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Ex3B

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About Ex3B

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    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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  1. So I'm trying to spruce up a single player mission series I've made (using assets of my own mod - modified A2 ports and modifications of other open source mods) by adding some speech (using online text2speech generators) instead of just text over the radio. I'm starting with the first missions which open with "F-35Bs", and its really useful just to know when the AI wingman fires a missile, as what type. So to that end, I've added event handlers so that the player and the AI wingman will use NATO brevity codes when firing vehicle weapons: The event handler seems to work correctly, and the side chat messages show correctly... but in the middle of combat, I don't want to be reading sidechat to know if my wingman has already fired an ARM at the radar or not. I would like to hear it (and also for ambiance/immersion, if I get this working, I will add a lot more speech to the missions). The sounds being referenced are in an addon I made "EX3B_sounds", which is packed loaded with the same mod that adds the F-35B( named the "AV-35B Phantom" in the mod, but whatever) EX3B_sounds.pbo contains the .ogg files for the NATO brevity codes, and a config.cpp file as follows: I get no error messages (I used to get error messages that the sound file was not found, but I was able to fix that), I just don't hear anything. What am I doing wrong?
  2. Ex3B

    Pook BOATS pack

    Can you share source files for the LCAC? I know it comes from Burnes Armories LCAC, and I used to have the original files, but I have messed mine up and need to start over. Also, I see your Ulyanovsk carrier comes from here: https://github.com/Nobatgeldi/Aircraft-carrier So both of these should be open source/ shate-alike, no? I'd like to try and improvements of both of these (in particular the textures).
  3. Well, as for 1), if you can control a turret and the vehicle at the same time, this isn't an issue. This can be done in the Arma3 engine, but I haven't seen anyone else implement. What I did as a proof of concept for my MV-22 port+modification, is to slave a minigun to the pilot camera. I haven't gotten zeroing/an FCS to work, but the impact point marker displays correctly. So I can put an MV-22 in a hover/ gentle circle around the target, switch to pilot camera, and start hosing down targets with a 6.5mm minigun. Similarly, just adding a laser designator (for the pilot, not gunner) to a pilot's targeting camera essentially allows for manual control by the pilot of the turret on an attack helo. Turn on laser designator, target the laser spot, switch to manual fire, switch to cannon> point the targeting camera at targets, which puts the laser on the target, and keeps the cannon aimed where the targeting camera is aimed. This allows you to maintain full control over the helo/aircraft, and to control the gun. It is a lot of multitasking, and is better suited for a heli flight model with auto-hover assist
  4. Thanks for the response, I am aware of the limitations, I still want to know if they are available or not
  5. I was wondering if there are any OFP/ Arma CWC sample models available, like there are for Armed Assault and Arma 3. https://www.bohemia.net/community/licenses/licensed-data-packages This doesn't seem to have them. I had hoped ALDP_CWC_PBOs_DPL_APL.zip Would have unbinarized pbos or something that I could edit... Seems not to be the case. Yes I know that OFP models would look *really* bad in Arma 3, but I am still interested in obtaining them none the less
  6. Ex3B

    Arma 3 Creator DLC: Western Sahara

    Oh yeah, aesthetics are much better, as is gameplay by not having the same turret profile as a gorgon It's just that the role is redundant Oh yeah... Although I can get by without the namer/ panther by giving the mora a NATO skin. An upgunned marid should also be configured with slingload points, so that those with the desire can use the setMass command to allow them to be slingloaded for a specific scenario
  7. Ex3B

    Arma 3 Creator DLC: Western Sahara

    And my hopes were not in vain, awesome Also looks like we got new armored vehicle variants, but while they are good, I am slightly disappointed. The BTR-T fills the same role as the BTR-K, but it looks better and doesn't reuse the gorgon turret The new Marids fill the same role as the old ones, just a different turret look (but still an HMG). An upgunned marid would have been nice and performed a new role
  8. Ex3B

