

Ex3B
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268 ExcellentAbout Ex3B
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Biography
American from California. Did graduate studies in Switzerland, got a PhD in cell biology, married to a Swiss woman, currently live in Geneva. Hobbies include or included archery, firearms (but I'm not a right-wing Republican!!!), and hanggliding.
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You mean EF, I guess RF is for the 2nd 2035 cdlc 10m seems excessive Seems to be based on this: https://en.m.wikipedia.org/wiki/AHEAD_ammunition Which actually has a tiny explosive charge, and instead makes the round detonate before reaching the target to achieve a shotgun blast like effect - I don't think aiming 9m to the left or right of a hovering drones should yield a kill. Ah well, I guess I will try to make a mod for that next week
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That's for missiles, does the function look at that? Can't go on arma for another week
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Where can I do that? Is there documentation like for the BIS functions: https://community.bistudio.com/wiki/Category:Arma_3:_Functions Currently still on holiday w/family and don't have access to arma 3 Nearby as a fixed range? Or as a function of the radar it's reporting to? Ie will drone detection range be the same if applied to the radar nyx with it's 8km radar? So then blast damage and blast range is determined in the ammo config, and not fixed by the script? There's no way to vary the proximity that it detonates? If I made a 105mm flak gun with a huge HE blast, it would still need to get just as close to trigger the detonation?
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I am asking for details about how the functions work, ie what they do internally, not the names of the functions
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Ah, how does that work? IRL, many of these stealth platforms have an RCS smaller than these drones, coupled with the dramatically smaller radar and AA missile ranges in game, I think the balance is out of whack. I would love to add this feature to other platforms (the Cheetah/Tigris/ Nyx in particular) Although it may just be simpler to increase drone RCS (so far, instead I have been relying on modding in some IR sensors to the Cheetah/Tigris/Nyx) Yes, but how does the script function? It seems that the ammo has an event handler that calls a function added by EF. I would like to have this airburst function for some other weapons: in particular, again, the 35mm shells of the Tigris and Cheetah - to have them serve as a heavier alternative to the Hunter LAAD (requiring transport by landing craft rather than helicopter) If the script has a fixed damage that it applies, then presumably a 35mm round calling the script will do no better or worse than the EF ammo - but if the script does something like check the indirect hit range and damage of the ammo calling it, then the script would be very versatile when applied to various other ammo types. I'd really like to see this script applied to red and blufor units, allowing both to create areas at least a few km wide that are relatively safe from small drones. Imo, A3 needs to improve it's small drones mechanics. Ukraine showed us how important they are. The WS CDLC added small combat drones. RF added even smaller ones, and no new defense against them Jamming doesn't seem like it would work well in game, so these airburst systems seem like a very needed addition
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Can you clarify how the LAAD radar works? The small drones have an RCS modifier of 0.1, so normally to detect a drone at 2km by radar, you need a radar range of 20km. Did you just give it a 20km range, and cap the display to 2km, or...? I notice it also has an IR sensor, and the small drones have no IR stealth. As for the airburst shells, how does this work? Is damage determined and applied via script, or does the script just detonate the rounds? If the latter, can I call the function for other ammo types to get larger or smaller blast radii? At the moment the lethal range of these 30mm shells seems to be a bit too high
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"F-35F" a F-35B derived standalone port
Ex3B replied to Ex3B's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It should already have that Here's an updated version: https://steamcommunity.com/sharedfiles/filedetails/?id=2754316499 With a new model that is (mostly) not an arma 2 port -
To quote Wikipedia: "The EFV's need for high water speed has resulted in an engine that is 1,200 hp (890 kW) more powerful than the M1 Abrams, even though the EFV weighs far less."
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https://en.m.wikipedia.org/wiki/Expeditionary_Fighting_Vehicle Is it? Fast water speed was the whole point of adding it- otherwise just use a marshal or the set texture command to give a Gorgon a NATO skin
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Oh? Which one? Do you have an example of how to use it? I would love to add similar capabilities to so e other weapons
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How do the airburst rounds work? A script? Does the arma engine natively support proximity detonation? I see so enstate for missile proximity detonation on the wiki, but I don't see anything in the config files about this
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I love the concept of this cDLC, and have been waiting for this: I have been making a similar themed mod, but not to the same quality (although some of the assets I use are modified versions of others, and aren't bad at all) I'm not sure the AH-99 variant is much of an improvement of DEGA's version or my further iteration of it. The LCAC is much better than my version of Burnes' which still has has incomplete textures. The new ship is great. I suppose the LHD mods are already good enough. https://steamcommunity.com/workshop/filedetails/?id=1737598604 These assets, alongside an LHD and F-35 mod, are great. The new Amphibious assault vehicle is nice, but a bit redundant with the Marshall and Gorgons... and I wish it had vehicle interiors. I also love the new combat boats I just wish there were CSAT assets.
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For the LHD I did, I actually made a separate unit that is basically just a ViV space, with a script that will attach and orient it to the nearest LHD when placed, so that the ViV hangar is optional. It would also allow for separate ViV hangars... but either way, attachto gets used at some point. I wasn't overly concerned about animation states and such, just functionality and "good enough" aesthetics for something that is out of sight for most of the mission. A moving drivable ship like that, perhaps another story
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Would this be a ViV hangar? Or a more "physical" hangar? That's a whole lot more complex than I did for a ViV hangar for the LHD, in which the helis just have their blades unfolded and clipping into their neighbors. It's not a problem for ViV, but relying on arms physics would be a problem Immersion breaking? Yes, but one doesn't really spend much time below deck
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My Brother-in-law's wife's father recently died from complications following an infection shortly after his chemo had finished for Hodgkin's lymphoma - many of us thought he decided to travel too soon after his chemo finished this stuff is serious, I wish you the best, and do all that you can to increase your odds. I'm interested in taking a look at any asset that would be useful for amphibious/airborne/offshore assaults (be it a transport ship, a carrier, an amphibious vehicle, a vehicle that can be airlifted, an aircraft capable of airlift, etc)