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sa8gecko

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Everything posted by sa8gecko

  1. sa8gecko

    MCAR Engine released...

    I hope the following links work, and if so for quite some time: anyway: Gaskin TOW humvee M151A1 with recoilless gun SA-10 (5P85S & 5P85D) SA-8B MCAR engine 0.9.3.11 The SA-10 is not final and some error could pop up.
  2. sa8gecko

    MCAR Engine released...

    Sorry guys if I didn't answered before: I just don't visit this forum so often like before. So if you need something urgent, message me for a quicker answer. I can't say much about Mandoble's work as I never tested it. Unfortunately I'm not so keen on ArmA as I was on OFP: really it's some month since the last time I played it. Back to Mandoble's: as I said I've never had a look at his work, so I don't know how he managed it. Really MCAR engine contains all the guidance codes and much else in the engine itself. It was conceived to make the addon maker's life easier, as he was supposed only to set the missile parameters and some entry in config.cpp, and then forget about it, in the sense MCAR engine takes care of the rest. I think Mandobles reasoned along the same line; still I can't know for sure. I have to admit that for a not so mathematically inclined person the missile parameters are a little difficult to understand, as I tried to make the simulation as physical as I could get. Of course setting missile parameters like in config.cpp for a normal OFP missile is easier for the addon maker to do, but I'm proud of the fact that we at MCAR achieved a TOW flight course matching closely the real one in one of our addons. Really, without being too arrogant, it was almost perfectly matched. Well, the Harpoon launch sequence was great indeed, with booster phase and the discarding of it. Too bad only three people saw it. Sorry PANTS, I've just seen your message as havocsquad's one. If you're still interested, message me next time so that I can upload the files somewhere. As I said in my previous post, the site I had is gone. It's the second time I fail you: I'm sorry, but you'd better PM me next time. But maybe I'll find some place to put up all MCAR files...
  3. sa8gecko

    Crysis Impressions.

    In the console, enter the command <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">g_ragdollMinTime = 3600 they should stay for at least 3600 seconds, that is an hour. If you just don't want to bother adding that line every time you play, just make an autoexec.cfg file with that line of code in, and put it in the "Crysis SP Demo" folder. If the console isn't enabled, you can enable it with this line written in the autoexec.cfg file: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">con_restricted=0 If you're interested, you can learn more tricks and tweaks here: ultimate tweak guide by MadBoris
  4. sa8gecko

    Crysis Impressions.

    Well, the nanosuit makes just you that Predator...
  5. sa8gecko

    Crysis Impressions.

    Probably not that much, if any, if it is the TAC grenade you'll use. Don't get me wrong, I absolutely love the demo, and you should absolutely try the editor. Try cloning a lot of enemies and battle them in a jungle zone, either alone or with some help (I 'converted' to friendly some koreans). I made battles with 150+ (one hundred and fifty) AI bots, and even if framerate went sometimes as low as 8-9, it's absolutely amazing. I have a core 2 duo E6600 OC @3Ghz and a 7950GT 512MB (so not top notch) and I'm playing in the editor about 1050x800, settings to 'high' except I eneabled sunshafts and battledust. Remember to make an autoexec.cfg file, put it in the 'Crysis SP Demo' dir and type in it this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">g_ragdollMinTime = 3600 so that you can wander around the battlefield after the fight has ended to look at the carnage you did: this set the time after which the ragdoll bodies are removed to an hour. Here's a crappy video I made (sorry, no sound): 4.26 MB, Xvid 1.1.3, 524x404, 25 fps. Fraps recording lowered the framerate further.
  6. sa8gecko

    MCAR Engine released...

