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.kju

GDT Mod Javelin by HeinBloed

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3-gdtmod_javelin.jpg

HeinBloed:

This addon changes the use of the Javelin weapon.

Auto lock on on vehicles deactivated. There are two fire modes for the Javelin missile:

1. Top attack mode: With manual lock on the missile will follow a high altitude flight path and attacks the target on the top.

2. Direct attack mode: Without lock on the missile is manual guided on a direct flight path.

KOmpHzDz-LA

Download:

gdtmod_javelin_arma2.zip (4 KB)

armaholic mirror

Edited by kju

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There's an embedded vid on the first post, but it seems to be hidden for me.

I've turned adblock off in firefox and don't usually have problems seeing embedded vids here.

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Kju, the the YouTube video element you posted is malformed. You need to put in just the YouTube video ID, not the whole URL. :)

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That's why I can't see it. Same goes for the GDT helo weapons post.

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Click on the armaholc mirror and you will see the video.

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It gives the gameplay aspect of having to tag the target before fire, which is like night and day compared to the stock BIS Javelin.

My request would be to have some eyecandy and function of the Javelin HUD, like in PhilippRauch's Arma Javelin Concept. (sadly this wasn't released for some reason, you can look it up on Youtube)

Thanks for the addon! But is it still fire and forget VS moving targets?

Edited by sparks50

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Right cool. Vids working now.

Questions;

  1. I'm assuming this is good for that annoying bug where you can see 99% of that pesky Tunguska, but 4 pixels of it are hidden by a leaf and so Javelin can't lock on?
  2. The user won't actually get a lock on now, but the missile will go to the point in the middle of the reticule?
  3. BIS Javelin is fire and forget. It can hit moving targets even if the launcher goes away after launch. Does yours still do this?
  4. Serverside/Clientside?

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Is there something that shows which mode (DIR/TOP) is switched on/off?

Imho the safe distance before rocket motors ignite looks too short and needs finetuning.

just some infos about flightpath:

DIR http://upload.wikimedia.org/wikipedia/commons/3/3d/1-29_Direct_attack_flight_path..PNG

TOP http://upload.wikimedia.org/wikipedia/commons/7/77/1-27_Top_attack_flight_path..PNG

How good the AI is using those two modes? Or will they always use default Arma2 one?

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In the absence of any answers from the author, I had a go with this and found a few interesting things.

In direct attack mode, the missile effectively 'beam-rides'. It goes where the crosshairs point even after launch, so you can steer it. With practice, it's possible to even take down a slow moving helicopter. As you don't need a lock, you can use it to attack partially obscured targets and things that Javelin wouldn't normally lock on to, such as infantry.

In top attack mode, you select this by using the lock key - it's a toggle, press once to lock and activate top mode, press again to go back to direct mode. This is a little like the default BIS behaviour. Once you get a lock, the missile will go to that target, but there's a few tricks we discovered. It's possible to expose yourself to the target and achieve a lock, then dip back down behind cover and launch the missile - aim it up slightly though. Also, if the target moves after launch, the missile will usually track and get a good hit.

Lastly, if you put it server side, the enemy AI will use it as above. If you put it client side, you (and in a squad game, your AI) can use it just fine. Note that this is a mod, not an addon so it replaces the default BIS weapon. You can put it server side only

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And a bug report, though as the author clearly doesn't read this, this will be only for information. It'd be good if others could confirm this.

Further than about 1300m, direct attack missiles go haywire.

http://www.xfire.com/video/1598c4/

Edited by Tankbuster

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And a bug report, though as the author clearly doesn't read this, this will be only for information. It'd be good if others could confirm this.

Further than about 1300m, direct attack missiles go haywire.

http://www.xfire.com/video/1598c4/

I 2nd on this bug.

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PPL maybe this problem came from CBA addon LINK :rolleyes:

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Loose of control is a well known bug since OFP..

It can only be fixed via scripting.

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I have been having problems with this Javelin, it seems to not want to use Top Down attack on anything past 600 Meters or so. The missile launches, but never makes it to the target.

IRL The javelin is capable of engaging targets out to 2000 M in both direct and top attack mode.

Is this just a Arma2 limitation? If it can only be fixed via scripting i don't understand why it can't be done for top attack since it is a script anyways right?

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It's a real shame. I had such high hopes for this mod, but it's far too flakey for me.

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Isn't the Javelin kind of fire and forget?

Yes it is, once the CLU has locked the target, the information is sent to the missile, the missile is then fired and the missile seeks out the image that the CLU sent to it.

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Heins mod added top direct attack mode, but in that mode, removed the target lock, so it sort of gained some realism on one hand and took some away with the other.

It did improve functionality in the game, but unfortunately, it's unreliable. Mode switching often doesn't work and the missile goes haywire and anything longer than medium ranges.

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Heins mod added top direct attack mode, but in that mode, removed the target lock, so it sort of gained some realism on one hand and took some away with the other.

It did improve functionality in the game, but unfortunately, it's unreliable. Mode switching often doesn't work and the missile goes haywire and anything longer than medium ranges.

I don't understand you. Did you read the readme?

With manual lock on the missile will follow a high altitude flight path and attacks the target on the top.
Without lock on the missile is manual guided on a direct flight path.

The target lock is not removed. Targets must be locked manual.

Without lock on the missile will go cracy at some distance. This bug was introduced with ArmA, was reported in the bugtracker, and was ignored by BIS.

I did not modified the direct flight path because that is only for emergency situations, for example if you are inside a hanger with a tank in front of you.

Due to the miserably object viewdistance of ArmA2 i can't test the maximum attack distance. With 10000 meters viewdistance you can destroy a target up to the object viewdistance, and further afar if you can lock it.

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I did read the readme yes, but now it seems I didn't understand it.

I'll go back now and have another read.

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Heinbloed,

Perhaps I can ask for a little bit of clarification on the use of this. This is how I used this mod, maybe you can tell me if I'm doing it right?

When I see a target, I press the lock key (for me, it's the delete key). The clu should lock onto the target. If I fire, it will top attack.

If I don't fire at that time, can I press the lock key again to remove the lock and switch to direct attack mode?

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With crosshair on you can see always if the target is locked or not. A square marker on the target signifies that the missile is locked..

If the crosshair is deaktivated you can use the CommandingMode to see if the target is locked or not.

If you look at the video you can see something like the action menu. That is not the action menu. That is the CommandingMode. The default key for the CommandingMode is SPACE.

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Ah! Now I haven't used the commandingmode thingy. Let me give that a try.

---------- Post added at 11:55 AM ---------- Previous post was at 11:39 AM ----------

I think I understand it now!

Press the spacebar to get the circular reticule with range. It's not locked, so can engage unlockable targets. If I fire now, it goes direct attack mode, straight down the crosshair.

If I press the spacebar and then (if I can see a lockable target) lock it up and then fire, the missile does a top attack.

Is that right?

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