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About SonicJohnBH

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  1. SonicJohnBH

    United States Air Force Mod (2019)

    Is there currently a way to set it so that the SDB's use their own sensors (infrared, ultraviolet) for terminal guidance after GPS guiding to the general area of the target? In a similar vein the SFW (Which is the coolest and most amazingly detailed thing in this mod IMHO) does the "kill area" get bigger at higher burst altitudes like in real life? As in, can you tune how saturated or spread out the "pucks" are with the burst height? Also I just gotta agree with @octop01 that the F-35A is an absolute DREAM to fly, it might be the smoothest jet I've flown in ArmA and those peddle turns at low speed are something I encourage everyone to try. Pulling off a little slipping over peddle turn in the F-35 is one of the coolest things I've done in ArmA and it's legitimately helpful for quick strafing runs.
  2. SonicJohnBH

    United States Air Force Mod (2019)

    I think we can all agree that "when it's ready" is the best way to go after the recent ACE release everyone loves SO much. Keep up the work Fuller and the rest of ya, we'll wait patiently! I just use RobJ's "fly FC-37" or "fly A-164" missions and fly with the gorgeous F-35 here instead, with a bit of zeus spawning of course.
  3. I can't seem to get mods to work, I've got them all on the list as it's supposed to be but they don't show up once the server is up. On my client I can spawn in the stuff from the mods but only through arsenal or garage not through Zeus, Zeus (so I assume the server) doesn't recognize it as existing. Using btw, is there any way to import the modlist from the launcher so I can make sure they're all downloaded and ready?
  4. SonicJohnBH

    Project - Vertical Lift 2035

    Come to think of it I'm sure there are more than a few people in this thread that'd be more than willing to test an early (even slightly broken/janky) private build and report errors, myself included. It could help spot some time-consuming bugs earlier on. Regardless, I was curious if you guys had implemented the reverse vector that the V-22 and V-280 possess. The V-22's in game right now, both Poly and CUP, unfortunately don't have this awesome and useful feature to put the nacelles at 97.5 degrees, slightly rearward from the "helicopter" position. Testing video for the V-280 APPEARS to show this ability, and it'd be rather silly for them to not have it given that they're focusing on low-speed agility. On that same note, both the current V-22's also lack a properly strong Yaw authority in low speed, seems like the devs and modders assume the V-22 gets it's yaw entirely from control surfaces and forget about the swashplates on the rotors being able to operate as a cyclic, either that or they didn't want to model it in the physics engine. Based on what I've seen so far though it seems like you guys know your stuff, so I'm hopin this sorta thing has been taken under consideration. Keep up the great work and hope you had a happy holidays!
  5. I got a X-56 Rhino joystick for Christmas and i've never appreciated your planes more than now. I especially appreciate the amount of yaw most of your fighters have, very useful when dealing with a joystick. Happy New Year! Can't wait to see what amazing stuff 2020 brings, I'm especially excited for the F-35 upgrades and the Prowler!
  6. Ah, that's an understandable concern. Would it at all be feasible to have an option in the AMS or I-TGT that toggle's BETWEEN local or global for specific situations? This could also let people on the ground act as Forward Air Controllers/JTAC's for people flying your planes, similar to how your KGB tablet works now. Also, are you planning on having Datalink support with the Fleet Defender systems? It'd be great to be able to coordinate targeting data from a jet to intercept anti-ship missiles with a Seasparrow like the F-35 is designed to do with US Navy ships in real life.
  7. SonicJohnBH

    United States Air Force Mod (2019)

    I cannot stress enough how amazing the ability to have useable and gameplay relevant Cargo aircraft is. I've done several fantastic paradrop insertions of my group in Antistasi now, far behind the front lines where they least expect it and they've never had more of a blast. Being able to not just FLY the C-130 in a mode like that but BE HELPFUL and in a have a unique capability, it's something I never thought i'd see outside of an op specifically designed for it. Thanks for all the great work! I've been practicing my low-altitude cargo drops and I found some videos of what looks like the older versions of the USAF mod where the C-130 and C-17 had a LAPES option. I attempted this in-game, with both aircraft, but every time I get to a certain distance from the ground the "drop cargo USAF" option goes away. Is there something I'm doing wrong or is this just something that hasn't been added back in yet? Also, will the C-17 be getting the awesome countermeasures options that the C-130 has? Maybe even some LAIRCM? Regardless, this is seriously some jaw-dropping awesome work guys, can't wait to see the rest of what you've got cooking and test it out. Good luck!
  8. I gotta say these updates for Fleet Defender look really exciting! I wish there was a way to integrate it with the wonderful Arleigh Burke ships from the HAFM mod, but I imagine the amount of work that'd take would be too much, and that you'd need the cooperation of it's own creator to implement a system to load different missile types. Still, as an upgrade to the vanilla ship-weapons these looks FANTASTIC and long overdue. The CIWS system sounds clever, and a lot less complicated/heavy than the ones i've seen before. Would the AI be accurate enough to be used as a land-based C-RAM system such as the Centurion? I imagine if it's having trouble with harpoon missiles that Mortars would be even harder, although perhaps the slower speed would make interception easier 🤔 You could also use some of the code for the Harpoon, use it on the JASSM model you added in the last update and use it all to make an AGM-158C LRASM, but I'm guessing you've already thought of that. Keep up the great work!
  9. SonicJohnBH

    United States Air Force Mod (2019)

