Jib is slang for job, also I think jib is my new favorite word for today  biggrin_o.gif Thanks wld biggrin_o.gif

Anyways I have been playing with v1 most of the day and I love it.  Just got v1.5 downloaded and played around a little with it.  I also got a good personal TvT mission going with this.

Also for the people that celebrate this, Happy Martin Luther King Day

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Just noticed Parvis' picture of your F-15 (in the photo section).  The ailerons are being used as airbrakes.  Could somebody model the real airbrake?

GD Mast

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The F-15 model is missing the correct location of the airbrake, and without reworking the model to incorporate it, I’m not able to add it.

The work I do is conversion of OFP addons, if it was in the original OFP I can convert it, if it was missing like the airbrake on the F15 I’m not able to add it, minor changes to model I can do like the fan doors on the F-35.

Did you want the aileron brakes removing?

These conversions are so people can fly some of the favorites addons from OFP in arma before a new version is created, unfortunately the arma addon community is no where near as big as the OFP one was and I can’t say if/when a new F-15 will ever be created.

Southy

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Great plane man.

I have 1 question though:

Why is it counted as car (+1 car and +4 points) and not as a plane in MP missions?

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Great plane man.

I have 1 question though:

Why is it counted as car (+1 car and +4 points) and not as a plane in MP missions?

No idea mate, it's an 'air' item in the config.

Maybe because it's so dangerous you get extra bonus pts for killing it? smile_o.gif

I've no real idea, if any mission makers could let me know how the pts are calculated then I might be able to ajust the scoring in future.

Southy

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Quote[/b] ]Why is it counted as car (+1 car and +4 points) and not as a plane in MP missions?

In the class 'f15c_mod_mesh' the property type is set up wrong. It expects a integer, not a string (currently: "VAir"). Changing it's value to 2, will fix it.

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One more thing, the white dot on HUD is a bit off mark. It is not in the middle of the green circle.

Otherwise, great plane, a whole lot of bombs.

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Eble. Love it. Yeah, little details someone pointed out are off - but the jet itself is fantastic. You and the fellas who are helping you out should be very happy with your efforts. All these planes are awesome.

Thanks. notworthy.gif

Vidz

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Hey.

I love this f15. Especially the Clusterbombs.

I have made an Evolution Map with a lot of Addons and also the F15 is part of it.

I have a Ppoblem with the afterburners. (the Eurofighter from the BW MOd has the same problem).

I have placed the F15 with respawn Skript in the Evolution map with following classname: f15e_cbu_mesh

When i switch on the afterburner i get an ulta speed boost and the Fueltank is empty.

The F16 by Footmunch does not have this Problem.

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Hey.

I love this f15. Especially the Clusterbombs.

I have made an Evolution Map with a lot of Addons and also the F15 is part of it.

I have a Ppoblem with the afterburners. (the Eurofighter from the BW MOd has the same problem).

I have placed the F15 with respawn Skript in the Evolution map with following classname: f15e_cbu_mesh

When i switch on the afterburner i get an ulta speed boost and the Fueltank is empty.

The F16 by Footmunch does not have this Problem.

Lo mate,

I converted the Eurofighter as well hence you are having the same issues with it, both these addons are XEH compatible and it might be that reason causing the afterburner to behave incorrectly.

I know when we use the addon in evo on our local server we sometimes get the same issues.

I'll be doing future testing with both an XEH and non XEH version might even release both types down the track.

Cheers

Southy

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XEH is a community standard.

You should only make XEH compatible addons please.

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XEH is a community standard.

You should only make XEH compatible addons please.

I think the problem is the addons 'are' XEH and i think the issues comes up when the are used in a non XEH enviroment.

It's either that or the afterburner script is bugged in the version I've got.

Like for the Kiowa, I've now made two versions, one XEH and one non XEH.

I need to do a lot more testing on this issue, other than the afterburner issues this plane should act as intended.

Cheers

Southy

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If you have issues with XEH, you are recommended to report them in the XEH thread.

Killswitch is very helpful and it's in all our interested to get a

working solution rather than workarounds here. smile_o.gif

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XEH is a community standard.

You should only make XEH compatible addons please.

BAH ! Says who?

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Greetings,

Does anybody used the F15 cluster bombs with mando support console or with scripts that allow AI to drop those bombs?

thanx

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