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rstratton

KA-50 Hokum

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Got to say the model looks awesome and when finished should be stunning.

Couple of things i have noticed:

- rotor blades need fixing on outside view

- chopper seems to lose a bit of altitude if u do a full circle

- Animation source door not found in bin\config.bin/CfgVehicles/ka50/ warning msg

- also would be good to have a weapons optic view if possible

Give it some time and this will be one of the best addons for ARMA 2

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can we also get a manual retracting landing gear for that beauty the default automatic gear is a pain in the a**.

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im going to assume arma2 doesnt support rudders on helicopters. rotor blur is being worked on. texture size was intended to be very high resolution, to bad 8192x8192 size textures arent supported. anybody know about configuring the hud? i have not gotten that far into it yet

Rudder support is availible, check watch the seahawks rudder when going from high speed to low speed.

On a side note I am very VERY happy to see this unit comming to Arma2, I've been following it since http://crymod.com/thread.php?threadid=28784&threadview=0&hilight=&hilightuser=0&sid=dff8c523f7689ac49197e4a24aa6d744&page=1 and it has struck me as nothing short of amazing in its appearence.

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First of all I must say the model is gorgeous beyond belief... Hopefully you'll be able to figure out a way to slave the canon...

- Animation source door not found in bin\config.bin/CfgVehicles/ka50/ warning msg

-Landing light facing the wrong way... Its shining towards the back for some reason

-A little doors arent closing on the landing gear.

Great job man... would be nice to see it with a few other loadouts too. Keep it up man

Edit. Oh yeah its very hard to see out of the cockpit windows with the NVG's on

Edited by wolfbite
Additional info added

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Rudder support is availible, check watch the seahawks rudder when going from high speed to low speed.

On a side note I am very VERY happy to see this unit comming to Arma2, I've been following it since http://crymod.com/thread.php?threadid=28784&threadview=0&hilight=&hilightuser=0&sid=dff8c523f7689ac49197e4a24aa6d744&page=1 and it has struck me as nothing short of amazing in its appearence.

That is not a rudder. Those are elevators. A rudder is on the vertical stabilizor (the fin).

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Magnificent model! A few to correct config and will be simply super.

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Thanks :), downloading now. will test it soon

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Very nice looking KA-52! I make a few shots of him. :cool:

ArmedAssault.info Mirror and News:

3390153.gif

We have also added this release to your personal author profile

If a release or contact information is missing, feel free to drop a PM, it will then be added.

And here is the BBCode if you want to add our Mirror to your release post :

[url=http://www.armedassault.info/index.php?cat=addons&game=1&id=1397][img=http://www.armedassault.info/mirrorgen2/3390153.gif][/url]

If you prefer a text only BBCode please copy and paste the code below :

[b]ArmedAssault.info Mirror :[/b]
[url=http://www.armedassault.info/index.php?cat=addons&game=1&id=1397]DOWNLOAD - KA-50 Hokum (v.WIP) - [27.2 MB] from ArmedAssault.info[/url][/spoiler]

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Result of Test: Very Nice!

Things to Fix:

- Rotors are moving very slow

- the red star is not original

- cockpit needs a littlebit of detail work

- the front under nose is black (?)

Tested it with ACE. Eject seat sytem works very good. Handling is ok.

Looking forward to the final version. thank you

Cheers Leogecko

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Rotors are moving very slow

Huh? I see those rotors moving too fast still than slow + they need blur proxy

Edited by RobertHammer

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Send all the bad comments here :now: :shhh::toilet: :D

great job! Super KA-50 Hokum :ok:

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Very nice addon. Great job. Maybe you could make a new cockpit for Ka-52? It would be very useful. There are some photos of a new cockpit.

http://pilot.strizhi.info/photos/d/22245-1/IMG_2484_sm.jpg

http://pilot.strizhi.info/photos/d/22247-1/IMG_2485_sm.jpg

http://pilot.strizhi.info/photos/d/22249-1/IMG_2486_sm.jpg

http://pilot.strizhi.info/photos/v/helicopters/?g2_page=6

Thank you.

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good addon, any plans to make the cannon moveable?..

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The addon is even better now, it's very good quality but like drew

said a movable cannon would be nice with optic site. I think OFP V-80 (ka-50) was like that

The only thing that sux is ARMA2 is the way the chopper can not twist body at all after 80km/hr speed. I think the OFP system was better where it turn slower as u got more speed

Edited by vasmkd

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Somehow cannot work with my arma 2. My arma 2 is full of problems!

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I can't find it in the editor, the only KA choppers I have is the KA-52 Alligator and Black.....

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The addon is even better now, it's very good quality but like drew

said a movable cannon would be nice with optic site. I think OFP V-80 (ka-50) was like that

The only thing that sux is ARMA2 is the way the chopper can not twist body at all after 80km/hr speed. I think the OFP system was better where it turn slower as u got more speed

but the how realistic is that? surely the inertia would stop it from turning as quickly.

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I can't find it in the editor, the only KA choppers I have is the KA-52 Alligator and Black.....

The addon folder that it came in is fubar. You have to make it say @Ka50Hokum (make sure it doesnt have any spaces) and add the "Addons" folder.

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I can't find it in the editor, the only KA choppers I have is the KA-52 Alligator and Black.....

Do you have the CMA KA-50's in your addons folder?