    I missed that completely. Sorry. Unfortunately when I switched provider I lost all of my files stored in my web space, and I never cared to replace them. If you're still interested, PM me, as Q suggested.
  7. Since the TOW missile fired by the humvee doesn't seem to be steerable, I've made a little modification to the actual one: file Put the .pbo file in your 'AddOns' directory: the unit can be found in the editor under 'BLUEFOR>Cars>modified HMMWV TOW'. It doesn't substitute the BIS one. Since this is only a try, the script is written in old OFP style (no execVM) and it spits out some globalchats for range and speed. The missile speed infact has been modified to match the true one and range (almost, but anyway better than before). Optics have been zoomed: default is 10x, minimum is 4x and max is 20x. Don't lock to your intended target, just switch to optics, pull the trigger and steer the missile using optic view. The missile should follow the crosshair centre: I was able to kick down a single tree at 1500 meters and a moving T72 at 1000 meters. As I said above, don't complain for globalchats: if you do, just open the pbo and remove them from the 'fired.sqs' script. Also, the AI probably can't use it properly or anyway will end up using it as the standard tow humvee. Not tried in multiplayer: I cannot because of my connection. Anybody is entitled to modify the script as he wish, if he found it useful. More will follow if interest is high enough. some data: max range: about 3700 meters, flight time: 20 seconds time to reach 2000 meters: about 8 seconds max speed: 310 m/s in 1.5 seconds after launch speed at max range: about 110 m/s Credits: BIS
  8. sa8gecko

    steerable TOW

    Yeb: If you're asking if it's possible to modify those vehicles in the same way of the humvee, the answer is yes. If instead you're meaning of the possibility for me to modify those vehicles, I can't answer yes at the moment. The point is this: I believe sooner or later BIS will make the TOW like it is supposed to be. Mine is just a stop-gap for now, waiting for next Arma patch. Anyway if a few people find it useful, I can make it a little better (and removing the globalchats, wex-q ). The goal should be to implement the real launch sequence: pull the trigger, the gyroscope is initialized and after about a second the missile exits the tube; and to lessen somehow the smoke, which at the moment gets too much in the way (real TOWs have two side nozzles). Since it has already been done for OFP, I can't see why this shouldn't be possible in Arma.
  9. sa8gecko

    chopper chainguns and shilka

    Deanosbeano: I see. Anyway, in regards of the AH6, you just need to put this line in the init field of the unit: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventHandler ["fired",{if((vehicle(_this select 0) ammo "TWINM134") mod 2 == 0)then{nearestObject[_this select 0,_this select 4] setpos((_this select 0) modelToWorld [.7,-.5,-.25])}}] well, sort of: I just thought that the tracers were made differently than OFP, and instead this seems not to be the case. The result is crappy for this. ModelToWorld sesms to work like 'drop', but the offset I put in is not 100% accurate. I just don't have the time to check the exact position. To use in game just remember to check if the ammo being fired is a minigun bullet ("B_762X51_BALL" or sort of), because as it's now it modifies even the rockets' positions, which you don't want to.
  10. sa8gecko

    chopper chainguns and shilka

    why just not setpos the bullet at the different memory points (one for each barrels's muzzle)? It's easier, once you can edit p3d models. in OFP it was not unstable: it was pretty rock-steady in my opinion. What's the problem in Arma, Deanosbeano? I think yours is the better idea, Maddmatt, and this could be readily applied, for example on the AH6: the only problem is to know the roll angle. Of course once you can look inside arma p3d models and in such a way know the named selection for the right barrel's muzzle you don't need the roll angle any more. EDIT> perhaps the command modelToWorld can be used to setpos the bullet in the right place without having to resort to the roll angle, if this command works a little like the 'drop' one in OFP.
  11. sa8gecko

    Radar

    I don't know the answer to this: anyway, here's the link (22 mb): 30N6E Hope it can be useful.
  12. sa8gecko

    Radar

    I've a 30N6E on a MAZ tractor sitting in my harddrive with little hopes of being completed, since I lack time at the moment: The first view lod is completed (almost) and half textured: the lower and bottom sides, with the exception of the wheels, are not, and some other parts are textured wrongly or with textures used for the launcher vehicles, which need to be modified. The memory lod already has the axis points to elevate the radar antenna and other elements: the communication antenna pole must be raised-lowered differently (probably with setObjectTexture, as it's a translation animation, and not a rotation one). The other lods are still to be done. If you like, otester, I can upload the model (O2) and the textures (photoshop 7.0 .psd files, .tga files and of course the .pac and .paa ones). It should 'weight' some tens of megabytes. I will give it gladly to you if you want to complete it, and of course I'll explain you which parts are lacking and how to modify the textures. Changing the camouflage pattern for example is almost a trivial task, in case you don't like it.
  13. sa8gecko

    MCAR Engine released...

