Zabuza
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Posts posted by Zabuza
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I've updated the mod to version 5.2.
The download is, as usual, available at all sources listed in the first post.
This version fixes the mentioned issue (thanks to @xxgetbuck123 ) with the RHS module. RHS, in their recent update, changed the magazine and weapons of their A-10 aircraft to realize custom loadouts.
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On 10/3/2017 at 12:09 PM, xxgetbuck123 said:G'day @Zabuza
You wouldn't happen to know anything about these errors would ya?
[...]
This error only occurs when running the Mighty Gau mod. What are your thoughts?
Cheers
It could be possible that RHS changed the class names of their weapons and ammos.
Mighty Gau (with the RHS fix) exchanges the weapon and magazines of RHS A-10. If RHS changed the magazine names I also need to adjust the names.
Thanks for the notification, I'll investigate the issue in the next days.
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I've updated the mod to version 5.1.
The download is, as usual, available at all sources listed in the first post.
I've decided to remove the slowdown-effect completely as values below 1.0 did not seem to make any difference.
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Good news guys. I found the reason.
It is indeed a vanilla feature. The vanilla Wipeout and also the Neophron has it, but the vanilla Black Wasp not. So I took a close look at the differences of the configuration and found the new parameter muzzleImpulseFactor for magazines in CfgMagazines.
The Wipeout and Neophron has it set to 1 and the Black Wasp to 0. So I changed it also to 0 and suddenly no slowdown anymore.
I'm currently experimenting with some values. Maybe we can achieve a very small, more realistic slowdown. If not I will probably remove the slowdown completely.
A value of 10 is fun:
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When closely looking at the speed it seems that it also slows down in vanilla.
It could be possible that the ArmA engine now automatically slows aircraft down based on weapon and ammunition parameters.
It may be possible that the current slowdown-implementation of ArmA results in an over-exaggerated result for the true parameters of the GAU-8 weapon and ammunition, which we added in the mod.
If that is the case, and I doubt that modder have the possibility to access the slowdown, it will be hard to 'fix' the mod without removing the core of it, a weapon with more realistic parameters.
However a compromise could be to drop some parameters like bullet speed and amount, as the core revolves around the improved damage.
I'll investigate the issue further, thanks for your input.
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On 9/24/2017 at 11:35 PM, calebfg2 said:The gun slows the plane down WAY too much when firing. it definitely shouldn't put the plane in a nose dive if you hold the gun for 3 seconds
We did not implement anything like this.
It is probably content of a different mod you are using. I've heard rumors that Firewill added something like this in his last updates, maybe that is why.
I've not experienced it in-game but note that the GAU produces force which is about equal to the thrust generated by one of the two engines.
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No problem :) Note that the additional files are also inside the core mod download. You need to open the folder where it was downloaded and move the files from additional_support to the folder addons.
As this is not that easy for most Steam users we decided to also create those single mod downloads.
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On 8.8.2017 at 10:33 AM, cry me a river said:It's not working with the a10 from RHS. Maybe they patched recently? Thought I'd give you a heads up. It works just fine for the a164.
Could you specifiy which A-10 of RHS does not work anymore, because it has multiple.
On 8.8.2017 at 10:37 AM, Rip_my_life said:Any chance of supporting USAF mod a10c? I've tried doing it myself but I suck at scripting and modding and I've never gotten results.
We already officially support the A-10 of the USAF mod. We called the addon "MG8_fullerpj" because FullerPJ is the guy that made the mod (also known as SGT Fuller). You can find the pbo inside the "additional_support" folder of the core mod or in the Steam Workshop for single download:
http://steamcommunity.com/sharedfiles/filedetails/?id=949702837
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13 hours ago, Zantza said:The CUP compatibility patch doesn't apply for their new Dynamic Loadout A-10 variant.
How recent is this? Did this possibly come after I released version 5.0 at 16th of June?
Nevertheless thanks for the heads-up, will be patched with the next update. If it is urgent for you then you may patch it by yourself, it's quite easy (see the source at GitHub).
