eagleone 1 Posted January 7, 2010 Hi Mandoble, is it possible to make the direction the emission of flares (and their number for 1 ejecting) in the direction which they are ejected from the real aircraft? (look RKSL-flares for example). this is will make mod even more attractive for those who love realism thanks. Share this post Link to post Share on other sites
jasonnoguchi 11 Posted January 7, 2010 Mandoable, is the new update going to initialise mando missiles by default? :) I have been itching badly to use your interfaces in my SP games... so far, its only editor practise.. :( Share this post Link to post Share on other sites
Scrub 0 Posted January 7, 2010 Cyborg is talking about a mission setup as complex as this ;) Too... difficult... cant handle.. it. Have to.. click.... more than.. 10 times. :p :j: :yay: Love the mod, can't play without it! Thank you all! Share this post Link to post Share on other sites
mandoble 1 Posted January 7, 2010 Yes Eagleone, of course it is possible. MMA comes with three generic flare FX scripts, but a mission editor can add more and override the baseline ones. myplane setVariable ["mando_flares_script", "my_flares_for_su27.sqf"] And the script my_flares_for_su27.sqf will be executed to draw the flares for myplane. These scripts get two arguments: 1 - The vehicle 2 - The countermeasure type (0 or 1). Share this post Link to post Share on other sites
kroky 1 Posted January 7, 2010 Mandoable, is the new update going to initialise mando missiles by default? :) I have been itching badly to use your interfaces in my SP games... so far, its only editor practise.. :( +1 (Its a shame, such a good addon is hardly used, because its not in addon version.) Share this post Link to post Share on other sites
mandoble 1 Posted January 7, 2010 Jasonnoguchi and Kroky, what you mean is to have MMA active by default always, without adding anything into the missions to activate it explicitly? ATM this idea is not convincing me because this might break many missions. Just an example, a chopper is supposed to cross an enemy area and be shotdown by Igla launchers, but now with MMA the chopper uses auto flares and survives, and the flow and story of that mission is broken. Anyway I will consider it, lets see what can be done. Share this post Link to post Share on other sites
kroky 1 Posted January 7, 2010 Jasonnoguchi and Kroky, what you mean is to have MMA active by default always, without adding anything into the missions to activate it explicitly? ATM this idea is not convincing me because this might break many missions. Just an example, a chopper is supposed to cross an enemy area and be shotdown by Igla launchers, but now with MMA the chopper uses auto flares and survives, and the flow and story of that mission is broken. Anyway I will consider it, lets see what can be done. Mandoble dont care about mission breaking. Im calling it adding variety to a mission. Besides this there are already so much addon which could break missions. Examples: RKSL (and now also ACE2) with air vehicle countermeasures, GL4 making behave AI TOTALLY different to the stock missions. The most of the mission still work, although in a totally different way, which is cool! Besides this, everyone can choose if to use the MMA addon version or not. So yes, if its not a big hassle for you I would like to see MMA as an addon version without explicitly initializing it. Share this post Link to post Share on other sites
flashbang151 0 Posted January 7, 2010 (edited) Hi guys, I have a problem with Mando + ACE. Every unguided rocket is guided for the ai. Does anybody have the same prob? And yes, please no auto initiating! Edited January 7, 2010 by Flashbang151 Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 7, 2010 I'm with Mando on this, think auto initiating the addon could cause big problems for "average" gamers playing "normal" missions and not realising that having MM installed is messing them up badly. Messing with missions, and addons like mine. Share this post Link to post Share on other sites
Dwarden 1125 Posted January 7, 2010 Gnat;1537614']I'm with Mando on this' date=' think auto initiating the addon could cause big problems for "average" gamers playing "normal" missions and not realising that having MM installed is messing them up badly.Messing with missions, and addons like mine.[/quote'] average player is not downloading such addon in first place ... dont try to play 'no addon' on person ignorance and lazyness to not RTFM ... existence of addon version adds variety for users to decide and choose from ... i'm sure some might prefer own 'glued up addon self' but what the rest ... in short i would like addon version to exist or coexist in some form Share this post Link to post Share on other sites
NoRailgunner 0 Posted January 7, 2010 What if there are optional files - so its fully up to the player to use MMA automatically/default or only placing MMA in editor? Share this post Link to post Share on other sites
kroky 1 Posted January 7, 2010 What if there are optional files - so its fully up to the player to use MMA automatically/default or only placing MMA in editor? Exactly my thoughts. :) Share this post Link to post Share on other sites
