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Ex3B

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Everything posted by Ex3B

  1. Updated I realized I had my axis for the pilot controls in the wrong LOD, and that was the problem... While I was at it, I changed the lift fan intake to open like the F-35B does (and not like the X-35).
  2. Ok, so putting out another update... I had the pilot stick animated, but it was really funky... so its not animated for now. The outer pylon animations are fixed so that the rockets shoot straight. The 2x AMRAAM and 2x ALARM pylon models are in place... I didn't realize zephyrs were significantly bigger than AMRAAMs, so those clip a little. I also tested the ALARMs. A Tigris survived 2x ALARM hits in 2 out of 2 tests. A 3rd ALARM hit destroyed it. That should give the Tigris a warning, and allow it to switch off radar, pop smokes, move, etc. It takes half the capacity of the F-35 to down 1 Tigris using ALARMs... so I think its balanced out (Nyx and static radars were still 1 shot kills). Now I need to figure out how to stop the error messages from popping up (just click OK, then they go away), and then darken textures
  3. Ex3B

    AAF Virtual Navy Mod

    So you mentioned that with PhysX it works well with (among others) Helos... does it work well with VTOL aircraft too? I've recently been making a standalone port of the Arma 2 F-35 (I'm surprised that one doesn't already exist that is up to date with the Jets DLC& Dynamic loadouts... its just the F-38 in the Aegis mod pack, or the F-35 from CUP that is only STOVL and can't take off vertically [which is highly desirable for gameplay reasons: so one can hover taxi and reposition it on a crowded ship deck with no towing mod... particularly the lower decks of the Atlas LHD]. It could be cool to use in combination with this ship. Likewise, the Xian could go well with this ship (I recently made a combat variant of it with better handling, sensors, and more pylon options). And for the AAF... if this works with VTOL planes, then I may have to locate/make a standalone harrier for the AAF
  4. I am trying to make an upgunned and airmobile variant of the Marid, so that CSAT is not so horribly outmatched against NATO when it comes to ground vehicle combat on islands, Basically, I want to 1) define slingload points for the Marid and use a script to lower its mass so that a Taru can transport it 2) Modify its HMG to fire 12.7x108mm APDS rounds This is the config I've got so far: I can sling load it (I forget if the script worked or not, but I could also use setMass in the init field in the eden editor, and lower its mass to 13499, and the Taru could then left it. However, it spawns with no gunner, I can't enter the gunner seat, but I can place myself in the gunner seat in the editor. In this case the view is all screwed up, and unusable. Furthermore the turret doesn't animate, but also always has a muzzle flash... what am I doing wrong?
  5. I've updated the mod... I was trying to do some more complexstuff with the weapon bay animations, but something "funny" was going on; so (for now) all weapon bay doors open when weapons are fired, regardless of which bay the weapon is stored. I made the outer pylons swing out with the doors, but they actually don't shoot straight that way (the bays don't swing perfectly in line). Therefore I will be updating this again with the outer weapon pylons not rotating with the weapon bay door, but instead using a translate animation to just drop them down as the bay opens without changing their orientation (the difference shouldn't be very noticeable). I've started to configure hitpoints to allow subsystems to be damaged... but it still WIP. So its pretty playable/usable right now... for now I'm also including a full combat variant of the Xian... to separate later (and include into a small pack along with the F-35 and an airmobile Marid firing 12.7x108mm APDS rounds). So to do: * model for 2x internal pylons (for ALARM and AMRAAM) * darken +sharpen textures * finish hitpoints configuration * finish animation tweaks * stop error messages from spawning (like "could not find _____.rvmat" or "could not find _____.paa", etc) I consider it usable now, but I'm open to comments and critiques
  6. There are youtube videos covering this. In short, shot placement matters a lot. There's also local vs global hitpoints. Shots deplete both (at different rates). Global HP can be depleted when no particular component (be it a person: arms legs, chest, head; or a vehicle: tracks, turret, gun, engine, etc) is fully damaged. For vehicles, Armor thickness is not uniform. Even if armor is penetrated, not all internal areas are equally important. The game defines certain areas which are more vulnerable (fuel tanks, ammmunition magazines, etc). Generally speaking, don't expose your sides (hull or turret) to the enemy, don't expose the roof of your vehicle. As for personal armor. The armor doesn't cover everything. In particular you may wear a carrier rig special and have good protection to your upper chest, but your lower torso is generally still a 1 shot kill (in which case a grenadier's rig, or the GA carrier rig (not light) of the AAF helps cover the lower torso). Again, shots to the side