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mandoble

Mando Missile ArmA for ArmA 2

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Dev update:
Now Mando Missile in HUD mode has unlimited modes using virtual or bis weapons transformed into mando ones. In the example above there are 3 modes configured, GLT Falcon with Mando Missile HUD using aim 9, AMRAAM and AIM7 SARH modes.

Now you can define also lockon limits for each combo of mode/weapon, so you can force the lockon to be as boresighted as needed (you can also define as many modes as required for a single weapon and cycling through them is as simple as hitting TAB key). The lockon limits are represented by green circles in the HUD, the larger the circle, the more area to lock on a present target.

SARH mode also added, if you break the lock, the missile will miss. Edited by Mandoble

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Pure awesomeness. :D

Love the new mode! How about a 1on1 duell against a human with large viewdistance as

promo. :P

Sounds like a good job for the testers. ;)

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When the AI have MMA escaping the missile using Flares must take a special amount of skill I don't have. Seems like they always take me out regardless when I hit SHIFT and there is a delay (adjustable???) before you can use Flares again.

What is the proper way to use them?

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Turn until the RWR indicator shows the missile is placed 45 degrees aft, release flares as it's closing and just reaches the middle circle on the RWR. Assuming they haven't got you dead to rights (i.e. too close to act) it'll work 90% of the time.

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Turn until the RWR indicator shows the missile is placed 45 degrees aft, release flares as it's closing and just reaches the middle circle on the RWR. Assuming they haven't got you dead to rights (i.e. too close to act) it'll work 90% of the time.

Ah, very good will give that a go! ;)

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You need to make your flares more attractive to the missile than your plane, and also make sure that your plane will not be attractive to the missiles once it passes through the flares.

Defunkt tip is valid for missiles flying close to your same horizontal plane, but not if the missile comes from well above or below, also you better dont do that if the missile comes headon unless it is far away. Using flares requires practice and intuition, so dont get frustrated if you are killed over'n over at first.

As a general rule, a missile will be attracted by the flares and not by your plane as long as, being the missile able to "see" the flares, they are closer to the missile than you. There is also a missile parameter which handles its resistance to flares, so, you might face missiles that simply are inmune to flares (then you might survive outflying the missile or with ECM). Your best chances to outfly a missile is when it has reached its maximum speed, so its turn radious might be quite bigger than yours, and turning towards the missile (trying to have the missile always at your 3 o 9).

For headon shots from above, your best chance would be to dive and drop flares, then breaking left or right. If the shot comes from below, similar but climbing vertically instead of diving, dropping flares and then breaking left or right. Also, dont drop flares too early, as they have a life of only 4 seconds and if the flares are not there but the missile can still see you ... ;)

If the missile comes from behind, drop flares and break right or left, if you simply drop flares and keep going, the missile will kill you after passing through all your flares.

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Hi,

Where can we all download this amazing thing?

Thank you,

RoDeX.

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After several hours of testing LAV25 with the "Hawk Console" it worked GREAT very awesome!

Suggestion: When you are Gunner escorting a convoy for AA protection and moving it would be very helpful if you could move the view while "Hawk Console" is on otherwise Gun Turrent is fixed and catches on stuff as your moving.

Noticed in deep valley terrain low flying enemy helo's or planes are not always picked up until last minute, just before you say "I'm Dead" :). Very cool.

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Brief update on new Mando HUD:

mando_hud.jpg

A: Weapon counters and current selected weapon (--)

B: Current HUD operation mode

C: Countermeasures counters and ECM. ECM may be in stby, charging or emitting.

D: ASEC circle: If there is a locked on target, the bigger the circle, the greater % of hit (its radious varies with the calculated hit %). If no target selected, it acts as boresight area to lock on targets.

E: Missile/Radar Track Box: If target closer than 2Km, target type is also displayed. Blue romb indicates the target is emitting ECM, else the romb would be green.

