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b00ce

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Everything posted by b00ce

  1. b00ce

    Arma 2 Sound Modding 101.

    Woa, that's a lot to take in. Thanks for writing all that out. :)
  2. @ Spotter: There is not one, the best you'd be able to do is replace the UH-60Q with the HH-60A, the UH-60Ls don't have guns; it could cause some issues, to say the least. @ Yura: Good to know. Does it come with armaments (Chaingun, FFAR pods, etc.)? Downloading now, thanks for the update. :D
  3. b00ce

    Arma 2 Sound Modding 101.

    So what do the different variables mean? class ForsageOut { sound[] = {"\cmSound_s_A10\A10_Forsage_out",[color="#FF0000"]5[/color],[color="#00FF00"]1.0[/color],[color="#0000FF"]7000[/color]}; volume = "engineOn*camPos*(speed factor[[color="#40E0D0"]0.3[/color], [color="#FF8C00"]1[/color]])"; I've gathered that red and blue are volume and range, but what is green, cyan, and orange? And how do cone values work? I'd check out the tutorial, but all the links I've seen are dead. :butbut:
  4. Good to hear things are getting more streamlined for you. Looking forward to seeing the fruits of your tedious labor. :D Also, is that a Sea King I see in your sig?
  5. It all depends on a number of factors, model weights would probably be the largest and there's a setting for the drag flaps create in the config, but I don't know how much this translates into lift. Mavericks are kind of a middle ground between tab-lock and searching for a target. You slew the cross-hair over a heat signature and it automatically locks onto the target like a Javelin, fire and forget. (Unlike mando -_-) What I'm more concerned with are the Passive IR seekers, like the Sidewinder and Stinger, there is "no lock button" at all and you can fire one off whenever you want (Looking at you Mando...) Hopefully BIS develops a system for these weapons where it automatically goes to the hottest part (Provided there's good LoS on it). Maybe a "laser" system, similar to ACE's laser guidance, where there's a fake laser that only heat seeking missiles can see and the missiles automatically home in on the best one that it can see? I dunno, crazy idea. And without turrets on aircraft a realistic targeting pod is impossible. You have to be able to move the camera. This paves the way for other possibilities too. Two birds, one stone. ;) As for the radar, you're talking about in regular ArmA 2? OA has a very different radar layout.
  6. He's working on an MH-60L (DAP) right now. He has a pylon system set up so you can load whatever you want on it.
  7. 1. They already do and it's noticeable. 2. I agree, however, using the map + GPS works just as well. Blake's PINS is pretty useful too. 3. Try ACE, they have it spot on. Mando doesn't have all of the functionality available in real life, that ACE adds, like the LOAL (Lock On After Launch) fire-mode for Hellfires. 4. Agreed, but it probably isn't as simple as it sounds... There's lots of math involved. Dumb bombs locking on is supposed to "simulate" CCIP. In the mean time, try Blake's PINS out. It's pretty nice. 5. It's a line in the config file "radartype = 0;" Hopefully the base class for all vehicles is set to zero, so the things that really have it can be the exception, rather than the rule. 6. More importantly, Moving turrets on fixed wing. ;) Really, the only things that I want are working shock absorbers on aircraft and turrets on fixed wing, without the need for proxies. The rest can be modded in easily.
  8. US Army lite is open for anyone to install and play, you just need to be in the military to download from the official source. Figure that one out. :confused: http://www.jcove-lite.co.uk/showthread.php/vbs2-us-army-2859.html
  9. I don't see any helmet. lol
  10. Woa, really? :D Thanks! I might just take you up on that offer. Edit: By the way, is there a limit to the number of missile proxies that an aircraft can have? :p Edit2:
  11. Thanks for the kind words, means a lot. Sorry for the late reply, been waiting for more content to show you. ;)
  12. b00ce

    WarFX : Blastcore

    Yeah, it's probably the muzzle flash. Those all are supposed to have it.
  13. b00ce

    WarFX : Blastcore

    Nothing compared to a Tunguska. ;) @Pure It could be one of the muzzle effect particles. I don't believe the M134 has shell casings, but I know it has a muzzle flash effect.
  14. He has an MH-60L (Shown) and an MH-60K in the works.
  15. Woa! Lookin' great, Yura! Are there going to be shorter versions of the ESSS Like HERE or HERE?
  16. Another update. Interestingly enough, an M1 Abrams fits in the cargo bay. ;)
  17. b00ce

    Helicopter CONTROLS

    Use these controls. They're more intuitive and closer to BF than default.
  18. Me too, thanks. Update, worked my way down the tail and have the horizontal stabilizer modeled.
  19. b00ce

    F-14D Super Tomcat

    The RKSL's Typhoon engine flame effect is modeled on.
  20. b00ce

    "Tab" targeting issues

    I beg to differ, an Apache without a gunner cannot use the chain-gun as effectively as a fully crewed one and I've had issues locking without a gunner; same for the tank a single tank that can move and shoot at the same time will always beat 2 tanks that have to stop to shoot. And as for the farmer shooting down the helicopter, it isn't hard and I fail to recognize how it has anything to do with the Apache's targeting system.
  21. b00ce

    ACE for OA 1.13

    I've seen that in Bulldozer, but never in game. Strange.
  22. b00ce

    Faysh khabur beta release

    Woa! looks awesome!
  23. Weapons? On MY dropship? Crazy talk! ;) By comparison, the AGM-65D has a 57kg charge, the Hellfire has a 9kg explosive and the PG-7VR rocket has 1.43kg of explosive. Currently working on the rear engine pod thingy.
  24. Its where the tail starts and the fuselage widens out briefly and then gets thinner and narrower, just below the engines. Also, new content! ;) I'm going to adjust the curve a bit, seems off, but this is where I am at the moment.
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