sirglider
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core_pfieldgroups_3
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OFP
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Strenfould island v2.0 addon for OFP
sirglider replied to arnoldardent's topic in ADDONS & MODS: COMPLETE
Thanks for the addon. Very nice! I love the topology and the different towns around. Very sovietic ambiance :) However I almost cannot fly above the main city. I have a Radeon 5850! and it lags heavily like 3-5 fps... My proposition would be to remove the grass and try to find a solution for the corn field. Town itself is not so problematic I think. Or maybe remove a few grave from the cementery. -
Change its ID but be aware to change it in the scripts as well...
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My solution for the the Laser Target Designator (LTD) on a UAV, is to define the point on the ground at which the cam looks via a prolongation of the pointing vector untill it's hitting the ground. Then the coordinates of the ground position is transmitted. Working fine with the UA as I take a shortcut to the target defining and not really a Laser Target transmission. I've tried a few ways to create that object gamelogic that uses the normal laser target on the ground but successless so far... Still to be implemented
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Anyone working on an Unmanned Aerial Vehicle?
sirglider replied to scribe556's topic in ARMA - ADDONS & MODS: DISCUSSION
Hi scribe556, I'm almost over with the scripting of our UAV Ranger (Swiss but exactly the same as FDF) and it will be kind of Vigilant's console but with much more features. The only problem is that I'm almost over with it on OFP. So we would need to turn it to ArmA, but shouldn't be that much work.. Tell me if you want more infos -
Unfortunately, it won't be compatible with AA as long as it will need some small fixing, but not big ones I'll publish an AA version later as well. Where to download it, probably on OFP.info as they were our host for a long time
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Hi all, I was about to post a news concerning my work in progress on OFP, but I saw your message so I reply directly to it. I'm almost over with my UAV control console. Pretty much work, but with a really nice result. It has many functions included: - multi UAV - MP (normally, but not tested) - Launcher included - Engine command - Altitude control - WP control - Automatic landing feature wherever your want - Night vision - Laser Target Transmitor for the UA 1.1 - GPS - Gyroscope on the camera - Target adjustable manually - Multilanguage version (english, french, german) But I need to fix some little bugs left. Especially on the models and small scripts. If someone would like to help me, with pleasure For your pleasure, a screenshot of the console by night. Enjoy!
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You should designate a standalone server so that it doesn't have to calculate everything for the server and everything (or almost..) for the client, what you play and see on the screen...
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There two types of launcher: the truck or the trailer.In the Swissmod, we have actually only modeled the trailer launcher  More information and pictures about our specific UAV: Ruag Aerospace Ranger's webpage
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That's the one It flies exactly the same way as a plane as it's coded as a plane..
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What do you mean by autocenter? The UAV flies to its waypoint and then circle above it. So? Sure it is. It's a normal plane.
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Hi all! Well there's also the UAV from the OFrP Mod which is a helicopter, not simulated so, but nice to fly and to use. From this base I've worked for a very long time on a console to use multiple UAV's and also MP compatible. The model is from the FdF as we use the same in the swiss army, so in the SwissMod I've almost made everything for it: - Altitude control - Waypoint control - Nightvision - Camera Zoom - Camera Rotation - Camera Up/Down control - Launcher system included - Status display in the list - Usual informations as speed, position, altitude, etc. - Full Screen view option - Autodestruction - Autolanding via a Laserbase's placement on the ground - UA Target transmitting possibility! - Multilangual console All those functions are working I just have to fix some bugs and to finish the cpp for standalone addon but it's working fine! If someone want to give me a hand for the standalone cpp, it would go faster for the release! For further informations, don't hesitate to contact me! Cheers, Sirglider
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Sorry that might be a bit confused, it's about WP away from the RWY and Taxiways.In fact my test is with a 1st WP about 1km north of the RWY and then the next one is about 6km away from the 1st one.
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All right, I've reduced my flap' s friction to a quite normal value. But now I have an other problem, not related to STOL: When the AI takes-off and should move to a first point at the end of the runway, it takes him ages to go there. In fact it takes off, turn a bit and then make a 360 to join the point, eventhough he's reached it. I've set<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">precision=350;But even with nomral (500m) it does the same. And he does it with every waypoint if flies to... Is there anything to do with <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">steeraheadsimul steeraheadplan? Cause I can't figure out those 2 config lines.. Thx
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Sorry for not commenting it directly  It's a kind of addon I really love to play with. Maybe one thing, it should fly a bit slower which means to take-off on shorter distances too. I'm working on an alpha version of a STOL aircraft which use a script for a short take-off. If you can't figure it out with weight balance and so, I could help you with the script. An other thing, about modeling: I think it's a really beautiful addon, but would need, as you say, some other LODS, cause the details of the exhaust pipes are not really important when you're more than 3 meters away from it. So good work, keep going on so! Sirglider
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Hi all! I've looked around a little bit and I don't really understand the behaviour of the AI on my plane. When I fly the plane, there's no problem. I can take-off easily and then my plane climbs well at around 120kph. But when the AI uses it, he takes-off normaly, but then he puts some flaps to climb. The problem is that my plane is a STOL aircraft and it has very efficients flaps. So if I put them half down, I almost can't climb anymore. Normal! But for an unknown reason the AI use them to climb too! I've tried to played a bit with the speed settings. Here are they:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">landingspeed=130; maxspeed=200; I suppose that both speeds are too close for the AI. But if I put a landing speed lower, then the AI stalls. I've tried to change a little bit my CG and the weight of my plane. It changes its attitude in flight, but not the stall speed... So here's all my problem. How can I manage the AI to fly and climb well with my plane? Thx for your help! Sirglider