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cry me a river

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Posts posted by cry me a river


  1. 5 hours ago, K.Hunter said:

    Very happy to see this release. Congratulations guys!

     

    I do have a question though. Actually surprised no one asked this yet, but are you guys going to also release the Security Forces assets as part of this? I was actually looking forward to using the all-new USAF mod with SF units patrolling the airbase for ambience, and ended up surprised when I didn't find them in here 🙂

    Actually it's been answered repeatedly and the answer is no. They are sticking with vanilla uniforms. Honestly, it's the lack of authentic helmets that the old version had that made me sad but the mod team has basically not been working on an update but a complete revamp of the mod. Superficially it's very similar to the old version but functionally its completely different. With that much on their hands uniforms just aren't a big enough priority to warrant the extra time. Maybe in the future they will add them back, but for now there are no plans to.

    • Like 1

  2. For me its the lack of damage done by the missiles and the reluctance of the AI that is causing me issues. AI wingmen do not engage and missiles that I launch can'tt seem to shoot anything down. The missiles work fine against vanilla planes but it seems most mods like RHS and the SU-35 mod use planes with higher hit points. The AI issue might be complicated, but perhaps the next hotfix can simply increase the damage done by the missiles? The cannon on the F-22 still works great aside from its sound effects. A single burst will put an enemy plane out of commission, just as a real life burst at 100 rpm of 20 mm SAPHEI would.


  3. Also, just a quick fix that players can use to remedy a problem with the F-22's cockpit zoom; when you right click to zoom in for say a gun run the camera zooms into the head down displays instead of at the head up display. To fix this as a stop gap before it gets patched, simply press 8 on the number pad or whatever key is binded to adjusting the camera upwards. This will cause the camera to be recentered so it is facing up at an upwards angle from where it was before, which lets you zoom in through the HUD. The difference is negligible when you zoom out so you do not need to constantly adjust the camera.

     

    One final sidenote: I do not know if this is intentional and I am not complaining about this, but the F-22 AI pilots are aggressive as hell. I made a quick scenario to test out the new version with USAF mod F-22s against RHS SU-57s with external weapons (since the currently fielded R-77 can't fit internally and the R-77M is not yet fielded) and the AI F-22 just dove in behind and shot his @$$ point blank. In a 4v4 against the SU-57s the AI F-22 with no help from me won 4-0

    20191022034114_1.jpg20191022034136_1.jpg

     


  4. 5 hours ago, Foxone said:

    First of all the AIM-120C is a Radar guided Medium (not Long) range missile. They use the aircraft radar information for initial guidance and after a certain period after launch the missile will go "Pitbull" meaning it will turn on it's own active radar to keep tracking the target (It does not require the aircraft to keep active lock on the target either, unlike the AIM-7 which is a semi-active radar missile). Additionally the AIM-120 doesn't need a launch rail unlike the AIM-9X (hence it extends a little out of the F-22, and which is why the F-35 can't carry AIM-9's internally) and can just be "dropped" after which the missile's motor will go active. It also does not need to "look" at the target with any form of sensor on the nose as it doesn't have such a thing (again unlike the AIM-9 which has a Heatseeking sensor in the nose). And the thing with the bay being constantly open when the missile/bomb type is selected is something we will look into.

    I know how they work. I only included a brief description so it didn't seem like I was nit picking at something that isn't broken. I brought it up because I think the Vanilla fighters and the RHS fighters do manage to get this detail, so it thought I was possible. This isn't game breaking, just something to maybe remedy when you guys have fixed the bigger issues with bugs and the like


  5. Loving the update so far. I do have a few criticisms though.

    The main bay doors remain constantly open when the AIM-120C are selected and if there are still missiles left in the weapons bay. The way the function in real life is to only open when the missile is being launched; note that this does not apply to the side bays for the AIM-9X. Because these missiles need to have a direct line of sight and datalink usage can be sketchy in a dogfight with friendly aircraft around, the sidewinders are left in the slipstream with the bay doors open when the missiles are selected. The AIM120Cs are designed primarily for long range use and thus they always use a datalink for initial guidance; even when the bay doors are open the missile rails are not extended and so the missiles cannot see the target anyway. The AIM-120s can still be deployed at short range, but its riskier in real life (though this is not something that is replicated in Arma 3 game mechanics). The way we can better reflect this in game with the mod is to only open the bay doors when the missile or bomb is being ejected. 