If yes remove them and it will show up.

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No, I only have ka50_hokum.pbo in the addon folder, and even after renaming the folder to what Drew said, it still isn't showing up. I'll try redownloading again.

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Landing lights are still shining the wrong way! Would be nice if cokpit instruments lit up at night..

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Awesome model, great job guys! :thumb:

Here's a few interesting screenshots to show what it's like:

arma22010051621510437.th.jpg arma22010051622155187.th.jpg arma22010051622345292.th.jpg

bca2Yikn7_w

Also we made a few fixes/changes for config.bin:

  • - Fixed armor config ( more like Ka-52, without "damageResistance" Ka-50 have resistance like humvee and can be easily destroyed with 5.45 wpn );
armor = 170;
damageResistance = 0.02885;
class HitPoints: HitPoints
{
class HitHRotor: HitHRotor
{
armor = 1.2;
};
class HitGlass1: HitGlass1
{
armor = 8;
};
class HitGlass2: HitGlass2
{
armor = 8;
};
class HitGlass3: HitGlass3
{
armor = 5;
};
class HitGlass4: HitGlass4
{
armor = 5;
};
};
- Rebalanced weapons loadout for more realistic and balanced loadout ( also pilots cannot change ammo type in 2A42 30mm gun while flying around :);
// weapons[] = {"2A42","VikhrLauncher","80mmLauncher"};
// magazines[] = {"230Rnd_30mmAP_2A42","230Rnd_30mmHE_2A42","12Rnd_Vikhr_KA50","40Rnd_80mm"};
class CfgMagazines
{
class VehicleMagazine;
class 12Rnd_AT9_KA50: VehicleMagazine
{
scope = 2;
displayName = "$STR_MN_AT9_MI24P";
count = 12;
ammo = "M_AT9_AT";
initSpeed = 0;
maxLeadSpeed = 200;
sound[] = {"\ca\Weapons\Data\Sound\TOW_2",3.16228,1,1400};
soundHit[] = {"\ca\Weapons\Data\Sound\explosion_large1",15.8489,1,2000};
reloadSound[] = {"\ca\Weapons\Data\Sound\missload",0.000316228,1,20};
nameSound = "missiles";
};
class 460Rnd_30mmHE_2A42: VehicleMagazine
{
scope = 2;
displayName = "$STR_DN_HE";
ammo = "B_30mm_HE";
count = 460;
initSpeed = 960;
maxLeadSpeed = 200;
tracersEvery = 2;
lastRoundsTracer = 5;
nameSound = "heat";
};
};
class CfgWeapons
{
class MissileLauncher;
class Default;
class 2A42;
class 2A42_RG: 2A42
{
magazines[] = {"460Rnd_30mmHE_2A42"};
cursor = "Laser";
};
class RG_VikhrLauncher_AT9: MissileLauncher
{
displayName = "$STR_DN_AT9LAUNCHER";
minRange = 50;
minRangeProbab = 0.6;
midRange = 300;
midRangeProbab = 0.9;
maxRange = 4000;
maxRangeProbab = 0.1;
reloadTime = 1;
sound[] = {"\ca\Sounds\weapons\cannon\vikhr",31.6228,1,1100};
soundFly[] = {"\ca\Sounds\weapons\cannon\rocket_fly_x2",1,1.1,700};
magazines[] = {"12Rnd_AT9_KA50"};
aiRateOfFire = 5;
aiRateOfFireDistance = 4000;
cursorAim = "\ca\Weapons\Data\clear_empty";
cursor = "Laser";
cursorSize = 1;
};
};
- Add crosshair (for C-8 and 2A42 gun) and attaching rebalanced weapons from code above;
class Turrets: Turrets
{
class MainTurret: MainTurret
{
startEngine = 0;
minElev = -10;
maxElev = 10;
initElev = 0;
minTurn = -9;
maxTurn = 2;
initTurn = 0;
class Viewoptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.067;
minFov = 0.019;
maxFov = 0.067;
};
soundServo[] = {"",0.01,1};
outGunnerMayFire = 1;
commanding = -1;
primaryGunner = 1;
memoryPointsGetInGunner = "Pos_Gunner";
memoryPointsGetInGunnerDir = "Pos_Gunner_dir";
memoryPointGun = "machinegun";
gunBeg = "gunstart";
gunEnd = "gunend";
memoryPointGunnerOptics = "gunnerview";
selectionFireAnim = "zasleh";
castGunnerShadow = 1;
viewGunnerShadow = 1;
gunnerAction = "KA52_Gunner";
gunnerInAction = "KA52_Gunner";
gunnerOpticsModel = "\ca\air\optika_Ka50_gun";
gunnerOpticsEffect[] = {"TankCommanderOptics1","BWTV"};
gunnerForceOptics = 0;
weapons[] = {"2A42_RG","RG_VikhrLauncher_AT9","80mmLauncher"};
magazines[] = {"460Rnd_30mmHE_2A42","12Rnd_AT9_KA50","40Rnd_80mm"};
class HitTurret
{
armor = 0.8;
material = -1;
name = "gun1";
visual = "gun1";
passThrough = 0.5;
};
class HitGun
{
armor = 0.4;
material = -1;
name = "gun2";
visual = "gun2";
passThrough = 0.2;
};
};
};

Edited by [fg]

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