eble 3 Posted January 18, 2009 F-15 Beta v1.5 Â 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 . Share this post Link to post Share on other sites
Guest Posted January 18, 2009 Thanks for informing us each time Southy New 1.5 beta version frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=3580 Share this post Link to post Share on other sites
.kju 3243 Posted January 18, 2009 Alright we are getting there. Thanks for your quick update ToDo: * mk82_co.tga in mk82.p3d (only p3d left. at least now DS is no longer crashing ) * 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.#INDFace 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 ABSwitchf15c_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 1.14Modified Aerial Effects ... v1.42 tweaked all of them (some may say messed so it's all just matter of say 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 Share this post Link to post Share on other sites
wolfbite 8 Posted January 18, 2009 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 Share this post Link to post Share on other sites
eble 3 Posted January 19, 2009 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 Southy Share this post Link to post Share on other sites
wld427 1705 Posted January 19, 2009 Well southy reguardless of what has been said here ... i think its an exceptional jib of porting an aircraft straight over from OFP. Share this post Link to post Share on other sites
Peregrine 0 Posted January 19, 2009 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  Thanks wld 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 Share this post Link to post Share on other sites
GD Mast 0 Posted January 20, 2009 Just noticed Parvis' picture of your F-15 (in the photo section). Â The ailerons are being used as airbrakes. Â Could somebody model the real airbrake? GD Mast Share this post Link to post Share on other sites
eble 3 Posted January 20, 2009 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 Share this post Link to post Share on other sites
11aTony 0 Posted January 21, 2009 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? Share this post Link to post Share on other sites
eble 3 Posted January 21, 2009 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? 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 Share this post Link to post Share on other sites
poweruser 10 Posted January 21, 2009 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. Share this post Link to post Share on other sites
11aTony 0 Posted January 29, 2009 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. Share this post Link to post Share on other sites
ArmaVidz 0 Posted January 29, 2009 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. Vidz Share this post Link to post Share on other sites
Steelhawk 10 Posted February 2, 2009 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. Share this post Link to post Share on other sites
eble 3 Posted February 14, 2009 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 Share this post Link to post Share on other sites
.kju 3243 Posted February 14, 2009 XEH is a community standard. You should only make XEH compatible addons please. Share this post Link to post Share on other sites
eble 3 Posted February 14, 2009 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 Share this post Link to post Share on other sites
.kju 3243 Posted February 14, 2009 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. Share this post Link to post Share on other sites
[aps]gnat 28 Posted February 14, 2009 XEH is a community standard.You should only make XEH compatible addons please. BAH ! Says who? Share this post Link to post Share on other sites
maxsword 10 Posted May 2, 2009 Greetings, Does anybody used the F15 cluster bombs with mando support console or with scripts that allow AI to drop those bombs? thanx Share this post Link to post Share on other sites