Jump to content

Ex3B

Member
  • Content Count

    582
  • Joined

  • Last visited

  • Medals

Everything posted by Ex3B

  1. Ex3B

    Lets talk about the F-35

    I used the search function, didn't find anything, so, lets stir up this can of worms. Personally, I find it to be a very cool aircraft. I believe it to be very capable, and a great piece of engineering. Its unit cost (thanks to mass production) is not even that much higher than 4th gen aircraft (program cost on the other hand....). The F-35B in particular is an amazing piece of machinery... but I could say the same things about the space shuttle, and indeed there are many parallels: too expensive, particularly program cost vs marginal launch cost, the entire program was very political, and a great piece of engineering to accomlish something that... really shouldn't have been tried to have been accomplished.... Joint Navy-Air force fighters have been done before (not just in the US). The RAF operated the spitfire, and RN the seafire. The RAF operated the harrier, and the RN the seaharrier. The USN operated the F4 phantom, and the USAF also operated the F4. The USN operates F-18s, while other nation's air forces operate F-18s. A fighter that performs well from airfields or CATOBAR carriers is not too technically challenging, and has been done before with much success (The F-111 notwithstanding). But a STOVL fighter is a very specialized thing, and the F-35 has made a lot of sacrifices to achieve STOVL capabilities. The fusalage on all variants is wider than it needs to be, because just one version fits a lift fan. The F-35 A and B's wingspan was dictated by the elevator width on assault ships... the navy version simply needed a bigger wing that folded (should the USAF version have used the C's wing instead of the B's?). Overall dimensions and weight was limited by the need for the STOVL version to have the VL capability (granted, that does also ensure a good TWR for A2A capabilities of the F-35). That's a lot of compromise for what is by far the least common variant of the F-35. In retrospect, wouldn't it have made sense to separate the STOCL fighter to another program? There was a proposed F-22N /naval version... wouldn't it have been easier to make something like (but not actually) an updated F-22 with carrier capabilities than what we got with the F-35? The USAF is getting less than what it could have, and not such a big leap over the F-22 (once the F-22 gained ground attack capabilities). The USN is getting a but less than what it could have, bit it is a big leap over the F-18. The USMC is gettingthe best aircreaft it could, and is an absolutley massive leap over the harrier. Yet in terms of numbers built, it goes A>C>B, so the aircraft model that is most compromised is the most manufactured. Am I right/wrong/ missing some point entirely? Will foreign purchases of the B model make it more abundant than the C model? Allied navies (the royal Navy in particular) absolutely need the B model, as harriers retire with no other replacement... (only the French operate a decent naval aircraft, and could use the C model). Is that alone enough to justify it? despite foreign sales of the A model too?
  2. So I recently ported and modified Arma 2's M119 Howitzer, for use as a sling-loadable static AT gun, using the 105mm cannon weapon already present in A3's game files (left over from the old version of the Slammer UP). The problem is that it slides a lot when firing. I moved the rearmost landcontact point back, and increased the model mass from about 750 kg to 3950 kg, and it then moved only a little when firing 105mm HEAT shells. Then I loaded 105mm APFSDS rounds into it, and it was sliding all over the place when firing. I don't want to increase the mass any more than I already have, because I want it to be air-liftable by Ghost hawks and Mohawks. I'd even like to make it lighter so that Hellcats and Orcas can lift it. Is there anything else I can change to make it move less ? Will I have to make a custom weapon for it with less recoil?
  3. 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?
  4. 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).
  5. 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
  6. Thanks for the response, I am aware of the limitations, I still want to know if they are available or not
  7. 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
  8. I've got a simple vanilla gamplay question: If there is an enemy artillery unit (sochor, Sandstorm, mk45 hammer) firing on a group of players, what is the best vanilla way to locate the firing unit? On a map like altis or Weferlingen, an artillery unit firing on you could be virtually anywhere on the map, that is a lot of area to try to identify it visually. Will it show up at 100% detection range on an IR sensor if the engine is off, just due to heat from firing? If so at least a CAS jet like the Wipeout/Neophron with an IR sensor range of 4km against ground target could detect it? Otherwise, would the Shikra and Blakc wasp be best suited to the task, trying to locate the artillery while using active radar? Is there anyway to determine at least the direction that should be searched?
  9. So I am trying to improve a port I did of a Vodnik from Arma 2, and the main 30mm gun works fine, and has the smoke and light effect at the end of the barel, as it should be: However, the coax machinegun effects appear in the wrong place. The muzzle flash is right, the tracers show the rounds are coming out at the right place, but the smoke and the light effects are wrong: I have a similar problem with a further modified version of the Vodnik in which I have scaled down the 30mm barrel, and duplicated and rotated it to look like a gatling gun (and I have changed the animation so the barrels rotate when firing), I made a new weapon class for it based on an HMG (but now with a much higher ROF and muzzle , and lead prediction so its an effective light AA gun). What do I need to do to define where these effects appear for each weapon?
  10. 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
  11. 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
  12. Ex3B

