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Everything posted by hcpookie
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No, that would not be possible for those radars.
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The reporting is per SIDE. All supported artillery will be reported, including CUP, RHS, VME PLA, AceX, BIS Vanilla, and of course those in this mod. If there are other mods w/ different artillery configs, I'll be glad to add them.
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Small update: Reduced Tu-154 roll rate
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Civilian Airliners - adding IL-62M, IL-96, Tu-154, and Yak-42 for civilians. Signed; published to Steam. Also on my OneDrive for the grown-ups who know how to install mods 🙂 https://onedrive.live.com/?id=5B54FC51A7917265!158913&cid=5B54FC51A7917265
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Use of the counter-battery radar can be automated on vehicle INIT. Add the following to make the counter-battery radar automatically issue counter-fire orders to any available battery: this execVM "pook_Arty_c\scripts\CBActivate.sqf" If you do NOT add this, the default is "report-only" mode. A marker will be placed on the map.
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Update! Uploaded to Steam
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From China Virtual Military Engineers: VME PLA mod for ArmA3
hcpookie replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Attempts to make the static aircraft carrier have been... problematic. There would be no functionality, only the deck itself. However spawning tests are inconsistent so you often walk through the deck. Perhaps in the future... -
I have counter-battery artillery working! I just got the functions working; the vehicles still need some config and texture updates. Currently supporting the Russian-produced 1B75 and Ukrainian-produced 1L220UK Counter-Battery Radar systems. I am looking at the COBRA system as well if I can get the model done. That will give all sides a "native" counter-battery system. What is counter-battery artillery? It is "anti-artillery artillery" 🙂 The radars detect enemy artillery fire, and with relative accuracy can report the enemy artillery positions. The mod will support both "report-only" and "automatic counter-battery fire" modes, meaning mission planners can have the ability for AI artillery to do the work for them, or leave it up to human players. The published Real World values are supported for the systems and can be used to issue counter-battery fire missions from any available artillery unit in the area. This should provide the maximum flexibility and realism for mission planners and unit commanders 🙂 Once the models are completed I intend to add this new functionality. I may wait on the COBRA system for now. The Ukrainian 1L220UK system will be available to INDEPENDENT and BLUFOR sides due to current geopolitical alignments. The 1B75 will be available to INDEPENDENT and OPFOR sides. I am also limiting the counter-battery reports to "damage" ammunition. Smoke, Illumination, AT, and spotter rounds will not trigger a counter-battery response. Only HE, laser, and CBU rounds will cause a counter-battery reaction. Support for currently supported mods will be extended, so CUP, RHS, vanilla BIS, VME PLA, ACEX, pook_AFV, and of course the arty in this mod will all be supported. Please let me know if there are other arty mods that require support! Multiple counter-battery radars can be employed in a mission, but they must be alive for the function to work. A dead radar unit will enable enemy fire to proceed unchecked. NO ETA yet, but stay tuned... perhaps near the end of the summer... I'm really excited that I was able to make this work with a relatively "lightweight" set of functions, so MP performance should not be affected. Fun times! 🙂
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IMPROVED: Spread is now adjusted for different ranges. The current values may not work well - please leave feedback if the spread is too great. NEW: Laser missions are now supported - single-shot laser munitions will be launched and rely on a laser designator for precision target placement. Finally got laser munitions to work in the fire mission function! Use the "LASER" argument to generate a fire mission. Currently supports vanilla, CUP, and RHS laser munitions.
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IMPROVED: Added support for RHS 2S1 SP Arty I am also researching the laser-guided arty. Not sure if I can add that to a fire mission request, but I think I can. I still need to test because I've read of others having issues with laser arty, so I want to be sure it is working good before adding it.
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FIX: Urugan (Hurricane) 9K57 and 9K57-M turret animations FIX: TOS-1A driver and gunner views FIX: 2S5 driver and commander views IMPROVED: Reduced all CEP (spread) values at longer range settings IMPROVED: Added FIREMISSION support for CUP "technical" and RM-70 artillery IMPROVED: 2S5 gunner animation IMPROVED: Wheeled vehicles' physx behavior
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That isn't as easy as it sounds. I would like to look at the CIWS script to determine how it works so as to determine how to separate friendly from "enemy" launches. It all depends how the AI behavior is configured by the missile launch. One could remove the missile object from the "shoot list" but that makes certain assumptions as to how it is ordered in whatever script(s) control the CIWS behavior. One could make a check for a certain type of missile, so that all harpoons for example are ignored by BLUFOR, but again many assumptions would have to be made depending on how the script is configured. Not so easy to make the AI behave like you want them to in this game. Regardless, everything looks really nice, no matter what other people are requesting! 😉
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Sabre Here's another one I forgot to add that you might want to investigate - gearsUpFrictionCoef = 0.1; This is usually higher and I found it does make a difference. It seems to be about when the gear goes down that the velocity rapidly decreases.
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Thanks!
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United States Air Force Mod (2019)
hcpookie replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
(looks to see if F/A-18 is part of USAF)... -
I don't blame you! 🙂 AI are just stupid anyway and honestly they don't seem to get the right waypoint half the time anyway, so even though they can land now, they like to fly around in circles since the flight characteristics don't mesh well with the in-world built-in landing waypoints which appear to be tailored to fighters.
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Fast Sea Frame - Sea Fighter - Assault Craft
hcpookie replied to [aps]gnat's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Your youtube tutorials helped me figure out modding! Not to dilute the thread topic but the new Physx stuff in A3 and more recent updates have made modding quite a chore for vehicular mods... no matter what you decide, thanks for all your hard work!!! -
Small update - just fixed some missing editor preview pics. Also getting reports of some people having issues with certain arty missions and I am starting to wonder if there may be a mod conflict somewhere. If someone IS having arty problems, please describe in detail and let me know what mods are running so I can try to narrow it down. At present everything is working OK in my tests.
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Careful observation showed that the planes worked fine up until the last part of the landing, below 200. Experimenting with the lowest part of "envelope" showed promise. I also changed these values: draconicForceYCoef= 9.9; >>>> Raised this from 7.5 flapsFrictionCoef = 1; >>>> Lowered this from 1.3 landingSpeed = 400; >>>> Raised this from 270 My testing showed that the "LandingSpeed" value is maintained up until that last little part, and then the speed plummets drastically until the landing is complete. Before the values are changed, it plummets so fast you get the landings short of the runway. So it appears the biggest impact was a combination of those values. I had it working even better before, but cleaned up the config to remove duplicate values, etc. and so there may be additional values that could further improve the performance. At present, the planes touchdown on the Tanoa main runway at or near the "skid mark" area.
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Sorry, I forgot to upload to OneDrive... that is now updated 🙂
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- ef2000
- eurofighter
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Published an update; the airliners now all land properly with AI landing autopilot. Tested on Tonoa main runway.
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I would have said "very carefully" but that works 🙂
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FIX: Autopilot landing behavior IMPROVED: Plane geometry IMPROVED: Runway taxi behavior IMPROVED: Landing chute animations
- 182 replies
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Small update: Improved M777 Vehicle-in-Vehicle positioning. now the HEMTT flatbed can carry it. Fixed 'invincible gunner' in M777