F: Target Aspect Indicator: Quite important for IR shots against air targets, as % of hit against targets showing you its engine muzzles is way greater than head-on air targets. This small triangle turns around the ASEC circle and shows the direction of the target compated with the direction of your vehicle (or handled weapon).

G: Current weapon ranges: AR stands for active range and applies only for missiles like AMRAAM with onboard active radar range (the missile flies in inertial mode until it activats its own radar), TR stands for Thrusted Range, or range with the missile engine having thrust. MR stands for Minimum range, do dont shot if target is closer than that unless the target is static in front of you. TR and MR change depending on the speed of the launcher vehicle

H: Target data, target type (if closer than 2km), target range, target altitude and TTI. TTI is estimated time to impact, which becomes important for targets BVR and SARH missiles. This gives you clues of when it is safe to break the lock for SARH or laser guided missiles when the target is far enough to be able to track the missile and/or target visually to confirm missile impact or miss.

The HUD is freelook/Trak IR friendly, if you move the sight around it moves to keep with the real 3D hud position. It also fades away if your sight moves away 3D Hud's center too much.

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As always, looks awesome. :)

How does the color tone work out during daylight?

If you zoom in, the display will enlarge and therefore easier to read?

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Maybe this was already specificated but, if you look around does the HUD "sticks" to the modelled HUD?

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The HUD at 12:00Pm sunny day:

mando_hud_day.jpg

Yes Uglyboy, as seen below.

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The HUD script has also adjustable paramters so that you can adjust the scripted HUD centered position to match 3D missaligned HUDs.

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Many thanks, i also like how it fade away when looking out :) Btw 00:10 to 00:16 made my jaw to hit the keyboard :D Seriously that's amazing :yay:

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Added a menu action to cycle between three colorsets for the HUD, so it will be visible under any weather or daylight condition ;)

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This might be pretty well the last dev update before open beta release:

- Included configured systems for all A2 choppers and planes, as well as Avenger and Tunguska and Mikes F16 variants.

- Added a new HUD mode (ground) where the ground position centered on screen is selected as target, so you can designate buildings and structures as targets directly from HUD.

- Added a new HUD integration of sonobuoys and torpedoes. You can drop sonobuoys to the sea and then receive surfare or underwater targets detected by them, you can cycle through these targets and then drop torpedoes against them. This system is integrated with the UH60S.

- For lazy people that doesnt want to add scripts to the init.sqf there is a new gamelogic which initializes everything with default setups, so you add that Gamelogic to your mission map and you will have:

- HUD systems and modes preconfigured for all the choppers, planes and AA units.

- TV MFD systems preconfigured for AV8B (GBU), A10, Su34, Ka52, F35, Mi24s, AH1Z and F16 Strike.

- Special actions to transmit laser designated tragets if you have an LD.

- Special actions to select between direct and hi flight profiles if you have a Javelin launcher.

- Automatic flares for all planes and choppers with non human pilots (human pilots have HUDs with RWR, ECM (depending on plane) and manual flares).

- Automatic missile replacement for all BIS missiles fired.

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Amazing work thus far Mandoble.... Keep it up man.

Looking forward to the open beta!

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Mandoble How about this weekend? ;)

It is a lot of people! Will be happy to spend this a week end with Mando Missile for ArmA 2 :bounce3:

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Last minute addition, Helment Mounted Displays ;)

Aside of traditional HUDs, Helmet Mounted Displays are also incorporated as seen here with an AH1Z and paired with the sidewinders (also a Hellfire camera is added). While the targeting area is configured to be quite narrow, you still have the advantage of looking for and locking on targets just moving your head (freelook or TrackIR).

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awesome x2, i'm very looking foward to the beta :bounce3: and i hope to see all this amazing stuff implemented into ACE like it was in A1, just that this time will be even better :p

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Mando - just have to pop in and say that I think you've really outdone yourself this time. It looks absolutely fantastic!

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