    It occurred to me that it's possible the reason we keep getting a ton of people asking where the AC-130 is because it's actually listed on the original post, not in the "to be added" sections.
  10. I've been trying to train one of my buddies who's been interested in learning to fly, we've been using the two-seater F-15E Strike Eagle so he can sit in the WSO seat and learn the systems without having to be responsible for the flying. The only issue we've run into is that the I-TGT markers don't share between us, so I just have to take his word that he's marked the correct target or selected the right slot. I'm assuming this is because the I-TGT markers are client-side and can't be shared at all? Is it at all possible to have them be linked to an aircraft instead of a player or is that just not possible to code? Appreciate all the hard work!
  11. SonicJohnBH

    United States Air Force Mod (2019)

    I've had this problem a bit too, made some friendlies very upset thinking I was doing some blue-on-blue when I tried to down a helicopter. Technically if we're talking specifically about the F-35's gun though it would be a FRAG effect if i'm not mistaken. The specially developed APEX 25mm shell that the F-35 uses has a "penetrate then detonate" fuze. It's got a Tungsten-Carbide penetrator for armor-piercing that activates the fuze once it makes contact. The penetrator is propelled forward by the blast, and the rest of the body is fragmented, with an extra incendiary effect from a bit of zirconium behind the main explosive. It's similar to a SAPHEI round, but with the penetrator at the front. Granted that would all probably be pretty hard to model accurately in the ArmA engine, but hey the USAF team have managed more impressive things than that. It DOES mean though that for the F-35's gun to be "realistic", it shouldn't' overpenetrate anything but the thinnest of targets.
  12. It seems to be an original design that takes from both the Barracuda and the Valkyrie. It's wings and control surfaces are original in shape, in the configuration of the Barracuda, the shaping of the body and seems closer to the Valkyrie. What I mainly meant was that the MQ-99's unique ability to be launched via shipping containers equipped with catapults, and it's general low-cost/high quantity design is unique to the Valkyrie, and would be a really cool/unique thing to see in ArmA. I purchased a couple of licenses for the model for my own projects, so if you're interested in one of them you're welcome to have it. Regardless, keep up the great work!
  13. Recently found an interesting model: https://www.cgtrader.com/3d-models/aircraft/military/xq-58-valkyrie Knowing your love of Ace Combat, this'd be the closest real-world equivalent to the MQ-99 container-launched drones from AC7. I know very little about models, but if this one is suitable It'd make for a fascinating mod, especially with catapult launch and parachute recovery like the real-world Valkyrie employs.
  14. SonicJohnBH

    United States Air Force Mod (2019)

    I'm guessing this has already been pointed out but in-case it hasn't, the DAS Spherical coverage function doesn't seem to work on the F-35A. It can be enabled, and the text says as such, but then a prompt comes up saying "AIM-120 missiles depleted", followed by "DAS Spherical coverage off". I've tried repeating this with and without AIM-120's, even a full load, an empty load, in both the heavy and stealth versions. Regardless of all this I do seem to start with 360 degree IR coverage according to the sensor panel. Is it only meant to provide IR sensor coverage vis-a-vis normal Arma sensors or does it have fancy functions like the EOTS seems to have? Unrelated, any consideration to (eventually) adding in the ALE-70 internal towed decoy to the F-35A? I'm not aware of any mods that have tackled towed decoys, although but I HAVE seen radar spoofing and the like done here and there. I figure if anyone could figure it out it'd be you guys. Keep up the great work!
  15. I got Arma 3 when it first came out, and dropped it immediately. At the time the aircraft and air-combat systems were...not ideal, and steam workshop support wasn't a thing yet. I came back to it a couple weeks back because it seemed like stuff had matured based on some videos I saw on Youtube, and I was interested in getting some buddies together for Antistasi. We were all looking for mods, everyone finding something to fit their playstyle. I found YOUR mods, but my buddies insisted "all of those planes are in the CUP vehicles pack, most of them at least, we don't want to have to install another several gigabytes of mods". So we played without them, and while the vanilla Arma 3 aircraft and systems have definitely improved, there was still plenty missing. About a week into our Overthrow campaign I decided I'd try out your mods in a single-player game, just so my players wouldn't have to download it for the server. What I had expected to be a 20-minute test turned into an afternoon of trying every plane, every weapon, in as many scenarios as I could think of. Flying was finally GOOD in Arma, not just fun or realistic, but challenging and rewarding. It took some convincing, but I managed to get my buddies to install the base FIR-AWS mod and the Harpy, Lightning and Eagle mods. It completely changed our game. My players, none of them pilots or anything of the sort, were suddenly excited every time a new aircraft entered our inventory, they started looking up Hydra warhead types so we could figure out what the best loadout was for an operation, our Sniper DELIGHTED in sneaking into enemy territory in order to get us GPS digits for precision strikes on the I-TGT, and all of them appreciated that I could now give them some danger-close Hydra air-support with flechette warheads instead of explosive ones. Not only did it make the game better for me, the pilot, but the entire server has started to get a better appreciation for the flying aspect of Arma, with several even asking me to help them learn to fly. I tell you all this because I know that these mods take a LOT of time, effort and I assume money for models, and I just want to reassure you that, for us at least, it has been 100% worth it. You have made one server and one group of friends' Arma experience infinitely better with your hard work. So thank you. "Apart from that, nothing is known about him. I was never able to find out what kind of a person he really was. But whenever they talked about him, they always had a slight smile on their faces. That, perhaps, may be my answer." -AC0