[frl]myke 14 Posted April 19, 2011 @Muecke The Missilebox changes the model of the BIS weapons. The Real Air Weapons changes the performance of Air to Air & Ground to Air weapons to realistic values. As example: the AIM-9 AA weapon reached more than Mach 5 with vanilla BIS settings, the real AIM-9 reaches "only" Mach 2.5 - 2.7. This makes a big difference in reaction time for the pilot. Also adjusted the weapons range to realistic based, scaled down to ArmA island sizes values...which makes them reach greater distances aswell. So, unless a plane used in the missions requires the Missilebox, people can have it loaded to have the better visual models on the BIS planes. Performance remains untouched. The Real Air Weapons addon should be used on server aswell and also allowed or denied for clients accordingly. This addon changes behaviour of BIS weapons. This is also why this addon has it's very own server key. To your questions.. 1: Tube launched missiles aren't affected by the Missilebox. Didn't make much sense to make better models as those were rarely seen for longer than a half second. Those weapons are affected by the Real Air Weapons as it changes the performance of those weapon systems. 2: already answered above. Share this post Link to post Share on other sites
Muecke 114 Posted April 19, 2011 Myke;1901481']As example: the AIM-9 AA weapon reached more than Mach 5 with vanilla BIS settings' date=' the real AIM-9 reaches "only" Mach 2.5 - 2.7. This makes a big difference in reaction time for the pilot. Also adjusted the weapons range to realistic based, scaled down to ArmA island sizes values...which makes them reach greater distances aswell.[/quote'] That is a really good hint, thank you for the fast answer. Is ist possible to get a list of those diferences? I would really like to know stuff like this. Iam thinking about to include this into our mission and as we are working in balancing for hundreds of hours it is important to know what else do we need to adjust to make it fit with your addon. Share this post Link to post Share on other sites
oldbear 390 Posted April 22, 2011 New on front page at Armed Assault.info Link to mirror : GLT Missilebox (v 3.4) : http://www.armedassault.info/index.php?game=1&cat=addons&id=954 GLT Real Air Weapons (v 3.4) : http://www.armedassault.info/index.php?game=1&cat=addons&id=1731 Share this post Link to post Share on other sites
xeno426 10 Posted April 22, 2011 Is ist possible to get a list of those diferences? I would really like to know stuff like this. Iam thinking about to include this into our mission and as we are working in balancing for hundreds of hours it is important to know what else do we need to adjust to make it fit with your addon. You're probably better off simply extracting the config.cpp file from the mod and comparing the missile values to the vanilla ones. There are a lot of changes made in that mod, and Myke's time is probably better spent working on adding and improving his mods than listing every minute change he's made. I am sorry if this comes off as insulting; it is not meant to be so. Share this post Link to post Share on other sites
[frl]myke 14 Posted April 22, 2011 You're probably better off simply extracting the config.cpp file from the mod and comparing the missile values to the vanilla ones. There are a lot of changes made in that mod, and Myke's time is probably better spent working on adding and improving his mods than listing every minute change he's made.I am sorry if this comes off as insulting; it is not meant to be so. It's okay Xeno426, generally i prefer people asking than just de-pbo'in my stuff. Even more as i think people tend to know that i'm not sitting on info like on a treasure. Here's the complete config file: http://pastebin.com/BEJAQpKq Main changes are in thrust, thrusttime and timeToLive. On some also adjusted cmImmunity. Simply said: they will reach further but on slower speed. BIS settings were way overdone, often when the RWR noted a incomming missile, until you realised you were already hit. With this addon you will have the chance to avoid the missile and outmaneuvre it. But this is up to the pilots skill. During tests the farthest engagement i got from a AI controlled plane was ~18km. I could avoid a hit (didn't dropped any countermeasures for testing) by doing a steep dive and "hide" in valleys. The missile missed me by several hundred meters, some even crashed into the opposite hillside where i was hiding. Share this post Link to post Share on other sites
