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eble

F-4E Phantom II - 'Wild Weasel'

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Very nice, tempted to have a go at reskinning the cockpit. Noticed a few shadow elements are locked to my freelook:

phantom.jpg

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@wardi8880 your right mate I had spent a while trying to 'center' the pilot view thats the best I could do sorry, Atma2 moved all the proxies way over to left for some reason.

@slatmes - sorry mate the AGM-88"s will only track a normal ground target, that being said they should be able to track any enmey ground vehicle. (would need scripting to make them track a radar source only)

@Lukes.S F14 is on it's way

@defunkt, those look like the shadows from the canopy? I'll look into it mate cheers.

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do u plan on converting the F14 as well?

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@Lukes.S F14 is on it's way

do u plan on converting the F14 as well?

The post above yours.

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I should point out all the addons I'm converting are compatible with the RKSL flare counter measure systems as they will not come with a standalone countermeasure set.

The F14 is coming shortly, hopefully some more news later today.

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Wow, this is one awesome jet! :bounce3:

It has by far the best sounding roar/flyby sound when you're an infantryman on the ground. One problem with that though is that it's almost too loud compared to other noises in the game... like I can't even hear the gunshots from my own gun when this plane is overhead! :eek:

Even with that, this jet is probably my new favorite... mostly because of the awesome sound, and the extremely diverse/overkill load-out.:p

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lol sorry for my post, didnt see your topic in the addon's discussion, excuse my silly question :P

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I got this texture problem you can see below on my machine. Settings are mostly high. Other aircraft or objects don't show this. From playing lockon before I know this problem has been sometimes on 3rd party content, but since I'm not a specialist on that issue, I can't tell what's to do.

grafdistortion.jpg

Thanks anyway for adding another aircraft to ArmA2. I look forward to see working harms.

The initial speed of the flying aircraft is over 800. Can this be reduced to 450?

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The above problem may be related to shadows. I turned my shadow setting to low & off and the above texture problem went away.

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Shadows is a known issue with this custom texture, it will be fixed in the next release.

Edited by Eble

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woot f-14 ftw

time for some proper dog fights :p

Negative Ghost Rider the pattern is full.

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I should point out all the addons I'm converting are compatible with the RKSL flare counter measure systems as they will not come with a standalone countermeasure set.

The F14 is coming shortly, hopefully some more news later today.

Awesome F14! :yay: Be checking all day!

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@Eble,

I have done some work to the sound and weps cfg for my own personal port over the last month or so to bring them upto full AA2 specs.I modded the weps so it will be compatable with sound mods.

I can send over the work for you to preview if you are interested.

Steve.

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Is it possible to spawn one of the cluster bombs with out haveing the ai drop one in?

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the cluster bomb, is just a bit more than a normal weapon.

It's scripted, so it's not really like anything else in the game at the moment.

Sorry I can't help more.

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the cluster bomb, is just a bit more than a normal weapon.

It's scripted, so it's not really like anything else in the game at the moment.

Sorry I can't help more.

Ok, thanks.

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Here's an interesting issue that is affecting both the F-14 and the F-4:

after your initial store of armaments is depleted, if you land to re-arm, while the HUD shows the reload, no weapons are visually added to the model. Additionally, the aircraft behaves as though it were completely empty, running at maximum speed, and utilizing afterburners like something out of Battlestar Galactica. I've tried it solo and in multiplayer, on two different servers. At first I thought it was something I was doing, but now I'm sure. Just something to fix in the next beta. In the meantime, I'm going to disable the afterburner script on our servers. Can't have the players getting caught on the ground and escaping by going to warp speed.

---------- Post added at 10:08 AM ---------- Previous post was at 09:30 AM ----------

Curiously enough, the F-16 falcon does not have either of these issues, but then it's been a finished model for a while. The question is: what is different in the scripts? I'll be doing a side by side to see if I can find anything significant.

---------- Post added at 10:36 AM ---------- Previous post was at 10:08 AM ----------

OH, additionally, Gnat's Su33 has no such issues, either.

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I should use these setting for the BSG vipers hey :)

The afterburner is a known issue, I might have a workaround refer to the F-14 thread, it also explains the weapons reloading issue your having.

In the meantime I'd suggest not using the FTL drive(afterburner)

Edited by Eble
correction of speed setting

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Here's an interesting issue that is affecting both the F-14 and the F-4:

after your initial store of armaments is depleted, if you land to re-arm, while the HUD shows the reload, no weapons are visually added to the model. Additionally, the aircraft behaves as though it were completely empty, running at maximum speed, and utilizing afterburners like something out of Battlestar Galactica. I've tried it solo and in multiplayer, on two different servers. At first I thought it was something I was doing, but now I'm sure. Just something to fix in the next beta. In the meantime, I'm going to disable the afterburner script on our servers. Can't have the players getting caught on the ground and escaping by going to warp speed.

---------- Post added at 10:08 AM ---------- Previous post was at 09:30 AM ----------

Curiously enough, the F-16 falcon does not have either of these issues, but then it's been a finished model for a while. The question is: what is different in the scripts? I'll be doing a side by side to see if I can find anything significant.

---------- Post added at 10:36 AM ---------- Previous post was at 10:08 AM ----------

OH, additionally, Gnat's Su33 has no such issues, either.

I should use these setting for the BSG vipers hey :)

The afterburner is a known issue, I might have a workaround refer to the F-14 thread, it also explains the weapons reloading issue your having.

In the meantime I'd suggest not using the warp speed(afterburner)

Shame on both of you! It's not "Warp Speed" for cryin out loud it's called FTL or "Faster Than Light" Travel! :nuts:

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changed :)

OT a second I should ask Blaz0r about those vipers from Arma1, also the Cylon Base ship and the Battlestar Galactica.

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Actually, technically.... that type of speed would be referred to as "C+."

From E=mC^2

Additionally, it could be called "Taxi, drive me off this picture." Or possibly "Exit, when pursued by a bear!"

And yes, it would be an amazing affect for a viper launch... especially when launching from a tube hanger. Oh the vertigo.

---------- Post added at 06:05 PM ---------- Previous post was at 06:04 PM ----------

You know.... I have a little bro who would kill to find a viper sitting in an Arma 2 field... LOL... tracked down and tried to DL the one from Arma 1, but the file went no where....

---------- Post added at 06:14 PM ---------- Previous post was at 06:05 PM ----------

Oye! The acceleration= from the F14 cannot be the issue with the F4.... it doesn't have that in the config file. I checked the usual synonyms... could find anything looked like that.... but the AB script itself is a little different. I wonder if it isn't looping the boost value or something.

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