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Ex3B

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Everything posted by Ex3B

  1. Ok, so I got a UV mapped polygon working, and I see a PiP effect... The problem is that it is fixed forward instead of showing where the pilto camera is looking, has a lower render distance, and doesn't change vision modes according to the pilot camera. What I want is the same display that you can get in a mini-display (like the radar and GPS/map mini-window displays) to be shown by default in the cockpit, rather than just in a floating box on the screen. Is this possible?
  2. I wanted to add a PIP window to the cockpit of my F-35 port from Arma 2, so that one can see what the "EOTS" camera sees. I looked here to start: https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines Relevant portions: I also looked in the .cfg of the Blackfoot. In the .cfg file of my port, I added: PilotCamera_Pos and PilotCamera_dir refer to memory points defined in the memory layer (right term?) of the .p3d model, but are also defined in the level 1 and 2 LODs... for "good measure" I put them in the pilot view layer as well (not sure which ones to get rid of) I added a facet/square polygon to the cockpit of my F-35, It has 4 vertices, each of which is also its own selection named: { "PIP_0_TL", "PIP_0_TR", "PIP_0_BL", "PIP_0_BR" }; The facet I assigned a texture of: #(argb,256,512,1)r2t(rendertarget0,1.0) It shows up as black in game. I can't find any sample model with working PIP to use as a guide, so I was hoping that someone here could tell me what I'm doing wrong, or what I am missing to make the PIP work, so that I can have a window in the cockpit view showing the targeting camera's view. Cheers
  3. Ex3B

    Apex Protocol Respawn Disabled

    From the screenshot, it seems you were trying to respawn from a point that you couldn't, everything was greyed out except the insertion point
  4. Pacific reskin for Taru = win I could forgive the lack of a pacific skin for the kajman, as the Xian can fill its role fairly well (though in reality its hover endurance should be so bad that it would not be able to play the role of attack helicopter), but the Xian's transport capabilities are no substitute for the Taru (although I guess the black taru is ok... its not as bad as the sand color MRAPs and trucks that NATO still has). Would you be interested in doing a pacific reskin for AAF vehicles? I tried it for just the strider (just changed the sand colored patches to dark green, but I don't really know how to do it properly, and I was using the smart selection tool to manually select each sand colored patch)
  5. Was busy and didn't have time to follow up until now... what do I do to set up the UV mapping? In object builder, I added 4 vertices, made them into a face, and from face properties gave it the texture: #(argb,256,512,1)r2t(rendertarget0,1.0) I see there is a place to assign an rvmat... I tried a3\air_f_jets\plane_fighter_01\data\mfd\fighter_01_mfd_01.rvmat but it still doesn't work. I'll send the config and the model (the surface for the PIP is just a placeholder for now.. my plan was to get it working, then move it in position)
  6. I've done that You want me to share the model? Also, I don't recall doing anythingto set up the UV mapping, maybe that is the problem
  7. Just tried, commented those things out, and it doesn't work. I think I may be lacking a memory point. The wiki says: I don't have a "renderTarget" memory point... but I have no idea what that should be, as there are no sample models... does that memory point correspond to the camera viewpoint? Can I just make a new selection where the point for "PilotCamera_pos" is also a selection named "renderTarget", "renderTarget0" As I said, there's no example to look at, so I have no idea what this memory point should be
  8. Yes, PIP works on other vehicles, such as the ah-99, and the various mirrors on various cars
  9. I love standalones. Loading all of CUP for example takes far too long. Even for small addon packs, its often hard to know when an asset is vanilla, or when it has been modified.
  10. Ex3B

    Interior for USS Freedom

    Ummm... doesn't the USS liberty destroyer meet your criteria? Aside from its hangar, its got corridors, boat deployment decks (ladders and a second level there), stairs up to the bridge, corridors to the bow, etc... A significantly larger interior than the island on the USS liberty. Then there's also the LHD-9, which comes with cup, or can be standalone (but requires some text editing to place initially since it doesn't show up as placeable in the editor, but once added to a scenario via text, can be copied and pasted at will after that).
  11. The scouting missions are really only relevant for getting more gear/ammo for use in missions. As you lose all your gear at the end of the survive chapter, it doesn't matter one bit
  12. Ex3B

    What i expect from "Old Man"