[frl]myke 14 Posted April 22, 2011 (edited) Finally we found a appropriate home to present and maintain our addons: http://glt-addons.armaholic.eu We hope this helps you to get necessary informations faster and with a better accessibility than it is possible here. Also it helps us to keep track of possible issues if they are posted directly in the correct section. But you will still get announcements here of new releases and updates, of course. So you can be sure you wont miss anything. Already up and runnin sections: To the GLT F-16 Forum Download and Mirrors for the GLT F-16 To the GLT Missilebox Forum Download and Mirrors for the GLT Missilebox To the GLT Real Air Weapons Forum Download and Mirrors for the GLT Real Air Weapons To the GLT JAS-39 Forum Download and Mirrors for the GLT JAS-39 To the GLT Su-24 Forum Download and Mirrors for the GLT Su-24 To the GLT Su-34 Desert Forum Download and Mirrors for the GLT Su-34 Desert Edited April 22, 2011 by [FRL]Myke Share this post Link to post Share on other sites
sickboy 13 Posted April 22, 2011 Congrats on the new home! ps; typo: htto://glt-addons.armaholic.eu -> http://glt-addons.armaholic.eu Share this post Link to post Share on other sites
[frl]myke 14 Posted April 22, 2011 Congrats on the new home!ps; typo: htto://glt-addons.armaholic.eu -> http://glt-addons.armaholic.eu Meh...thanks, fixed. ;) Share this post Link to post Share on other sites
Muecke 114 Posted April 22, 2011 Thanks for the infos and links. I dont want to bore you anymore with my questions for details. We had some tests running this and all things are doing pretty good. keep on the great work. :cheers: Share this post Link to post Share on other sites
evil_brownie 17 Posted May 2, 2011 (edited) Little issue that i've come across. I've been doing some compatibility tests of my mods with the MOAB and i've come across a few results: 1- I am fully capable of using it and deploying effectively IF i start it already armed in the c-130. 2- For some unknown reason to me at the time i write this, i apparently have a mod (which i annoyingly have to track down for the last few that are possibly guilty) that is keeping me from getting the load message if i start with the empty MOAB next to the plane. Also, i can't get those command lines on page 31 that you wrote to work. Would you mind explaining it a bit more thoroughly? EDIT 1: Found the 3 possible mods that are in someway interfering, ill reedit when i have full confirmation. EDIT 2: I just confirmed that the RAV Lifter mod is somehow not letting me load the bomb in the C-130J. I shall now see what i can do. I suspect that in a way RAVLifter looks up certain airlifting criteria it somehow stops the C-130 from loading it, which would make no sense since the airframe is completely capable of lifting it. Edited May 2, 2011 by Evil_Brownie Share this post Link to post Share on other sites
icebreakr 3159 Posted May 26, 2011 Myke, please check GLT missilebox config. It says it requires 1.54 of application, so OA is required. Share this post Link to post Share on other sites
xeno426 10 Posted May 26, 2011 Isn't that intended? Share this post Link to post Share on other sites
1in1class 0 Posted May 27, 2011 Myke, please check GLT missilebox config. It says it requires 1.54 of application, so OA is required. And..... why is this an problem:rock: Mod works just fine. Share this post Link to post Share on other sites
xeno426 10 Posted May 27, 2011 If he didn't require OA then you would get errors when you used the weapons, as they make use of OA's new countermeasures code. Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted May 30, 2011 (edited) Was messing around with the GBU-43/MOAB in hopes of using it in a munitions stockpile elimination mission. It's ground blast radius seems really inconsistent with reality. For instance, I tested ground detonation blast radius at 800m,1300m, and 2700m, and died every time. To repro, just place one in chern, drive off a while and target with rocket. --Edit-- Also tested at 2500m altitude. Same results. While deploying the weapon conventionally has fairly realistic results, ground detonation has an absolutely insane blast radius. And even then, it fails to kill nearly anything on the ground. For instance, I can detonate it while in light armor or unarmored vehicles literally 1-200m away and survive without damage. But at the same time, if I hit it with an .50 cal incendiary round 2000m away, I will die instantly. I can detonate it in a town full of enemy troops, and while a majority of buildings are destroyed, out of 60+ AI and a dozen vehicles maybe 4-6 will die with no vehicle loss. But detonating it while traveling 800 Km/H at an altitude of 2500 m, I'm blown out of the sky. Edited May 30, 2011 by TheCapulet Share this post Link to post Share on other sites
[frl]myke 14 Posted June 7, 2011 @TheCapulet sorry for the late reply. Will look into it what's wrong with it and fix it as soon as possible. Meanwhile, a little cosmetical update to the Missilebox: - [fixed] Gunner on the Su-34 Laser sticked out of the cockpit - [fixed] Displayname of the Su-34 Laser changed to "SU-34 (LSR)" Follow link for more info's and download link: http://www.glt-addons.armaholic.eu/news.php Share this post Link to post Share on other sites
Guest Posted June 7, 2011 Armaholic mirror updated with the new config and news frontpaged. GLT Misslebox v3.4Community Base Addons Share this post Link to post Share on other sites
