Sneaker-78- 0 Posted March 7, 2010 Holy ....cow that is olmost sounds like XAM5.1 Share this post Link to post Share on other sites
corsair83 0 Posted March 7, 2010 impressive and beautiful. humm the sound when the plane is facing may be a bit high no? GG good jobs ;) Share this post Link to post Share on other sites
vengeance1 50 Posted March 7, 2010 Awesome, certainly one of the most anticipated releases we are all waiting for nice work! Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 8, 2010 Loved the outakes part at the end. Good work! Share this post Link to post Share on other sites
Alex72 1 Posted March 8, 2010 Nice work Myke! The jet could sound lower/lighter when facing/coming towards you and then passing you with a roar. :) But that sounds mighty good. Is the F16 done yet? Is the F16 done yet? Is the F16 done yet? :D (jk) Share this post Link to post Share on other sites
[frl]myke 14 Posted March 8, 2010 Please add such comments to the youtube vid aswell. Thank you. And Alex72: NO! ;) Share this post Link to post Share on other sites
Cornish Rebel 0 Posted March 9, 2010 Your comments are being noted on here and on youtube :p Glad you originaly like the sounds and will be making the adjustments you talk about. Share this post Link to post Share on other sites
[frl]myke 14 Posted March 9, 2010 lol....and for those who are confused: Cornish Rebel = booker90 (YT) = the Guy who does the new sounds. Again, i love the work you do mate and as you see, others do also. Keep it up. Share this post Link to post Share on other sites
eggbeast 3684 Posted March 30, 2010 Hi Myke and community I've added the F16 into GITS evolution duala to trial it before porting it into all of the evolutons (Cherno, sahrani, red etc). There is a little problem - we have a lot of enemy air attacks so the planes get wrecked quite often. When the respawn script kicks in (after 600 secs in the respawn script), it spawns the plane on top of its old exploding wreck, and it explodes again or else the plane is damaged/ blocked by the prior wreck. This used to happen with the UK chinook in arma 1 - resulting in 20 chinook carcasses all over the base. 1. Is there a default F16 wreck lifetime or are they permanent? Is this feature tweakable? 2. Can someone suggest a way of clearing these carcasses? Like maybe putting a sensor in the mission that runs a script that builds an array of F16 carcasses andthen deletes them after 5 mins? 3. Is there an easier solution? I can't port it in in its present state. Am happy to have a stab at some sort of workaround but wanted to see if there's an easier alternative... cheers and great job. Share this post Link to post Share on other sites
wld427 1705 Posted March 30, 2010 i think the issue is Myke released the F-16 way back when we had no idea about the propper arma2 dammage systems. In the original he is running the wreck spawn as a script instead of as a proxy in the model. I am sure he is aware of the new corrections and i will be incuded in his next update. ps myke if you are not hit me up and ill help you get it straightened out. Share this post Link to post Share on other sites
[frl]myke 14 Posted March 30, 2010 Correct, the system is scriptbased since at this time there were no info (ot the Tools for that matter) to include the new wreck system for the F-16. The issue is known and is already solved in the update (not yet out and don't ask). Meanwhile, use nearestObject to detect F-16 wreck, it's classname to scan for is "GLT_Falcon_MRWreck". Deletevehicle it and you're good to go. Share this post Link to post Share on other sites
Wastelander 10 Posted March 31, 2010 I wonder what it sounds like goin through sound barrier ? Is that possible? Share this post Link to post Share on other sites
sommergemuese 0 Posted March 31, 2010 Maybe with a Script?! If speed is > 999 and < 1001 do play sound "bang" Hehe ;) You can Laugh because I don't know ArmA 2 Scripts but the Logick should work Share this post Link to post Share on other sites
wika_woo 182 Posted March 31, 2010 You can't get sonic boom in arma 2, only in arma 1 :/ it just does a really loud "woooosh", after 900-something, you dont need a script. Share this post Link to post Share on other sites
[frl]myke 14 Posted March 31, 2010 You can't get sonic boom in arma 2, only in arma 1 :/ it just does a really loud "woooosh", after 900-something, you dont need a script. This is not entirely true. Although it is not implemented by default it surely could be scripted in. It is another question if this is worth the effort since rarely you go above mach 1 (343 m/s as a sidenote). Share this post Link to post Share on other sites
wika_woo 182 Posted March 31, 2010 This is not entirely true. Although it is not implemented by default it surely could be scripted in. It is another question if this is worth the effort since rarely you go above mach 1 (343 m/s as a sidenote). Yeah I know what you mean, i knew you would mention that, it's just something for jet lover's that will miss , it was just a "fun" feature :cool: Share this post Link to post Share on other sites
eggbeast 3684 Posted April 2, 2010 i thought it did this on the F4 theother day - made one hell of a pop when it buzzed the airfield at 900km/h Share this post Link to post Share on other sites
eble 3 Posted April 4, 2010 I switched the sonic booms off in the F14/F4 as a part of the script requires some reworking. I'm thinking of redoing the the sonic effect for the F15/Mig-29 Share this post Link to post Share on other sites
strongbird 10 Posted April 27, 2010 Myke how is the progress going? Share this post Link to post Share on other sites
eggbeast 3684 Posted April 27, 2010 Correct, the system is scriptbased since at this time there were no info (ot the Tools for that matter) to include the new wreck system for the F-16. The issue is known and is already solved in the update (not yet out).Meanwhile, use nearestObject to detect F-16 wreck, it's classname to scan for is "GLT_Falcon_MRWreck". Deletevehicle it and you're good to go. thanks myke I used this _Objectsw = (getMarkerPos "Respawn_West") nearObjects 500;{if (_x isKindOf "GLT_Falcon_MRWreck") then {sleep 60;deletevehicle _x}} forEach _Objectsw; and it works a peach :bounce3: Share this post Link to post Share on other sites
stiankir 10 Posted May 2, 2010 hey guys, and thanks for a wonderful plane! I have one question though: How do I add a on/off-button to the afterburner? Which ones of the custom controls, are for the afterburner? Share this post Link to post Share on other sites
mia389 10 Posted May 19, 2010 Hello,For all people that want use the F-16 on Domination map and want that the wreck can be repair like other vehicles here is the solution: On Config.bin of glt_f16.pbo only delete the next line; killed = "_this execVM "\glt_f16\scr\wrecker.sqf""; The wreck still work and now can be lift with the wreck chopper. You must also add the glt to the reward array: ej: ["A10","AH1Z","UH1Y","AV8B","AV8B2", "F35B", "M1A2_TUSK_MG","M1A1","GLT_Falcon_AGM"] Ty, I will try this Share this post Link to post Share on other sites
vengeance1 50 Posted May 20, 2010 If the New Updated F-16 is still in the works? Will it be using the New GLT airweapons replacement mod? It looks awesome. Share this post Link to post Share on other sites
[frl]myke 14 Posted May 20, 2010 Yes and no. Yes, it is in the pipeline. And no, the replacement mod itself will not be used. Those are just meant to replace BIS default weapons. But the models will be used on the F-16, yes. Actually i have to work on the missilebox (in which the weapon models are included) since the F-16 will heavily rely on this. So i have to finish it previously. Share this post Link to post Share on other sites
vengeance1 50 Posted May 20, 2010 Thanks Myke, your work is really impressive looking forward to that Update F16! Share this post Link to post Share on other sites