    Arma 3 Creator DLC: Western Sahara

    Insert plug for hexacopter drones with shorter ranged weapons: lim-85, Adr-97, etc
  9. Yes, you need to edit the config. Ethically, this A-35 is derived from an open source share-alike licence, so if I understand right, I am not allowed to stop others from editing as they want Nah, that's fine, the y axis goes from 90 up (straight up) to 90 down (straight down), as it goes from straight up to straight down across 360 degrees of the x axis, that does give full spherical coverage
  10. I will have to check that out, it shouldn't be able to do that. 1) that is the display radius, not the radar range. The shikra also has a 16km display mode, even though it's radar is only 13km (I think it's passive anti-radar sensor works out to 16km) 2) I know it's short for reality, but that's the way the vanilla units are. I balanced it to fit in with vanilla units. I would consider making a version with all sensor and missile ranges doubled... I did that for the f-35f *Edit* well, at least doubling the range of anti-air radars+radar guided AA and ARM missiles, but then I would have to make versions of everything relevant: shikras, gryphons, buzzards, SAMS, nyx, perhaps the Tigris/cheetah (although they lack radar guided missiles, it's relevant if they are data linked to sams), etc .. Yea, I don't know how to add that...
  11. #1) I am pretty sure that the radar range is 15km, like the F-181 #2) to my knowledge, weight of stuff on the pylons doesn't matter to Arma, it would be cool if I was wrong. That said, each variant does have a different flight model, the stealth variant has a better TWR at zero speed than the non-stealth and semi stealth (and a lower drag coefficient). It's meant so that the non stealth variant is not VTOL (just STOVL) but you still have full vectoring control Well, I could make the VTOL control more sluggish 😛 That comes from @AveryTheKitty's Aegis mod's development of Ollie's mod, I can't take much credit here (I did get the mfd displaying stores to sort of work) As those aren't vanilla features, I don't know how to add them. Regarding DAS though, it sort of does have it in the form of 360 degree IR sensor coverage (much better range than found on the f-181)
  12. Thanks Sorry, it was set to private, I changed it to public now I'm curious as to what mod the old F-35 vtol mission is from? Firewill? Cup? My old "f35f"? Double front wheel is gone in the standalone, one of the tweaks 😛
  13. The base mod hasn't been updated with small tweaks to the AV-35B. The base mod also includes the LHD (already available as a standalone, although I should update it with a tweak to the optional ViV piece), and the V-22 variants, which I haven't put up as a standalone yet.
  14. Ok, standalone "A-35": https://steamcommunity.com/sharedfiles/filedetails/?id=2754316499 Incorporates some minor tweaks/improvements. Standalone AH-99: https://steamcommunity.com/sharedfiles/filedetails/?id=2754318278
  15. Yea, my most popular upload is the standalone LHD. I know that I don't like to load certain mods (cough CUP cough) because there's just too much that I am not interested in. To be fair, the AH-99E mohawk mod already did that. It uses 2 pylon slots to add the stub wings (EFAMS) via pylon rail proxies. Despite using 2 pylon slots for this, one only gets to choose between 8-10 scalpels for thise 2 pylon slots (the other 4 pylons function as normal). My change is that you can now select mixtures of scalpels and ASRAAMs, in addition to a new short range arm missile inspired by the real anti-radar sidewinder variant. You can now have 8 scalpels, 2 ASRAAMs, and 4x DAR/DAGR pods (48 rockets), for a loadout a little better than A2's AH-1z. My other issue is that the sensors to stealth ratio of the Blackfoot is inferior to the kajman. They both use only LG or infrared guided weapons, but the kajman's IR ground sensors have 50% more range. A 30% radar sug reduction and no IR reduction for the Blackfoot doesn't offset this. So I buffed the visual and IR sensors of the Blackfoot to be equal to the kajman's. At the same time, the stealth variant got some buffs to IR and radar sign. I mean... it's a mod, all mods (except cdlc if you count those) are free. That title seems less descriptive. Plus I want to make another small pack with some CSAT assets.
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