    Ok, you're right: the 'no entry config.bin' etc is given by an entry not defined in mcar_gaskin, but defined in another mcar vehicle file. Don't know how it ended there cause it's not used. Anyway when I'll get the fix done, I'll post a link. Thank you for pointing out the bug. EDIT> should be fixed now, the correct version of the Gaskin is available at the site pointed out previously. You don't need to download MCAR engine again, just the Gaskin. For the video: now it should not have importance, but did you try 'right click> save as' ? Also, sometimes my bandwith gets exhausted, maybe retrying later could work. Let me know if it works now: if not, please post your flashpoint.cfg file.
  14. sa8gecko

    MCAR Engine released...

    Let's try another way: download this video: (divx 5.2.1) these are the effects you should see. In this particular situation, the first missile is aimed at my wingman: look it impacting one flare and causing the pilot to eject because of the damage the plane suffered since the explosion was very near it. The subsequent missiles are aimed at me, and they all miss. The probability for the missile to miss, cause of flares, is higher when the missile attacks from the rear. If you don't see these effects, then there's something wrong: if you can (and wish), post here a readable screenshot of your addon directory (or post a link to it), so that I can see if the files are the right ones. Another thing: what's your Flashpoint version ? 1.96 or earlier ?
  15. sa8gecko

    MCAR Engine released...

    The SA-9 shouldn't need any psy tagged file: perhaps you have an older version, download the one you can find at the link I've posted above, delete or better rename as .bak every psy_ tagged pbo you have in your addon directory and let me know. It's important to remove or rename any psy_ tagged 'ante' MCAR engine files as they may cause conflicts and malfunctions with the newer ones. We have tested the MCAR engine files in a clear OFP intallation before releasing them to check they worked correctly: the fact that you have this kind of malfunctioning seems to indicate you have something conflicting with MCAR engine. If it's one of the case about which I posted above, that is older MCAR beta files present in your addon directory or the wrong Gaskin version, the situation should resolve itself doing what I suggested you to do. If it doesn't resolve, I think you have some other addon conflict, in which case I cannot help: anyway let us know about it, cause maybe Hater_Kint knows the answer. EDIT> the MCAR engine compatible SA-9 pbo is named 'MCAR_gaskin.pbo': if you don't have it, download it from the link above.
  16. sa8gecko

    MCAR Engine released...

    Strange indeed. The attacked plane or chopper should launch a set of six flares when the missile is less than 400 meters to it. The operation isn't repeated (for another missile) until some seconds the last flare has been launched. The flares work with both AI and 'humans'. Please can you specify: - the MCAR engine version you're using - the SA-9 Gaskin version you're using, as SA-9 Gaskin (Prop. Nav., Ballistic) is an older version - if it's only a particular plane giving you problems, or every one you tried. You can download the latest files here. test if using these works. Delete or rename as .bak the old MCAR pbo files.
  17. sa8gecko

    MCAR Engine released...

    It depends if it was specified in the stringtable.csv file of the addon: the SA-9 Gaskin we released alongside the 0.8 version of the engine has this feature. The SA-8B Gecko has not, because flares in real life work with IR missiles and the Gecko's ones are not, so I set the conresponding entry in stringtable.csv as false. Anyway here's an extract of the relative part of the docs where the parameters are explained: So for your addon to make the attacked planes shooting flares you should set _FLR to true: if the missile still hits too many times, raise _FP to 40 or more.
  18. sa8gecko

