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Komachi

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About Komachi

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  1. You can use BIS_fnc_returnParents function or inheritsFrom script command.
  2. Use parent class of the ejection seat, Ejection_Seat_Base_F
  3. Komachi

    Jets DLC Official Feedback

    Tailhook broken, but that is mentioned in today's changelog. The crew animations however: http://onozuka.info/v/thething.webm HORRIFYING
  4. Komachi

    Jets DLC Official Feedback

    Last time I've checked, you can lock them on by looking at your target and pressing T (Same way you do with PCML for example)
  5. Made a quick addon to showcase SEAD capabilities of new sensors: Currently it adds a Black Wasp with Ground Anti-Radiation Sensor (Front facing, 35* down, 8km range, horizontal sweep 120* vertical 90*) and a missile with same specs designed to specifically engage Radiation Targets (currently only has an AR sensor so if target turns off their radar the missile will most likely stray offcourse, as it doesn't have a backup sensor) classnames: CfgMagazines: xeno_PylonMissile_Missile_ARM_01_x1 //Maimer I x1; CfgVehicles: B_Plane_Fighter_01_SEAD_F //F/A-181 Black Wasp II (SEAD) Missile is equippable through pylon settings (or by using setPylonLoadout) You can still use missile on other compatible jets (Wipeout, Gryphon), or force it on incompatible pylons, but you would have trouble locking on targets (however it is still possible by aligning your bore or TGP with your target and pressing T)
  6. cmImmunity* is the value governing countermeasure immunity of a missile, e.g. how easy it is to spoof it's guidance system with matching countermeasure. What however seems to be the case is the missiles in the game have awfully bad maneuvrability, since missiles in real life can perform very high G maneouvers easily. *To change it you would need to make an addon editing those missiles and changing their cmImmunity value
  7. Komachi

    BIS Aircraft Carrier

    It's a Kuznetsov class aircraft carrier, last aircraft carrier of Soviet Union.
  8. Can confirm that turretPath param doesn't work //UCAV Sentinel _target = (getConnectedUAV player); _mag = "PylonMissile_Missile_AGM_02_x2"; _path = [0]; { _target setPylonLoadOut[_x, _mag,true,_path]; } foreach (("true" configClasses (configFile >> "CfgVehicles" >> typeOf (_target) >> "Components" >> "TransportPylonSComponent" >> "pylons") ) apply {ConfigName _x})
  9. Scalpel is closest to a Hellfire, which is mounted on Little Birds IRL, so at least they should stay available for small helicopters.
  10. In terms of units displayed on map\minimap, can you make it so that friendly units instead of showing their generic name on hover (i.e. "Rifleman", "Grenadier", etc) would show their names instead? For minimap, it would be nice to have grouped units displayed on it, as well as maybe location of tactical ping. Oh, how about having custom waypoint direction displayed on borders of minimap until it comes into view?
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