are a big threat. Most of the plate armor protects front and back, but not sides. I also find it hard to tell sometimes when I've taken a hit to armor (which stopped it and didn't put me below the threshold where a FAK can be used), or simply had a round land nearby (which can still cause noise and a shake). Sometimes I think I've actually been hit before what kills me. Also note that using a FAK doesn't fully heal you (you need a medic or an ambulance/hospital for that). So you may be damaged even if you used an FAK. Shots to legs and arms can also be fatal (particularly with higher calibers... its kind of dumb... sure they could hit an artery and you could bleed to death.. .but it shouldnt be an insta-kill)... so CSAT armored uniforms are the only protection here (thus I think the armor situation isn't very balanced). I know on KOTH, players often aim below the center of mass, for the legs and lower torso, because those are unarmored for NATO and AAF (well the legs always, the lower torso often) Ignore your first shot... it hit the tracks, that won't hit any of the vital components... (but mobility kill, nice, also the AI crew should have bailed, rendering it out of action, no?) Second, HEAT rounds aren't so great against tanks, they are generally inferior to APFSDS rounds... so at most you hit it with 2 shots of the full penetrating power of your 125mm cannon... where did those shots land? HEAT is better as a multipurpose round, some splash for infantry, effective against IFVs/APCs, somewhat effective against tanks (depending on where you hit them, you should at least be able to disable the enemy tank even if its not outright destroyed). Was it a slammer UP? did it have slat armor? reactive armor? IIRC those can stop the "penetrator" projectile from being spawned from a HEAT shell... so if you spread your HEAT rounds around the target, you'll waste them (while hits to an area where the ERA has already been destroyed will be more effective) Did you repair with the repair kit, or at a repair truck? the repair kit doesn't give you a full repair (but it will get components working again). Is it possible that the Rhino hit you with a missile instead of a cannon shell? Did you take any fire before that even if it didn't show damage in your display? What direction was the fire coming from? Overall, I think the Tanks update made it harder to destroy tanks. Before that there were fairly easy to hit "shot traps" (at least on the T-100 and the Kuma), where I could reliably 1 shot Kumas and T-100s by landing a shot right at the turret ring... even from the front... I haven't fully worked out where I should try to land my shots now. Even so... its really hard to find a place to hit a Rhino with a 120mm or 125mm APFSDS/HEAT round that won't kill it in 1 shot, so as an Angara, at worst, you're evenly matched (I wouldn't go the other direction... stupid tank destroyer mission)
  7. Ex3B

    AAF Virtual Navy Mod

    Looks nice, it reminds me of the Fast Sea frame mod from years ago. Will this be properly destroyable (I see to recall the fast sea frame was never properly configured, and was basically indestructible)? As to which side it should belong to... all 3 sides could use an asset like this. NATO could use it, as NATO is more than just the US. Many of the smaller NATO members operate smaller ships somewhat similar to these. The builder is Autralian after all, a US ally, so a NATO side would be appropriate. Its also similar in size to the US navy Littoral combat ships (although the static USS liberty seems to be based on those, even if its called a destroyer). On the other hand, Oman is on friendly terms with Iran (not that it is on hostile terms with NATO. It could conceivably become a CSAT member in the Armaverse. As I've posted before, CSAT has pretty bad airborne and amphibious assault options. They only ground combat vehicles that they can airlift are LSVs and MRAPs... ie either thin armor and an HMG or GMG, or no armor and a minigun or AT launcher. Compare this to the AAF's Nyx tankettes mounting AT launchers, autocannons, AA missiles, with more armor (although still light)... or compare it to the NATO options with the Blackfish and the Huron... in addition to the MRAPs and LSVs, they transport AMV 7 marhsalls (medium armor, 40mm autocannon) and Rhinos (120 mm cannon, ATGMs, medium armor). CSAT similarly lacks amphibious capability... AAF has the gorgon (perhaps the best with ATGMs, autocannon, medium armor), while Nato has the Marshall, and CSAT has only the Marid (by far the weakest armament of the wheeled APCs/IFVs). This ship could really improve CSAT's amphibious capabilities, while NATO would still have the advantage in airlift. You've already made the arguments for the independent faction... so, in the end, it would be a good addition to any side
  8. Poor Katie, She comes back and so many people want to know about mod updates I would throw in a welcome back, but I wasn't around Arma 3 when she left, so it seems a bit weird for me to say welcome back I guess it should be "hello and welcome" Unfortunately, I must be like the quotes ones above... I am interested in any potential updates to the LCAC or Mk10 landing craft. Will you update them with Vehicle in Vehicle loading from Apex?