    SA-10 Grumble

    For Mods: this is not in 'addons & mods:complete' because it's still WIP. Here is the link to the 5P85S and 5P85D launchers of the SA-10 Grumble complex: 5P85S & 5p85D launchers (2.5 mb) this one contains the same pbo, but the models are MLOD: MLOD models (3 mb) this contains the psd files used for texturing: texture files (13 mb) and finally the link to the MCAR Engine 9.31 that you'll need to make it work. There's no readme in the files... so look here for infos: - you can find the vehicles under East>Project MCAR - there are two kind of similar vehicles, the 5P85S launcher and the 5P85D slave launcher, the former also in winter camo - they have a tendency to spam missiles, but this is provisional - this is not the complete package, as I'm still working on the 30N6E 'Flap Lid' tracking radar (just to be textured, model is ready), and I'd like to make a 'Clam Shell' or 'Tin Shield' radar too: please if someone has good photos and/or drawings of the latter two, help will be appreciated - credits go to BIS as I used some textures of the SCUD launcher and to MCAR team - the missiles are launched vertically and are very fast (top speed 1400 m/s) and can travel a lot (and when I say a lot, believe me it's A LOT) - the pods stay horizontal as long as the vehicle is moving, the driver is on 'SAFE' or CARELESS' mode and the terrain where the vehicle rests is not almost flat (max slope of about 6% allowed) - there are some lighting issues and possibly some texture errors that hopefully will be sorted out - you can use and modify the models and the textures or part of them for your own purposes as long as you don't make money with the modified stuff (it's ridiculous, but just to be safe) - I don't care about credits given to me as long as you don't go boasting you made it - help is welcome, as well as suggestions and contructive criticism - my website is not the fastest around, so you may encounter problems downloading the files. Sorry. I think I said it all: if some of you need more info or details feel free to post down here. EDIT> Sorry but I pushed the wrong button... here it is a screenshot anyway:
  19. sa8gecko

    SA-10 Grumble

    Shashman: probably the targets are engaged on the base of their 'cost' as specified in their config.cpp, that is following OFP rules: discrimination among various targets and assigning target priorities is a thing I'll include, if I get enough time, in the final release when all the vehicles I've in mind to make will be completed. Well, if I get no enough time maybe someone, once it's released, will add the units to RockofSL and UNN's FCS. About missile launch: the missile is expelled from the launch tube by a gas generator. In the process it breaks away through the tube top cover, which is frangible. Once out of the tube the winglets open (you can see this in the addon too, but this happens very quickly, less than a second), then the rocket motor ignites, and the missile is sent to its trajectory. So maybe I'll add the smoke generated by the gas generator in a future update: the reason why the current smoke disappears rather quickly is because too many drop particles will generate lag. And then you'll hate me. About textures: they really aren't that good (btw: the addon uses 2048x2048 textures, so enable them in your OFP settings or the vehicles will look even worse). And that little looking good it's all merit of Photoshop: just open up one psd files I included and you'll see it's all done with layers and there's NOTHING done by hand. I simply can't draw. But I must say I like the winter camo version of the 5P85S. Universal: Really I expected you knew the answer... Just joking, but the truth is that exactly I don't know: they carry the same missiles, and the 5P85S has a command post behind the driver cabin, as you can see: what's its purpose, since the targets are transmitted to the launchers by the tracking radar I don't know for sure: I just know that in a typical battery there are usually more 5P85D than 5P85S, so maybe the 5P85Ds are just 'stupid', while the 5P85Ss are 'intelligent' in the sense they can elaborate the data received from the radars and maybe provide the same data to the 'stupid' 5P85Ds, acting as a link and maybe deciding which launcher should fire a missile at the target.
  20. sa8gecko

    SA-10 Grumble

    To Ceriy and M@ster: many thanks for the mirrors you provided. to Panzergrenadier3: that is actually the 30N6 radar that I already made (see screenshot in the previous page). This page is nonetheless a GREAT resource as the pictures show some particulars I didn't and can't notice in the ones I already have, and the vehicle shown has the radar antenna and the mast still undeployed. The radar antenna will be animated, but unfortunately the mast must remain deployed in the model I'm making, since I don't want to show a sharp transition from undeployed-deployed.There is also that picture of the interior... Great stuff, thank you very much indeed ! Remember me to credit you for the sources, if I should forget. Now I just need something similar for the 'Clam Shell' and the 'Tin Shield'.
  21. sa8gecko

    SA-10 Grumble

    Universal: No, as I said, for the two aforementioned surveillance radars: thank you for the pics (some I have already), but I need something more as I hate to invent too much: I'd like the vehicles at least to resemble the real things. Regarding the fact the addon is still worked on, the answer is yes: here's a picture of the 30N6E tracking radar mounted on a MAZ 7910: As you can see the vehicle is almost complete but it still lack textures (and the ones shown are just temporary). The camo I'll apply will be the one of the vehicle which pictures I found in the site I mentioned above (so it goes on pair with the 5P85S) as well as a 'winter' camo simulating a partial repaint of the regular one. Not sure if I'll make a resistance (slovak) version with a camo net on it, just like the one shown in the screenshot above.
  22. sa8gecko

