vektorboson
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Everything posted by vektorboson
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Check throttle position
vektorboson replied to madmedic's topic in OFP : MISSION EDITING & SCRIPTING
The RPM thing was discussed a few times as I remember, but to my knowledge there is no possibility to check the RPM value. Only possibilty I see would be to check the fuel consumption (I think someone had this idea). I think that you're mixing a few things up. This afterburner script you're talking about was made by me. If you mean by PS2 the ProSphere-Script, this was made by Prospero (I think). But the thing is, that you need afterburners to gain speed, therefore it makes no sense kicking the afterburner in, when you're already at max speed. -
How to know the ground texture?
vektorboson replied to Pierrot's topic in OFP : MISSION EDITING & SCRIPTING
That's not 100% correct. It depend on the z-coordinate of the EmptyDetector, which in fact is the class name of a trigger. Triggers are always at sea level and with getpos you get the relative height of the trigger to the terrain. So you have basically to check whether the z-coordinate of this trigger is positive or negative. Negative values mean, that the trigger is under ground, positive mean that the trigger above ground (say ground is under water). For some odd reason you have to set the threshold as 3m because otherwise the script is someway unstable and you will get overland dust when over water. -
@BIS I've got a question regarding the streetlights in OFP! Is it possible to change the "rays" say the transparent cone under the lamp, and perhaps changing the flare effect? I didn't find anything in the configs, and in the models there is only one memory LOD vertex "light"!
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Hello all! I am leaving the OFP community because of RL taking now too much time to play OFP and make any scripts, tutorials or addons like the F-117. I'm announcing also, that I am giving the F-117 to another addon maker who is more than capable and competent in finishing this addon. I wish everyone good luck in the OFP community, especially BIS, who created a fantastic game. Vektorboson (aka bigpoppa) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> vektorboson action ["SALUTE"];
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Which addon has been done to death?
vektorboson replied to Acecombat's topic in ADDONS & MODS: DISCUSSION
@Baphomet I know what you mean, since I have a low end PC and all those high def. addons hit my PC twice. But the problem are not the high polys and the big sized textures; the problem is, that most addon makers think that it is enough to make one good looking LOD, than perhaps if they want, they make a second, sometimes untextured, LOD. Then there are some addon makers who reuse their textures but think that they must put the texture again in another PBO, thus duplicating it. Vit's planes are a bad example, because if you have his F-16, MiG-29 and F-15 you have the same 512x512 textures triple times! If any addon maker made proper LODs (that are still good looking and textured), reused textures in a wise manner, there would be less problems for low-end PC users, and probably for high-end users, too. You perhaps saw my F-117A and the ACES-aircraft-weapons-project. They won't have only one textured LOD that is high poly, but also some lowered LODs. -
Project to unify airplane addons
vektorboson replied to hardrock's topic in ADDONS & MODS: DISCUSSION
I'm making the Standard ARM and the Shrike. The Shrike utilizes the Sparrow Modell, as I read, so it will be finished quickly. -
Project to unify airplane addons
vektorboson replied to hardrock's topic in ADDONS & MODS: DISCUSSION
@killagee I don't know whether hardrock made them already or not. If he already made them, we agreed that we try to create all weapons to look as if they fit together. @Footmunch Thanks for the links, I planned the AGM-78 standard arm, but found only photos from a perspective where I could not tell the right structure. I'll look at the Shrike, too. About the Lock-On issue: Well since there isn't proper Radar in OFP, we can't really simulate a ARM/HARM or Harpoon. But I found that there are three possiblities regarding lock: 1. Infrared Lock, lock on targets that are defined as irTarget 2. Laserlock, lock on laser designated targets 3. some kind of optic lock: You right click on a target; a missile that is defined with canLock, will home on that target, even with no irLock and laserLock But there is no antiRadar-Lock, that would simulate a HARM, so I'm sorry at this. It would be possible with a lot of scripting, but I don't think that it is worth the effort. Also, thank you for your permission to use your models, this will probably speed up the making of especially the eastern weapons. Regarding Tags, we have following proposals: ACU would be AirCraft Unification ACES would be either AirCraft Equipment Standard or Aircraft and Chopper Equipment Standard Perhaps there is someone to make better proposals! As always feel free to make suggestions, especially at addon makers because they are supposed to use our work if they want! -
And an addon containing software that was not given permission to be used by the addon maker contains illegal software, and i would expect BIS and their moderators to act accordingly to any threads about addons containing unauthorized use of another addon makers software. I really appreciate the hard and good work of BAS, but you should either stop this whole "Intellectual Property" (who introduced this terrible thing?) and copyright discussion or you remove immediately the Ranger/Delta Demo missions since they include COPYRIGHTED music. Either you stop complaining about people not respecting copyright or you take out any copyrighted music that you are distributing. In Germany there is a nice saying: "Those sitting in the glass house, shall not throw any stones!"