  9. Yes, I had already seen these, and they are what I'm using at the moment. The problem for the "openBayWhenWeaponSelected" is that it doesn't discriminate between weapons. Ideally I would like the bays to open when rocket pods are selected (I plan on including the memory point with the hatch selection, so the rocket pods should swing out with the hatch doors), since a delay in firing those is fairly undesirable. For guided weapons like scalpels and AMRAAMs, I would like the bays to stay closed when the weapon is selected, and just have the bays open and eject out of the bottom when one pulls the trigger. I'm unsure what will happen if I do a 6x AMRAAM loadout (2 pylons with 1x AMRAAM each, 2 pylons with 2x AMRAAM each), with 2 of the pylons assigned to bays that open when the weapon is selected, and 2 where the bay stays closed (particularly as I may have two defined bays use the same doors, where the outer pylons just open the outer hatch doors, while the inner pylons open inner and outer hatch doors). So... I think I may want "openBayWhenWeaponSelected" to be set to zero, and a separate script to animate the doors when DARs or DAGRs are selected. On another note, it seems the AGM-88C HARM is bigger than I thought, and I'll need to change the bay dimensions a lot to have it not clip the front, back, and top. Its also a little silly that its the AGM-88C, when the AGM-88E entered service in 2010, and But... I don't have a model sample to edit for it, or any similar looking missile... I'm thinking of introducing a fictional AGM-99 ALARM (Advanced Light Anti-Radiation Missile), that would use the Zephyr model, and have a weaker warhead (I'm thinking half the Hit, indirectHit, and indirectHitRange values of the HARM) So... at the moment, I have a working HUD, animated VTOL/control surfaces/weapon bays, working pylon loadout (still needs a picture for the F-35 instead of the buzzard in the pylon loadout menu), sensors and stealth. I still need to get an animation working for the stick in the cockpit, and do something it improve the textures. I also still need to improve the 2x AMRAAM pylon so that 2 AMRAAMs are actually visible. I also need to add memory points for wingtip vortices.
  10. Mod updated, has the sounds, flight model (mostly), and HUD of the black wasp... https://steamcommunity.com/sharedfiles/filedetails/?id=1583193287 I don't know why it starts to pitch up when you reduce vectoring a little, anyone know what parameter I should change? As for the LHD: Well I don't have permission, I downloaded Atlas:LHD Plus... its quite outdate, but it works (you just need to do some text editing of a mission file to place it in, after that copy and paste is fine). The biggest problem is that it adds weapon systems which use vanilla weapons, but with new magazines... it seems to redefine the magazines that vanilla weapons accept, and the result is that pylon magazines for the ASRAAM do not get recognized (I think it may also screw up some other magazines). Other pylon weapons work fine (AMRAAMs, BIM-9, scalpel, etc) I used hexedit to directly edit the binary file, and also change some things that enabled simulation inside the map editor... But I don''t have the files to rebinarize it and sign the output file. I think a simple config to load after the atlas LHD would fix the pylon problem... but I don't know how else to get rid of the annoying simulation in the map editor after its been placed (the direct editing of the binary file is quite a crude method). Its unsigned, so I don't think it can be used in MP. To the community, I shouldn't upload this LHD thing, right?