    Arma 3 Creator DLC: Western Sahara

    Insert plug for hexacopter drones with shorter ranged weapons: lim-85, Adr-97, etc
  13. https://steamcommunity.com/sharedfiles/filedetails/?id=2747026822 Hello all, I've been slowly turning an F-35C model into a pseudo- F-35B model. This comes from Ollie's original MakeArmaNotWar entry of the FC-37 thunder (APL-SA), through @AveryTheKitty's Aegis mod. (still need to change some things, particularly the nose wheel). I'm dubbing it the A-35. Its got 2 variants: The A-35C (carrier version, minimally modified), and the AV-35B (VTOL version, uses Arma 2 assets as well). Each has 3 sub variants (Stealth/Semi-Stealth/Non-stealth) Unlike other planes, each variant has a different flight envelope, so the stealth variant flies slighty better than the semi-stealth, which is itself slightly better than the non-stealth - to reflect extra drag and loading. I also modified @deltagamer's Ah-99e mohawk (APL-SA). It is now the AH-99 (EFAMS). Instead of using 2 pylons with only the choice of 4 or 5 scalpels each (one where the original missile would go, plus 3 or 4 on the stub wing), I now have 2 variants: One which uses one pylon to add 8x Scalpel/ASRAAM on 2 stub wings, and the other pylon is used to add 2x Scalpel/ASRAAM. Similarly, the other variant has a 6/4 pylon distribution. I think this gives more flexibility in loadout. V-22 (Arma 2 port) - Comes in a vehicle transport variant (can transport a nyx or prowler), a troop transport variant, and an AWACS variant. Now optionally armed via the pylon system with miniguns and 2 missile pylons - One of the pylons is slaved to the Pilot camera, so you can control a minigun turret with the pilot camera LHD (From J0nes' improvement of the Arma2 version) I may do just a standalone A-35 and a standalone AH-99 EFAMS Pics: I think the added internals are all too covered in shadow, I need to work on that
  14. 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
  15. 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...
  16. #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)
  17. 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 😛
  18. 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.
  19. 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
  20. 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.
  21. Just realized that the last minute untested change I made broke the animations, uploaded a fix
  22. I would like to use the USS liberty as a CSAT ship... I can change the flag to a CSAT one, have no ship name (or MICDONALS for laughs), use CSAT helos.... I can put CSAT soldiers in empty spartans/centurions/praetorians.... but if I want fire support from the ship cannon and cruise missiles, how would I script that so that I can use my drone terminal to give me fire support?
  23. Ex3B

    Arma 3 Creator DLC: Western Sahara

    I'm more enthusiastic about using the up armored off-roads with syndicate... That and further making a pseudo "Tanoan Defense Forces" faction based on Syndicate, with the zsu-23s for some air defense and fire support
  24. So I have a PIP in an aircraft cockpit, with the camera aligned with the pilots targeting camera. Right now it's always in thermal imaging with white = hot. Is there any way to have it change view modes ( night vision, black = hot, normal DTV) based on the virwmodes of the pilot camera? Bonus if the camera fov can also change accordingly. Can anyone provide a sample with something like this working?
  25. Ok, that's one piece of the puzzle, how to change the PiP effect. The second piece is to link these PiP effect changes with the player induces camera view-mode changes. If I go into the targeting camera, and switch to NV mode, I want the PiP to display in NV mode when I exit, for example.
×