mandoble 1 Posted January 8, 2010 Some more goodies for next beta, combination of HMD and MMA AIM-9X for F-35B. F-35 pilots will be able to detect and lock on targets in any direction and fire AIM-9X missiles with very high deflection angles. 7PeAfbXrudo Share this post Link to post Share on other sites
rubberkite 19 Posted January 8, 2010 I really hope to see next beta in this week!!! Good work mate!, I see improvement every release, thank you for your effort ;) Share this post Link to post Share on other sites
eagleone 1 Posted January 8, 2010 i need this beta))) Share this post Link to post Share on other sites
Solarghost 10 Posted January 8, 2010 For some reason the Javlin is not locking on on to targets when using the TOP and DIR locking systems.I have tried to lock on to a tank, vodnic and a bmp while they are moving and still, but no lock. I press TAB on them, but nothing happens?? Actually I have got it working now, you have to try an find the tiny orange name that comes up for the vehicle, really annoying actually... But I have found that at long distances, the Jav can not lock on??? Because the name of that vehicle does not appear Share this post Link to post Share on other sites
mandoble 1 Posted January 9, 2010 As said, this problem happened for long distances with high zoom level. Already solved for next beta, same as the names. Share this post Link to post Share on other sites
Defunkt 431 Posted January 9, 2010 This (WIP) is what happens when you let Mandoble find his own re-arming sound effects... EHvrPRqSuY4 Share this post Link to post Share on other sites
Solarghost 10 Posted January 9, 2010 Nice goodies coming, but that sound effect is easily fixable lol Share this post Link to post Share on other sites
TheCrusader 10 Posted January 9, 2010 @Defunct: Wow, that looks amazing! I recently had a look at a similar system Dr. Eyeball did for the Apache, and AFAIK he had some problems with the missiles and lockon of the stock bohemia weapons. I suggested just using mando missiles to solve his problems, as the "front end" of his mod (MFD, gunner optic) is really good, but the "back end" (missiles etc.) is still far from perfect. But I got no feedback yet. Seeing that you are basically doing the same thing for the apache, maybe you guys could work together on the hud etc.? Just suggesting obviously, but Dr. Eyeball has some really nice props in his mod. Cheers Crusader Share this post Link to post Share on other sites
mandoble 1 Posted January 9, 2010 (edited) Hi Crusader, these are custom huds executed from the core hud script (back end) and getting all the data from the core hud script too, so anything can be used as the "front-end" to represent that data in any way you want and also to select the sensible data that you want to represent at each time in the frontend. The critical info provided by the backend and that the fronted must always use are list of filtered contacts following MMA detection criteria, current target (if any) and target info, selected MMA weapon/ammo left and quantity of flares and, if present, ECM state, as well as current working mode (core HUD mode). These are the most sensible infos for the custom huds. If the custom hud doesnt want to represent or manage that data, the custom hud may always use just the default MMA HUD representation, while adding extra eyecandy images or non MMA related extra functionality. This is what must be considered when integrating MMA with any external HUD. BTW, defunkt is clearly a quite noisy hellfire operator :p Edited January 9, 2010 by Mandoble Share this post Link to post Share on other sites
TheCrusader 10 Posted January 9, 2010 Hi Mando, yeah, I'm kinda aware of these facts, I was more addressing my post to defunct. Just in case (which arguably is unlikely) that he didn't notice a very similar system being developed by another author, and I wanted to point out a possibility for synergy and cooperation. Thats all. Cheers Crusader Share this post Link to post Share on other sites
Defunkt 431 Posted January 9, 2010 Hi, yes, I haven't tried the other but it looks very good indeed. Not sure the goals are identical, mine being merely to present existing MMA HUD info in a manner evocative of an Apache's monocular HMD where I think the other is more along the lines of an Apache-sim. That said, if Dr_Eyeball was inclined to make an MMA version I'm sure he'd receive every assistance including using this one as a starting point. Share this post Link to post Share on other sites
mandoble 1 Posted January 10, 2010 Due to a weapons locality problem in MP, next beta planned to be released today will delay a bit. The good news is that the problem has been solved so now you can use (depending on MMA system configuration) any gunner MMA configured weapon from pilot seat even if there is no gunner or gunner is player, same applies to the gunner or anyother existing turret. This was a problem that was present only in MP games. Share this post Link to post Share on other sites
mandoble 1 Posted January 10, 2010 And this is the MMA rearming system: 89N33CAFuMc Share this post Link to post Share on other sites