    SA-10 Grumble

    Thanks Universal for the pics. Some are useful, even if I need something like a 'walkaround', like the ones found in this site: http://walkarounds.airforce.ru/artillery/rus/s-300/index.htm That's where I took the photos I used to model the 5P85S and the 30N6E, and since I didn't have a precise reference or 3d drawing, this would be the reason if the vehicles should result slightly off-scale (they're big anyway). To Hellfish6: no, you just have to fly very low (under 20 meters) or mask yourself behind a hill. You can try to outmaneuver the missile, but it's difficult if its (the missile's) speed is low. I repeat: this release is not final, maybe I'll make up something later (even if in RL you won't have many chances against such a system once engaged). To Gedis (and all other interested): since the missiles being simulated are the 5V55K, I 'would' dare to say mine is the cold war version. But since the tractors are MAZ 7910, it could be well the D or E variant (speaking NATO codes). And as you said the launch tubes are almost the same in all versions except for the missiles inside. I've seen a picture with three big missile pods coupled with three smaller ones, taking the place of a single big one. Being what it is, I hope you enjoyed it.
  23. sa8gecko

    SA-10 Grumble

    To RockofSL: many thanks for the mirror, I appreciate. to Hellfish6 & Somebloke: I've been fired upon by these units when I was 18 something kilometers from them, but this happened before I modified the vehicles a little. I didn't test thereafter. The missile anyway can follow you till 47 km out (real range of the 5V55K missile). The minimum range is 1500 meters: if you're closer you won't be fired upon. As I said, this isn't the complete package but it's still WIP. As a consequence I reserve the right to modify these vehicles (I hope for the better). If you want to release a retextured version (the reason I distributed the psd files) you may want to wait for the final release, which will include the radar vehicles too. Another thing: the gunner position in both vehicles is not done and probably will not be done: this for the reason that I envisioned their use AI only and because in the final release the targets will be submitted to the launchers by the radar vehicles. At least this is my intention. But as I said before I cannot predict a full release date cause I'm still missing some good visual references to the 'Clam Shell' or the 'Tin Shield' radars. These will be static vehicles, at least if I can't come up with a good towing script. About the 5P85D launcher: the only (semi) good reference I could find was a serie of pictures from a plastic model kit (btw, if you're interested in this sort of things the manufacturer is PST, and it has all the vehicles needed to set up a SA-10 battery), so I'm hoping the (plastic) model is accurate: if so, even the p3d model is, otherwise ...
  24. sa8gecko

    SA-10 Grumble

    RockofSL: ah well... it seems my allowed bandwidth has already been exhausted... try again later or wait until Hater_Kint pops up a mirror, sorry.
  25. sa8gecko

    Proximity fused AA missiles

    I can only suppose it's due to how many calculations the cpu can do for clock cycle: more calculations = higher frame rate. If you look carefully you'll see OFP missiles follow a proportional navigation (or even lead collision) course: the more times a second the course of the missile to the target is updated, the greater the precision. Try with a core duo 2 and you'll notice an increase in hit percentage respect to an older cpu, all OFP settings remaining the same on both machines, even if the target is maneuvering. Of course it depends even on missile's maneuvrability parameter, but what I meant with that phrase of mine you quoted is that what are near misses with 'slow' CPUs tends to become direct hits with faster ones. You surely noticed some times the missile missing the target for just a bit (what you would say a couple of meters): well, with a faster system probably that same missile would have hit the target. I know it seems I'm talking nonsense, but I'm saying this because I've seen it. Anyway, since not everybody has an high end system, I agree proximity fuses rise the hit percentage. The only thing I advice you to do when using proximity fuses is not to make, for the sake of playability, the indirectHit parameter higher than 100, because every plane will be reduced to ashes even with a not so close detonation. I'm basing this assumption on the fact most plane addons have an Armor value of 80-150 (OFP standard ones, the A10 and SU25, have 50). Better give the pilot a chance to bail out, in my opinion. AI pilots bail out when the plane is about 50% damaged anyway: you will not be given credit for the kill, but you could have been the target too.
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