  11. I think I already found how, just haven't had the time to implement it. The Blackfoot uses something called a holster value or something like that, but from what I've read, it only works for helos
  12. Ok, so its WIP, I still need to: 1) Give it a working HUD (I think I can just copy the right text from the Black wasp config... although maybe its harder than that) 2) get the weapon bays to animate (I think I know what I need to do), ideally with a script to have the bays open if DARs are selected 3) improve textures 4) Tweak the model to resemble an F-35 more and an X-35 less 5) Uhhh... I think I had something else to do as well, but it escapes me now... I'm open to suggestions But I'll share the file for now: https://steamcommunity.com/workshop/filedetails/?id=1583193287
  13. I suppose you could use the attachto command, and just have a trigger so that when you get close to it, it attaches to you https://community.bistudio.com/wiki/attachTo and later use https://community.bistudio.com/wiki/detach
  14. Ex3B

    Weapon tests

    @oukej Is it intended that a 7.62x 51mm LMG can kill all the occupants of an AMV-7 marshal? Firing from straight ahead at the driver's hatch will easily kill the driver. Firing perpendicular to the turret sides can kill the gunner (firing from one side of the turret) and the commander (firing from another side of the turret). The commander and gunner are fairly resistant to the .308 shots (they penetrate, but not very far, multiple shots are needed), but a 50 hmg will go right through one side and out the other, killing both the gunner and the commander. From straight on, the driver is vulnerable to SAF. From the turret sides, the gunner and commander are moderately vulnerable to SAF, and very vulnerable to HMGs. Is this vulnerability of the crew intended? it might be lightly armored as a trade-off for packing the 40mm cannon, but then it seems the gorgon is preferable. Of course, the marshal is airmobile with the blackfish, but this vulnerability was around before there was a blackfish afaik. I'm not complaining, it still protects the crew against 6.5mm weapons and below. The gunner and commander are pretty safe from 7.62 rounds as long as they aren't fired from close range. In a hull down position with the turret facing the enemy/direction of incoming, the crew is safe from incoming rounds, and will basically survive as long as the vehicle does... unlike in a potential urban scenario where MMG or sniper fire (marksmen MMGs/rifles, Lynx, M320) can kill the crew and leave the vehicle in nearly pristine condition. Despite the crew's vulnerability, the AI doesn't really seem to kill the crew, whereas I've been killed in a Nyx by AI firing HMGs multiple times
  15. of course I'll do "what makes [me] happy", but if there's no interest, then I there's little purpose to status updates in a thread and workshop uploads. That said... I think there would be some interest in some of the things I proposed, based on some "likes" i got in a suggestions thread I made a while back. Basically I complained about Opfor being a bit OP in a scenario with both sides on the same landmass (and both controlling an airstrip, or neither controlling an airstrip)... but that the situation completel reverses if Opfor needs to cross water/do an airborne assault/ only has an offshore based for fast-mover airpower (ie the Xian). Blufor has airmobile armor... Opfor has only MRAPs. Blufor (and Indfor) has amphibious autocannon equipped armor, Opfor has only the marid with an HMG/GMG Making the Marid's firepower (and an Ifrit's) more competitive with an autocannon (through the use of APDS rounds) would be a good start, and allowing a taru to lift it would be great. Their fast-mover airpower is limited to the Xian if they don't control an airfield (such as a scenario starting with an offshore base), while Blufor can have the offshore base be in the form of the USS Freedom, and it can thus operate black wasps (although with appropriate scripting and papering over the US flag with CSAT flags, CSAT can also operate fast movers from it... but.... its not great). But the Xian is not great at all for A2A combat, even with scripts setting A2A missiles on the pylons (due to its very limited radar range).... so a pure combat variant with better A2A capabilities would be nice. But in other scenarios (such as no airfields, no USS freedom)... a pure combat VTOL for Opfor would be OP'd against bluefor... so Blufor needs its own combat VTOL... I figured the F-35 would be the greatest challenge, so I'd do that first as a standalone, and if I manage it, put out the little pack afterward (which would be mostly just config changes). Although I still would want to go farther (harrier for the AAF, airmobile static ported ZSU-23s, ural ZSU-23's for syndicat, and a AH-64 port for blufor), I don't think I have time for porting the rest of those.
  16. You aren't allowed to do more than that? can't you edit the 3d model too? I'm using the F-35B (Ie X-35B) p3d model from arma 2 samples, and changing the model a bit (like giving the exhaust pipe a sawtooth edge, making a bump where the EOTS should be, changing the cockpit for better visibility, etc)... that's still allowed, no? *edit, oops, confused binarized arma 3 models, with Arma 2 sample models, since the OP asked about the "FV510 Warrior (Mora?)", since the FV510 Warrior was from Arma 2, but the Mora in arma 3 is basically the same model, just updates (and most importantly now, with interiors).
  17. https://community.bistudio.com/wiki/setVehicleTIPars Set the vehicle heat signature to 1 (on a scale of 0-1), and it will show up as an IR target for quite a while whether or not it has the engine on.