    Actually, I think its reversed. Altis has a civilian population. With war and what not, who is to say that there aren't many civilians making campfires. You see some civy vehicles while scouting, in one case I found a civy pickup with a bunch of backpacks packed up as if the civy population was packing up to leave.... but no actual civies... still its implied that they are there (such as driving up to the checkpoints with people in Civy clothes, and at least one of the altis requiem missions you meet civilian hunters). So... distinguishing a guerilla camp from a refugee camp could be more difficult... also altis is bigger. Stratis is tiny. Take a quad bike from maxwell to the com station... super short. Gunfire there should be heard all over stratis. They also had campfires going at maxwell. All the other military bases were overrun... how would they not check out that older one right at the center of all the other skirmishes... not to mention you can see buzzards circling overhead in at least 1 of the scouting missions... The small size of stratis + lack of a civy population except for 2 towns, should make the base very very easy to discover. It took them a long time to discover it, and when they did, they just shelled it and didn't follow up, and instead allowed NATO to regroup and assault Agia Marina (although, I suppose you could argue that they were waiting for CSAT to arrive before assaulting the base... still it should have been LGB'd into oblivion after the first night.
  13. Hey @octop01, yes, I just put it in the "complete" forum instead of discussion. As a standalone port, I don't see all that much else to add... maybe some proxy pylons and PiP in the cockpit, but its definitely useable now. I think I've still got some hitpoint tweaks to make, but they are functional now anyway.
  14. Very WIP version here: https://steamcommunity.com/workshop/filedetails/?id=1583193287 Still needs: 1) improved textures 2) properly configured hitpoints so that the engine, sensors, controls, etc can be damaged while the plane hasn't been completely destroyed ------------------------------------------------------------------------------------------------------- So I noticed, years after Arma 3 has been out, there are still very few mods for an F-35B, and none are standalone. Alternatives: So I decided to try to make my own port, and in the process to modify the model to be a bit more F-35-like and a bit less X-35-like, and also to make some changes to stats that are simply judgement calls So at the moment, I've got a standalone VTOL F-35 with a working targeting camera, sensors suite+stealth properties, dynamic loadout system, and animations working. Hitpoints to allow subsystems to be damaged are partially implemented. I will try to make the textures look better soon (it is way too bright under mid day direct sunlight). Misc. Pics: I'm trying to give it a more versatile weapon's loadout, so that it won't just be limited to a pair of bombs (or SDB racks) and a pair of AMRAAMs. To this end, I've made a 4x Scalpel rack for internal carriage, a 2x AMRAAM rack for internal carriage, and a new type of anti-radiation missile for internal carriage. It also has 2 weapon pylons on the doors that rotate outward when fired (similar to the Blackfoot's pylons), so that it can plausibly employ direct DAR and DAGR rockets. The new missile I'm dubbing the AGM-99 ALARM (Advanced Light Anti-Radiation Missile. It's significantly weaker than the HARM (in terms of damage from a direct hit, as well as indirect blast damage and radius), it takes 3 hits to destroy a Zsu-39 Tigris, but it will take out the static SAM radars and the Nyx Radar variant in 1 hit. I had thought about giving it a 25mm internal gun (files for such are in game, but not well balanced- however for a space and weight limited V/STOL model, a smaller 20mm cannon makes more sense. Also since it can fire 70mm rockets for use in CAS, a heavier hitting cannon isn't needed so much for taking out armored targets. Its getting the same 20mm cannon as the blackfoot (which should be a 3 barrel version of the good old M61 Vulcan, "the world's lightest 20 mm Gatling cannon") with 300 rounds. I've also added a new missile type, a smaller version of the HARM, the AGM-99 ALARM (Advanced Light Anti-Radiation Missile. I'm going to try and tweak its blast so that 1 is not sufficient to take out a Tigris/Cheetah, but it will kill static radars and Nxy recons (Currently its direct and indirect hit damage is 1/3 of the HARM's, and its indirect hit range is just above 1/3... haven't tested if this will knock out a Cheetah/Tigris, or if a 2nd missile is needed yet). Each of the two outer pylons supports: 1x Bim-9x/1xASRAAM/1xAMRAAM D/1xALARM/1x12 DAR Pod/1x12DAGR pod Each of the two inner pylons supports: 1-2x AMRAAM D/1-2x ALARM*/4x SDB/4x Scapel/1x GBU-12/1x CBU-85 *I'm considering removing the 2x ALARM racks, and the 1x ALARM option from the outer pylons, so that it can only carry 2x ALARM, as opposed to up to 6 currently. I'm considering making a 3-4x ASRAAM rack for the inner bays, to be something like a MSDM/CUDA type missile: Example loadouts could be: A2A: 2x BIM-9, 4x AMRAAM CAS: 24x DAR, 4x scalpel, 4x SDB Mixed: 2x BIM-9, 4x scalpel, 4x SDB Mixed: 24x DAGR, 4x AMRAAM SEAD: 24x DAGRs and 4x ALARM Top speed is the same as the Black Wasp for now (I think I'll scale it back a little). Radar stealth and range is the same as the black wasp. Its IR stealth is a 20% reduction in detection range (a 0.8 multiplier). Its IR sensor is the same as that found on the A-164 wipeout, except not limited to view distance settings (I don't know why they do that for vanilla assets ). Fictional lore for the F-35F in armaverse:
  15. What sort of limitation? Its just a coastal town... I don't see how its different from georegtown or any other urban setting?