Jer007 10 Posted June 8, 2011 Hi weird error simple questions I have spent all day looking for this error.. 1. I have a game server with arma2 combined operations 2. I have sixupdater and am upto date with all mods required for gltf16, missilebox, cba, and the new airweapons. 3. I want to add the f16 to a domination map on takistan or any map 4. I edited a domination map for takistan and added a couple a10's two glt f16's and then uploaded to server. when I join the server from my local pc with same mods and version on activated i get can play / edit mission requires downloadable content which was deleted then references glt_falcon_oa_config 5. FYI i can ise the glt f16 in any offline mission Share this post Link to post Share on other sites
Vulc@no 10 Posted June 10, 2011 check your mission.sqm "GLT_Missilebox_config", "glt_falcon_oa_config", must be listed in the addOns[]= and addOnsAuto[]= Share this post Link to post Share on other sites
eggbeast 3685 Posted June 17, 2011 sorry fornoob question - i havegoogled andsearched how do you use the AGM154 wit hthe bomblets - is a script enabler needed on the map? also the GBU24's don't seem to home in to the laser target (even though they lock and have the circle on square) we're putting them onto various A10 variants at the moment... Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted June 24, 2011 Myke, is it possible to get some premade configs for all of the missilebox stuff to work with the ACE EASA module? I'd absolutely love to just place a plane, place an EASA loader, and just outfit planes on the fly instead of setting individual params for each plane. (Which stems from the fact that I still haven't taken the time to figure out how to do that yet.) I opened stuff up to see what it'd take, and it looked like a ton of work with the minuscule experience I have. And thanks, even for the late reply, on the bug report. :) Share this post Link to post Share on other sites
Spartan 163 0 Posted June 24, 2011 I agree with this also. Been playing around with the Ace esa pbo to see if I can make a Glt esa. Still needs alot of testing. Share this post Link to post Share on other sites
[frl]myke 14 Posted June 24, 2011 @eggbeast the AGM-154A just requires just a working GPS/INS System. You can equip any plane with the GPS/INS System by using simple addaction command. Please refer to the included manual (last page) for the correct synthax (the example there is for a config but using the statement in a addaction should work aswell). Be aware that with the AGM-154A it is difficult to hit the desired area. First, on the GPS/INS MFD displayed, select DISP MOD(e) for this weapon (DISPenser MODe). With (+) and (-) you may raise/lower dispensing height above ground. The higher the bomblets are released, the wider they spread. Also take into consideration that the bomblets will get the initial speed of the AGM-154A so when marking the release point, take your flight path into consideration and place the marker quite a bit in front of the target area. Also the angle from firing point to the GPS point does matter. If the approach path for the AGM is pretty flat, the further the bomblets are thrown while a steep dive approach might place the bomblets right below the marked point. All in all it takes a lot of experience to use this weapon effectively. About the GBU-24: confirmed, there is a bug in the bomb. Will release a fix ASAP. @TheCapulet & PROTOTYPE 001 I'm sorry, i'm not familiar with any modules of ACE so i'm affraid there's nothing i could do. Share this post Link to post Share on other sites
eggbeast 3685 Posted June 24, 2011 that's great myke thanks mate - i think i must havelost the manual when i installed your mod! i couldn't work out what disp meant - makes total sense now. I could hit the target with a long low cruise ofthe agm154 in dir mod (which i assume is direct) - we were all loving it watching it cruise in over a hill and along the street in bolabongo city duala, but then it only made small explosion - makes total sense now... will go practice. Share this post Link to post Share on other sites
[frl]myke 14 Posted June 24, 2011 that's great myke thanks mate - i think i must havelost the manual when i installed your mod!i couldn't work out what disp meant - makes total sense now. I could hit the target with a long low cruise ofthe agm154 in dir mod (which i assume is direct) - we were all loving it watching it cruise in over a hill and along the street in bolabongo city duala, but then it only made small explosion - makes total sense now... will go practice. Hehe, on direct impact there is no activated explosive charge so any damage comes from the pure mass of the AGM-154A. It might be enough to knock out a old car but a tank probably just moans a little. :D And yes, DIR MOD stands for "DIRect impact MODe" and is used by the AGM-154A1, GBU-39 SDB and the GBU-53 aswell some of the russian missiles and bomb variants. Share this post Link to post Share on other sites