  18. TBH, reporting cardinal directions is actually more useful... they just need to fix the wording. If the squad is moving east, and they report "right" I'd think that I should look south, but if they reported "East", I'd look in the right direction
  19. I'll try the discord later after work... but I basically started directly using the Arma 3 samples plane, just changing the faction to Blu_F and the crew to B_Fighter_Pilot_F (also changed the weapons to just CMFlareLauncher, gatling_25mm, and Laserdesignator_pilotCamera ... pylons to be added later) Then I added points to the model and stuff to the config to allow a targeting camera to work, and tweaked the geometry a little (added a physX LOD) I put in the file paths for the textures and rvmats (and pathed to some Arma 3 equivalents that I couldn't find in the Arma 2 samples) I even kept the same folder structure in the addon (CA\Air2\F35B etc). I initially didn't touch the animations, and only some stuff in the cockpit worked. So far every attempt to modify the model file has just not worked, or broken the cokcpit displays that were working... so it seems there's something not quite right about the samples...
  20. I'm pretty sure that the LODs have the same named selections... might it be a problem of inheritances... since I assume the plane and vehicle configs that it inherits from are different between arma 2 and 3?
  21. So I was wondering if someone in thi I was wondering if you could help me with animation issues related to porting the F-35B from Arma 2... as you can see on this thread: I have the basic port working... with a vehicle that has VTOL capabilities, a targetting camera, sensors (although they're a bit screwed up for now), and a targetting camera... none of the animations of note work except the artificial horizon in the cockpit. (also since that post, I've added a physX LOD in the model file, and mostly fixed the landing gear issues) How does one get the already made animations from Arma 2 files to work in Arma 3? It seems just including the old model.cfg from Arma2/Arma 2 samples doesn't work.
  22. So I've been trying to import the F-35B from Arma 2. I haven't fully followed the tutorial here (as its for cars), but I suspect the physx stuff is what I need to do to make the wheels work. Right now its basically restricted to VTOL operation... That's not my main concern now, my main question is how I get the animations on the vehicle to work... Right now the gear don't move, control surfaces don't move, the nozzle doesn't move when its in VTOL mode, etc. Do you have any guidance on what I need to do to make those animations work? pics of the "port" so far (I've tweaked the model a bit, plan to do a more extensive tweak if I can get the rest working):
  23. If its something that is supposed to compete on cost/in numbers, not 1 on 1, then the Nyx AT could be considered a tank destroyer, or even a Prowler AT. IMO a tank destroyer that would be close to the Rhino would be playing the "glass cannon" trope... something that can dish out damage, but can't take it. It would need to dish out more damage than an MBT, so that both could essentially 1-2 shot the other. Something like that old "M1 Thumper" prototype (which mounted a 140mm gun), but with less armor. What does this have to do with the topic of the Rhino or tank destroyers? HE isn't meant for use against armor... so it seems quite off topic But... the BMPT is basically what we get with the BTR-K Kaymsh. 30 mm autocannons? check AT missiles? check 7.62 mm mg? check 30mm GMG? No... but isn't that a bit redundant with the 30mm cannon firing HE rounds? I suppose if you want to lob them instead of using direct fire... But such a thing has no more AT capabilities than anything else mounting an AT launcher... this would not be a tank destroyer... and it wouldn't be very novel (it would be quite similar in armament to the BTR-90 from Arma 2, but with more armor).
  24. I'll agree with the OP on the naming... it should be named a mobile gun system, not a tank destroyer. As to the other complaints... if he's having the same problem with an Angara... there's some other issue.
  25. I am trying to modify some vanilla assets, I figured I'd start with something simple, like making magazines using the 127x99_SLAP rounds, and then allowing an HMG to use the magazines. I looked at this: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Config.cpp_structure and it seems I need to know an object's base class to modify it: Without knowing the base classes, I started by duplicating/cloning the HMG, and this works: But I can't figure out how to change the base HMG, or any other weapon for that matter. All the configs I'm doing are duplicating weapons instead of modifying them.. such as this config for a scalpel launcher based on the SDB rack: How can I do these things without cloning the weapons? On top of that, I can't seem to clone the Xian... I wanted to make a version of it with a better radar... but I can't even seem to make a duplicated version... This is what I'm using right now, which doesn't work (even if I get rid of all the sensor stuff):
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