  16. I'm curious, what is the size of the PKL terrain, and are the bridges destroy-able? As for your Caribbean/Jamaica/Trenchtown inspired terrain: So my mom is Jamaican, my uncle still lives there, and I've cumulatively spent months in and around Kingston... so I'm quite interested in this "trenchtown" inspired terrain. Is the airport connected to the main island by a long thin isthmus (basically following a reef line that is above the waves), as the real kingston airport is? Google maps will show it better than I can describe. I see some sort of causeway/isthmus in that last picture, but I can't tell if the airport is on the left. It would be awesome if off shore, you could add Lime cay and Maiden cay... :) Also if the road could be continued from the airport to a place like port royal where you could have old castle-like/fort ruins, that'd be pretty awesome. And to get even more optimistic... some canals like around the portmore area would be awesome. Then one could take a boat from the canals, past port royal and the airport, to lime or Maiden cay (like I've done many times with my uncle on his boat)... I'm not trying to have you portray Jamaica as some tropical paradise that is just sun, jungle and beaches. The main town of Kingston is a good place for violent slums... My family has experienced some of the violence found in Jamaica - my Jamaican grandfather was murdered in Jamaica (before I was born, so I'm not so emotional about it, but my mom is).
  17. Very nice, I had downloaded a Super Tucano a while ago, but it was super out of date - no dynamic loadouts, and it didn't seem to have physX properly configured, the landing gear/wheels were not working right, and it was very difficult to get it to takeoff at all. This would fit in very nicely with a lower tech AAF : Leopard II MBTs and supersonic Gripens? no Nyx's, Striders, and the Tucano seem like a much better match. I also sometimes make missions with a "HIDF"/ "Horizon Islands Defense Force" (syndicate with just the "soldier" class, and a standard Camo, olive nyxs with jungle camo nets ... AH-9's, that sort of thing)... this would fit real nice. I was thinking of porting the An-2 from Arma 2 and adding some pylons to it for that role, but this looks much nicer.
  18. So far I've made 1 successful port of the F35. Initially I could not get it working, I played around with the config and model files, and somehow got it working... although I don't know what I changed. Now I'm trying to port the AH-64D, and I can't get the animation working either. Here's what I've got for the config file: and the model file: I've already played around with the files a lot... since a simple drag and drop of the files from Arma 2 samples didn't work, I don't know what to do here...
  19. So I noticed, years after Arma 3 has been out, there are still very few mods for an F-35B, and none are standalone. I think my F-35B port is not bad at the moment, much better than when I first uploaded it and shared in the addons discussion forum, so I figured I'd make a thread in the "complete" forum, although I still plan on tweaking it. https://steamcommunity.com/workshop/filedetails/?id=1583193287 So I started with a port of the Arma 2 F-35 (ie an X-35 model), and updated it. Its got working radar/sensors, stealth properties, dynamic loadouts, partially configured hitpoints, and a pilot camera. I've made the model more F-35 like, and less X-35 like (such as the lift fan cover, a bump on the nose for the EOTS, a sawtooth edge on the tailpipe, a changed canopy, etc). Early version showing the sawtooth edge: I've also given it much more capabilities than Arma 2's loadout. Maximum A2A loadout is now 6 missiles As the AGM-88C (C!!! wtf, the E model was already around in 2018) is too big, I made a smaller and weaker ARM, the ALARM (Advanced Light Anti Radiation Missile). 2 hits are needed to disable/destroy a Tigris (in testing, the crew is able to bail before the tigris goes up in flames after the 2nd hit, and survive). Each of the two outer pylons supports: 1x Bim-9x/1xASRAAM/1xAMRAAM D/1xALARM/1x12 DAR Pod/1x12DAGR pod Each of the two inner pylons supports: 1-2x AMRAAM D/1x ALARM/4x SDB/4x Scapel/1x GBU-12/1x CBU-85 It has an internal 20mm gatling gun with 300 rounds I had thought about giving it a 25mm internal gun (files for such are in game, but not well balanced)- however for a space and weight limited V/STOL model, a smaller 20mm cannon makes more sense. Also since it can fire rockets for use in CAS, a heavier hitting cannon isn't needed so much for taking out armored targets. Therefore it gets the same 20mm cannon as the blackfoot - which should be a 3 barrel version of the good old M61 Vulcan, "the world's lightest 20 mm Gatling cannon". Top speed is the same as the Black Wasp for now (I think I'll scale it back a little*). Radar stealth and range is the same as the black wasp. Its IR stealth is a 20% reduction in detection range (a 0.8 multiplier). Its IR sensor is the same as that found on the A-164 wipeout, except not limited to view distance settings (I don't know why they do that for vanilla assets *). * The F-35 and the F-18 have similar top speeds, but both are significantly slower than the F-22. If the F-181 is supposed to be a F-18/F-22 hybrid, then it should be faster than the F-35 I also found the pilot view in the F-35 from Arma 2 to be too obstructive, so I changed it to improve the field of view. (its an old pic, but the geometry is more or less the same, the default gun has changed, the CM magazine size, and the sensors as well) Fictional lore for the F-35F in armaverse: These pics are a little out of date (textures have been darkened, but they show the basics: I welcome feedback.
  20. Updated: changed the cockpit so that the textures aren't distorted. Made the 2nd RPM gauge indicate engine vector, so you don't need to go in 3rd person view to see that Added a less stealthy STOVL variant with external weapon pylons. Made the underside lighter, so its dark on top, lighter on the bottom.
  21. I could swear at one point the GM6 Lynx (particularly with APDS ammo) and HMGs could disable the turret of a Gorgon or a BTR Kamysh. Even a M320 LLR could disable it (I think the SPMGs would work too)... yet in my recent testing post Tanks DLC, HMGs (standard and NSV-T) and the GM6 with APDS couldn't disable it. I even made some mod HMGs firing APDS rounds and the normally unused 127x99 SLAP rounds. They were effective at disabling Marshal turrets, Mora turrets, Rhino guns, the HMG/GMG turrets of MRAPs/Panthers/Marids, but the gorgon and Kamysh seem completely immune to being disabled by HMGs, APDS rounds, and even the 20mm AP rounds of the Nyx's autocannon * for the record, I was trying to find out what kind of armored units could be taken on by various airmobile or amphibious units. Even giving CSAT units 127x108mm APDS machine guns, they can't take on a gorgon... :/
  22. I agree, the selection for the gun seems pretty dumb... Heat and APFDS... APFDS is a dumb choice, Heat isn't great, HE-frag is needed. https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons I wonder if its better to just replace the cannon_105mm_VTOL_01 with cannon_105mm but then I think the aiming is different
  23. Ex3B