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On 22.6.2017 at 4:38 PM, Ghostworrior said:Nice, thanks for the reference!
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7 hours ago, Ghostworrior said:I didn't touched this part at all maybe it's because it is an submunition
Yeah, I have no clue if that submunition stuff is a vanilla feature. Maybe it comes from RHS, I do not know.
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7 hours ago, sargken said:@Zabuza If I have time I can try to update the pull in ACE with the update. I'll see what I can do after the 4th.
Awesome! Would be nice if someone finally finishes this project :D And it already was so close to the finish line!
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Looks nice. Maybe it is this line:
class Gatling_30mm_HE_Plane_CAS_01_F :BulletBase;
I think you can drop the ":BulletBase", the import two lines before should be enough.
I think if you tell ArmA to extend a class than it also expects a body which is introduced by {. Thus the error message.
If it is not the problem you should try to remove some code to identify the exact source.
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8 hours ago, Ghostworrior said:Or maybe some possibility for two ammo types one CM(Combat Mix) where one PGU-13 HEI shells follows five PGU-14 API shells used against all kind of targets like APCs and such stuff would be awsome if this could get an difrent impact effect
and one HEI type for soft Targets which could stay the same like it is now and changeable throught the pylon settings or per script
+1 maybe TP munition just for fun looks a bit less fancy and is for practice only
only ideas i want to throw in so just tell if you think im thinking about rubbish
Ideas are always welcome, thank you! I am considering testing with AP/HE mixes like RHS has for the next version.
But it is likely that it will take a bit until I start improving the mod again.
Because of that I again invite you all to play with the mod by yourself. And if you found a nice setting or have cool modifications, just let me know or directly create a pull request at GitHub. It is very likely that I will accept your changes and you can get co-author.
It is all open-source:
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On 18.6.2017 at 6:33 PM, ss9 said:You guys realize there's usually a way to strafe the target without flying low and slow over it and taking fire?
That "idiot" surely is not me, I am flying the A-10 by T.O. 1A-10A-1, AFI 11-2A/OA-10, AFI 11-214 and JP 3-09.3 (btw. nice resources).
I used ArmA KI for the video and usually it is not willing to fly as one would actually fly an A-10 (I started using unit capturing for the last scenes only). Also it looks more nice to watch this way imo.
However I think especially for ArmA it is okay. It's not a flight sim and most reasons why you do things this and this way in real life can not be applied to ArmA.
Formation flying is a good example. It simply has no real advantage in ArmA whereas in real life it is important and therefore you take the increased risk of collision.
On 19.6.2017 at 5:54 AM, Capt Soto said:RHS added it in their recent update on their gun. I looked at the config and it was a much more elegant solution than I thought. Pretty easy to implement in the future if you want.
Good to know. Maybe a think for the next major version, thanks :)
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For Steam users we have now created a Workshop item for all of our modules. Now they can easily subscribe to every module they like to use instead of fiddling around with addon-folders.
Check out our Workshop site for the links:
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I think ACE has some stuff that comes close to this with their submunition system. However I have no clue how that works in detail.
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7 hours ago, veles-zv said:30mm cant destroy tanks at all even the T62 is immune from all sides but the very bottom. which is not a possible shoot to make anyway...
Unfortunately ArmA does not differentiate between 'damageAgainstTank', 'damageAgainstAPC', 'damageAgainstTruck', 'damageAgainstVehicle'. There's only one 'damage' parameter to adjust.
While the default damage matches the real damage against heavy tanks more than our mod it utterly fails at the damage against infantery or light armored vehicles.
As you will probably see the A-10 more common in most communities and missions fighting against light armored targets or infantery we optimized for this scenario.
What we exactly did was changing
'hit=180, indirectHit=4, indirectHitRange=3.5' to
'hit=300, indirectHit=100,indirectHitRange=3.5'.