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Project to unify airplane addons
vektorboson replied to hardrock's topic in ADDONS & MODS: DISCUSSION
Well, I already looked for reference material regarding eastern weapons. But I first want to complete the western ammo store. I know that aircraft weapons and arcrafts themselves in OFP are unrealisitic, but many dream of OFP getting an Infantry Simulator with an attached Jetfighter Simulator, like me. Let's see what possibilities OFP 2 brings us, since Suma is supposed to be a flight sim fan... Till then we have to make many workarounds, fakes a.s.o. to make OFP a little more realistic regarding planes. Regarding CAS scripts: I'm experimenting with some scripts, that make your life as a mission designer easier. The easiest is probably that you place an "CAS-Object" on the map and have automatically CAS-Support to be called via the Action Menu. Another one would be a dialog approach like in the Insurgency Campaign. Also please let the suggestions coming (especially mod-makers/addon-makers), since this shall be an universal config for Missiles, Rockets, Bombs and Machine Guns. -
Project to unify airplane addons
vektorboson replied to hardrock's topic in ADDONS & MODS: DISCUSSION
Click the image for a bigger version! I made a few Missiles/Bombs which are used by USAF/Navy which were mainly intented to be used with my F-117A, but I made some too that are used by other aircrafts. I could (I would) donate these to this project. - all models will be available in MLOD-format, so you can use them as Pseudo-Proxies (but in the addon they will be binarized) - all models are made from one texture (pseudo-proxies!) - some models like the GEPOD, fuel tanks, hydra-launchers can be used as real proxies. - the BLU-109-, JDAM-, JSOW-models have to be improved. There are still some weapons I want to do; if you got any suggestions, then provide me with some pictures and/or blueprints (please not fas.org!!!). Well, I need yet: - GEPOD, blueprint, photos - AIM-54 Phoenix, blueprint, photos - AGM-78, blueprint - MK-80 Series High Drag, photos (blueprint?) To be made: - GBU-15/AGM-130 - GBU-28 - AGM-84 "Harpoon" - 340gal and 500gal fuel tanks Feel free to post any suggestions. These all are only US/NATO weapons yet, but don't forget that simulating those weapons exactly isn't as easy in the OFP-world!!! -
Well, I think that your timing argument is a little wrong because as you see it takes a lot of time to make an island. Therefore everyone who asks now about being permitted to use you objects/textures for their islands will not be finished before next week. Hey, it will take a month or much more before they can release it! So, it will take some time until you permit your objects/textures being used. Then again it will take much more time to place all the objects and textures and fine-tuning and everything. Well, those who release an island in a week or so, they will be flamed on, or they have to hear something like: "Your island is crap" a.s.o. And EVERYBODY knows that they used your objects and didn't take the time to make their own objects/textures. So what are you worrying about? I am always glad when someone uses any of my stuff. And I always write that nobody needs explicit permission from me to use my stuff. Hey, you even use my Downwash Script for the OPFOR, was a big surprise to me. Well, you should enjoy all positive feedback you get for the two islands and objects and textures, they fit the atmosphere. And always think, that your stuff being used is a compliment rather than robbery
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Project to unify airplane addons
vektorboson replied to hardrock's topic in ADDONS & MODS: DISCUSSION
Well we could include ILS for every Airport that is available on Tonal Island. The ILS was meant as a help to the player and therefore invisible to the AI. We didn't discuss the AI-issue, but it could be possible in some way to enable AI-landing for all airports (carriers), but it would be helluva work to script this, and I think you'd rather see us working at our addons, than at this -
Ammo and refuel vehicles
vektorboson replied to thirtyg's topic in OFP : MISSION EDITING & SCRIPTING
This is only possible for an addon, the relevant config-parameters are transportAmmo and transportFuel. No scripting possible. -
Project to unify airplane addons
vektorboson replied to hardrock's topic in ADDONS & MODS: DISCUSSION
This is how it is done in my F-117. I'm overthinking some possibilities, how you could choose another Airport/Carrier though without the action menu -
Hi, the major improvements are under the hood. I'm fine tuning the JSOW and the WCMD, so they are powerfull, but not too powerfull. I'm overworking the flight characteristics and I implemented an ECM-system to the F-117A. I also changed some textures, and made some partial adjustments to the model. The model has some very serious flaws, which you don't see on the pictures because of the sun light falling in. I also made a few adjustments to the ILS-system, so it works for any direction and fits the ILS-standard by hardrock and me. You perhaps saw the thread about the Unification of planes addons from hardrock. I'm also working on some nice weapons, but I won't say atm which they are. I'm trying out a lot of new ways and concepts in scripting and addon making, so it will take some time to finish it, and make it perfect.