     

    The F-22's cannon sounds like a rat tat tat machine gun firing sound effect when it should be closer to a higher pitched version of the A-10s BRRRT

     

    There is currently no computer aided aim reticle for the gun. There is a special piper icon for the gun IRL that is also used by the vanilla game. The piper hovers over where the cannon shells will go given their ballistics and the plane's trajectory. In simple terms, it is a lead computer site. You simply put this sight over an enemy aircraft instead of guessing the amount of lead necessary yourself.

     

    Minor issue: The AIM-120's on the missile rack used for the service menu have "AIM-120B" written on them.

     

    I know you guys are busy finishing the rest of the mod, so please consider this only as a possible next step when you move towards polishing.


  6. This might be a silly question. How do you get a unit in the editor to spawn with a certain magazine loaded? I prefer the PMAGs for their appearance, but when I load up every vest, shirt, and backpack with PMAGs and then select the M4A1, the M4A1 has a STANAG mag loaded, removes one of the PMAGs from the vest, and adds a spare STANAG mag. Is there a way around this so I do not have to manually reload at the start of the mission to use the PMAGs?


  7. Is there any script to get an AA turret or vehicle to shoot their autocannon at a missile that is manually spawned? I've been using this script to spawn missiles: https://forums.bohemia.net/forums/topic/200065-release-guided-missile-script/

    I don't need the AA to be able to hit or shoot down the missile, just fire at its general direction continuously while tracking the missile as it flies overhead. 


  8. Is there any way to create a static air to air missile such as the vanilla game's  ASRAAM or AMRAAM and just have them sit there as static objects? I know they aren't in the object's list in the editor but I have found their classnames in the config viewer; any way to write a script that creates the static object? For aesthetics, I'd like to have a few AMRAAS sit by an aircraft parked on the tarmac, as if the aircraft were being serviced and re-armed. 


  9. actually I got it on my own!

     

    Quote

    this addEventHandler ["Hit",{
        params ["_this select 0", "_source", "_damage", "_instigator"];

        _hits = _this select 0 getVariable ["TAG_fnc_hits",0];
        _hits = _hits + 1;
        _this select 0 setVariable ["TAG_fnc_hits",_hits];
        hint format ["%1 has been hit %2 times",player,_hits];
        if (_hits > 1) then {_this select 0 setCaptive true; _this select 0 action ["Surrender", _this select 0];};
        }];
    this addEventHandler ["HandleDamage",{0}];

     


  10. On ‎2‎/‎1‎/‎2019 at 1:57 AM, Grumpy Old Man said:

    This was a bit of a headscratcher for me back in the days, since the hit eventhandler ceases to work when a unit is set to allowDamage false.

    Might as well rename that command to allowGettingHit..

     

    This will do the trick, allowDamage is not needed, the damage upon each hit (even when a bullet hits multiple selections) will be 0 while still allowing the hit eventhandler to work:

    
    test addEventHandler ["Hit",{
    	params ["_unit", "_source", "_damage", "_instigator"];
    
    	_hits = _unit getVariable ["TAG_fnc_hits",0];
    	_hits = _hits + 1;
    	_unit setVariable ["TAG_fnc_hits",_hits];
    	hint format ["%1 has been hit %2 times",name _unit,_hits];
    
    	}];
    test addEventHandler ["HandleDamage",{0}];

    Cheers

    this works! Im having trouble with the next step which is to cause the unit to be set as captive and undergo the surrender animation when _hits is 2 or greater. Any ideas?


  11. I am creating a training scenario where the two opposing sides can shoot and hit each other. When an infantry unit is hit twice I want them to go into the surrender animation (place holder for now) and have themselves set to captive so they are not further engaged. However, I do not want anyone to actually die. I've tried using the event handler "hit" but this does not work on anything with set damage false. Is there anyway to count the number of times a unit is hit while also keeping that unit from taking damage?


  12. On ‎2018‎-‎09‎-‎28 at 7:35 AM, Lala14 said:

    yes u sync it and it will add the addaction to the jtac to call in the plane

    I'm sorry I'm a little slow, sync what to what exactly? Right now I have the plane synced to the "CAS Bombing Run" module which is synced to a "Support Requester" module which is synced to the JTAC. It's how it normally works but when I press "0," then "8" to pull up support options the AC130 appears greyed out. 


  13. On ‎2018‎-‎09‎-‎16 at 7:12 PM, Lala14 said:

    iirc there are modules that need to be placed and sync'd (I believe 1 with the person who is calling it)

    do you have any ideas which ones? I played around with the support modules but none of them work. It almost seems that he uses a script to add an action to the scroll wheel menu. 

     

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