So while I'm with you at the heavy tanks - it is simply not possible to achieve the correct result for both scenarios. Maybe somewhere in the future when they overhaul the damage model, then we will of course also try to model the damage against those tanks better.
If you like you can also experience with the damage values and tell us a better configuration if you found one. Would be awesome :)
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Time has come.
From now on we will continue the mod at this thread: The Mighty GAU-8 Avenger (>2017)
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Introduction
Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So we, passionate pilots, decided to see what we can do, and this mod is the result.What does it do?
The core focus of the mod is to increase the damage to achieve a more realistic result. We also completely overhauled all sounds and particle effects, just take a look at our announcement trailer.
Dependencies
There are no dependencies with other mods.
Compatibility
The mod is compatible with multiple other A-10 mods. Among them are:
- ACE
- RHS
- Peral
- STI
- EricJ
- Fullerpj
- CUP
- Firewill
License
Changelog
Spoiler5.1:
- fixed a bug introduced with a recent engine update that caused an extreme slowdown while shooting
5.0:
- removed the burst modes
- added a full-auto mode
- improved the shooting sound
- improved the impact sounds
- improved the behavior of the AI, it now favors short precise bursts
- fixed a bug where the AI would only use the gun instead of a mix of weapons
- added an optional module that increases the performance
- fixed support for the A-10s of EricJ
- added support for the A-10s of Firewill- added a custom insignia
- renamed all tags and classnames, magazine is 'MG8_1174Rnd_Gau8_30mm' and ammo is 'MG8_Gau8_30mm' now4.0:
- upgraded to ArmA version 1.70 which adds compatibility for the Jets DLC
- fixed some bugs related to the ZEUS module and the fire support module
- fixed a bug in the muzzle effect script that prevented AI from firing
- fixed a bug introduced with the Jets DLC that made locking targets other than laser targets impossible
- added support for CUP's A-10C Thunderbolt II
- added support for CUP's A-10C Thunderbolt II (AT)
3.2:
- refixed signature keys not working
3.1:
- fixed signature keys not working
3.0:
- upgraded to the new sound system introduced with EDEN, this also fixes all previous sound issues
- added support for ACE's A-10C
- added support for RHS's A-10A (AT)
- integrated the mod into ACE's HUD-Ballistics system
- updated support for RHS's A-10A
- fixed 'bin\... not an array' and 'author is not a value'
2.0:
- fixed a bug introduced with the EDEN Update causing the ammo not getting loaded
1.9:
- added lockability of laser targets
1.8:
- updated support for RHS's A-10A
1.7:
- added support for Fullerpj's A-10C Thunderbolt II
1.6:
- added support for EricJ's skins for the A-164 Wipeout
1.5:
- added support for STI's A-10A
1.4:
- added support for Peral's A-10C Thunderbolt II
- added readme.txt (features, instructions, faq, ...)
1.3:
- added support for RHS's A-10A
1.2:
- fixed bullet drop which was to high
- added support for the close air support module
1.1:
- fixed a bug causing ressources not to be found
1.0:
- initial releaseDownload
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On 13.6.2017 at 6:17 AM, boombastic said:Thanks for reply and for future improvements
I have to thank you. The feedback helps a lot!
On 13.6.2017 at 6:17 AM, boombastic said:That exactly the problem - now it does not work as vanilla AI !
just try it in my mission "A-164 GAU cannon usage problem" you will notice that with your mod AI tend to use only cannon instead of missiles.
Yes exactly. I had increased the probabilities for the AI to use the cannon but your mission nicely showcases that this adjustment was over the top. The default vanilla behavior is, as you said, already balanced so I reverted my changes and the next version will contain the balanced probablities again.
On 13.6.2017 at 6:17 AM, boombastic said:I understand, didn't know that you try to be as realistic as possible.
For my taste it looks more "cinematic" with flash effect. But as you with, it's so matter.
Indeed it has a small muzzle flash. You can see it in ArmA when standing close, the effect is not visible at range (this is a vanilla effect, I did not add this).