    Project - Vertical Lift 2035

    If they are perpendicular to the ground... if they are parallel, they can be reasonably stealthy like flying wings... otherwise what would have been the point of the RAH-66 already stated in what you were replying to "overall the tilt mechanism may be heavier" There's nothing inherent in the tiltwing design that stops them from having larger rotors. Rotor diameter is limited by clearance from the ground, which is mitigated by tilting the rotors (in a tiltwing design, then the whole wing)... which then leads to a limit of how far the engine is from the fuselage. None of these are specific or not solvable with tilt-wings. Anyway, the downwash is still not as bad as a harrier or F-35B, but yea, its not trivial.
  24. Ex3B

    AUSTAL HSSV Mod

    I'm excited about this, but I wonder if the ship needs to use a dock to load and unload vehicles, or of the ramp can extend to allow loading and unloading from the shore (I'm guessing not). Can it load tanks? I notice there are support columns in the cargo bay, and maybe tanks are too wide? It could be a pretty cool scenario where infantry (deployed by helo/vtol, from the same ship) needs to secure a harbor to allow the armor to roll off of this thing. I hope that Altis flag is a separate texture, and the texture can be swapped to allow any side to use this ship - its too cool to leave to just 1 side... every side could use a boat like this... but a revival of the old Fast-Sea-Frame mod (with ViV, allowing marshalls to be carried instead of boats) could be a fun complement (would still need something for CSAT then)
  25. Ex3B

    Project - Vertical Lift 2035

    It looks cool, but I have a hard time imagining that it could be very stealthy. Rotors forward, those blades nearly perpendicular to the ground are going to give it a large RCS from the front. Maybe it would be more stealthy when hovering, except those nacelles when extended and open probably also have a large RCS. I think tiltrotors won't be very stealthy (not that they can't have their RCS reduced some, and gain some benefit) I still like the old-tiltwing concept. Its aerodynamically more efficient in a hover (the wing interferes with the downwash less), although I guess overall the tilt mechanism may be heavier. https://en.wikipedia.org/wiki/LTV_XC-142 Back in the 60s we had something that would work like the osprey today, the services just weren't interested in it: And of course, there were other tilt-wings, this one also comes from the 60s:
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