On 13.6.2017 at 6:17 AM, boombastic said:Another thing that i noticed - the smoke from ground hit effect disappear to fast, looks like it need to stay much longer before disappear.
(I understand that you changed it to preserve performance but still it looks little bit weird)
Yeah that is totally performance related. Some people already reported they have issues with the current effect. Increasing the durability would probably be a step in the wrong direction. However the next version will contain an optional module that decreases the particle effects to vanilla level which is far more performance friendly (but looks less dramatic).
The next version will probably be released at the end of the week so stay tuned! :)
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31 minutes ago, boombastic said:1-st
I mean it almost use only cannon and it looks especially weird while A164 attack heavy armored ground vehicles mostly with cannot, that much less effective against them, instead of using onboard guided missiles and bombs.
Vanilla A164 AI is much more balanced in this aspect. It use firstly missiles against heavy armored vehicles and cannon as additional weapon only.Yeah I've made adjustments here. I will revert them back to the default vanilla behavior.
31 minutes ago, boombastic said:2-nd
looks like it is BUG... now A164 doesn't have canon fire flash and tracers, it only have ground hit visual effects.
The A-10 does not carry any tracer rounds IRL, it is a feature that we removed them. Also it does not produce any visible muzzle flash, it just produces white smoke when shooting. So also a feature of the mod. In ArmA the smoke looks pretty black at night but I can see it with the mod. However the impacts should produce flashing light effects with the mod.
I hope this covers your question. If I misunderstood something, please correct me :)
At this point I'd also like to mention that I'm currently working on a new major release.
I have dropped the burst modes, they have simply gone out of style. Instead we will now have a full-auto mode using the HIGH RPM setting. In my opinion this is a major improvement, not only that you can switch weapons faster in ArmA now (less weapon modes to click through) but you can also better adjust your fire to the situation.
The AI was also adjusted to the full-auto mode and it will prefer short bursts.
I have also adjusted the firing sound and the impact sound. However the impact sound is a pretty tough nut (in-game my cool sounds do not sound the way the should) but I'm working on it.
Last I will also provide a more performance-friendly version of the mod alongside the regular version. This version will have the same amount of particle effects than the vanilla version has. It is intended for players that face performance issues with the current version.
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Hey guys. First of all I'd like to thank you for all your feedback. Especially the prepared mission files which showcased some bugs were very usefull!
I have two things to announce. Sadly Alexus left the ArmA scene and thus also our modding team. I'm currently trying to find a solution on updating the initial post of this thread.
Next thing is that I've fixed all of your reported issues today. The current version is 4.0 now. Please note that this version will not be compatible with older ArmA versions (< 1.7 aka Jet DLC) anymore. This does not mean that you need to purchase the Jet DLC, you only need the free platform update. Also all of our official support-pbos have been updated to the new ArmA version. If you maintain an unofficial support-pbo you might also need to update it.
Here is the changelog:
- upgraded to ArmA version 1.70 which adds compatibility for the Jets DLC
- fixed some bugs related to the ZEUS module and the fire support module
- fixed a bug in the muzzle effect script that prevented AI from firing
- fixed a bug introduced with the Jets DLC that made locking targets other than laser targets impossible
- added support for CUP's A-10C Thunderbolt II
- added support for CUP's A-10C Thunderbolt II (AT)
The original post will be edited soon. Until then, here are some direct download links:
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19 hours ago, neodyn said:Since the last Arma3 update, the ammo of the GAU-8 is empty and unable to reload. Could you please fix it. Thank you!
Give me some weeks. I'll then investigate the current state of ArmA after the first Jet DLC Patches and the state of the mod in order to find out what exactly is do fix.
I also heard some rumors that ArmA does the Mighty-Gau-8 stuff in vanilla now so it may also be possible that the mod became partly obsolete. However I have no time to test this stuff my self at the moment.
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The Mighty GAU-8 Avenger (>2017)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
The issue was definitely there. Maybe you have missed that I already fixed it and pushed an updated version. If you already have version 5.2 then you will not experience it. :)