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@Footmunch Perhaps you like to find a better way, how you engage the afterburner on your planes. I personally don't like the Action-menu way, so I found another way by pressing the "run"-key (in most cases "E"): Uppermost is my afterburner script hope you try it, and perhaps implement it into your addons.
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I can't really say yes. The velocity vector is just a vertical speed indicator used in a clever way  As for the ILS bars, they are working very fine. I had some low visibility and night landings. It helps really a lot, though you need a lot of training to use it properly. I'll make the ILS-system as general as possible, so it can be used in any addon. I hope it will work good enough even for carrier landings. As for the JSOWs: I tried to make them as they are supposed to work in real life; you fire them, they fly automatically to the target area and release the IR-seeking submunition or the cluster-submunition. Well it turned out as nearly impractible, for several reasons: - the JSOW itself had to be defined as a plane and had to have a pilot. - therefore the JSOW-plane could've attacked any target on its way to the target area - the JSOW had to rely on "dumb flying skills" of the AI - overkill for OFP Therefore I used following solution: - the JSOW handles like a maverick, you have to lock on IR targets - the JSOW flys towards the target, but releases short before impact its submunition; the velocity of the JSOW is added to a random velocity of the submunition - therefore the JSOW AGM-154A works like a "missile-cluster-bomb" - I'm still deciding how I should make the AGM-154B because it is rather effective against one target, than multiple. Though this decisions, the JSOWs are still a devastating weapon that can take out or damage severely a tank platoon if the tanks aren't scattered widely.
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Here is an explanation of the ILS: Pic1: You see two markers that show you, were the ILS glide path is. One is the horizontal marker that shows you, which direction you have to fly to, to get to the glide path. The other one is the vertical marker, showing you whether the glide path is under or over you. ------ Pic2: Now here an example of an approach: the horizontal marker says, that you are left from the glide path. You have to turn a little bit to the right and wait after the marker is in the middle of the vertical marker. The vertical marker says, that you are above the glide path, your height is to big. You have to loose height with either getting the velocity vector under the center line (slowing down speed) or you turn down the nose of the aircraft. ------ Pic3: Here you see an almost perfect approach. The two markers intersect almost in the middle (well you're still a little bit too left) and the velocity vector (small circle in below the center) indicates a negative vertical speed. If the addon was perfect, you just had to lay the velocity vector on the beginning of the runway and you wouldn't have to do anything, just wait until you touch-down  ------ The ILS will be automatically enabled, as soon as your gear is down. The nice thing about the ILS system is, that you can add an ILS approach target through an object, thus enabling every addon island for ILS approach. You even can use the ILS for carriers, since it is height sensitive, and it can even move! One thing is, that it is not finished. It only works for 360°-Runways, and only for the 36-direction. ------ Concerning the baydoors: Sorry drewb99, but I will definitely not make them automatic. You have to use the action menu. But the interface won't be overloaded with action menu entries. The maximum shall be 2-3 actions at once. The systems will be activated automatically from the context, like ILS with gear down. ------ I think I gonna try to make that FLIR/DLIR-screen functional with a dialog, because you can't lock on any buildings. Especially the GBU-27 would profit from this, because it is a devastating weapon if you make a direct hit (like all BLU-109 warheads).
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Ok, new screens from the cockpit: As always more on: Screenshots on my Webpage
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You mean the radar that shows you from which direction the missile is heading? It will be in the right MFD. I have already created a dummy texture, I think it is visible on the cockpit screenshots. The left MFD will have the map with its location marked.
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thanks, the FLIR/DLIR-display is just some eye-candy; it doesn't work actually. Perhaps I include a dialog with which you can set the FLIR-target manually. This could come in handy for attacking buildings. The F-117's handling is rather "heavy" right now. I don't want it have the turn radius of Hudson's F/A-18, because the F-117 doesn't have thrust vectoring. (and the FA18 actually, too) A bomb-view camera won't be hard-coded into the addon. Perhaps I make it optional. You would have to make either visual reconaissance or satellite view to see whether you hit the target. But who knows. I have rather some news about a working ILS-system. I'm fine tuning it, and it helps really landing a plane, especially if you have small view distance or wheather. As soon as I have all HUD instruments working, I'll make some screenshots. About the scale thing: I think that my model has the right scale, so I won't touch it.
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@drewb99 now you're making me whizzy  It looks somehow that my F-117 is the right scale, cause the people in your "people working around f117" look really small. One worker even needs a ladder to get to the probes... As for the landing gear, I'll look at my reference pictures if they are the right scale or not. But thanks for any suggestions/bug reports you see on the screenshots. Edit: I'll make tonight some screenshots with a better angle, so we can compare them better!
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Back from holidays; could you be a little more precise? Can you tell me what scale it should have? I read that it is around the size of a F-15, also from photos I see that some people can stand completely under the F-117, others heads are a bit above the wings. Also compared with the A-10 and pictures of the canopy it should have the right size. I'll make some screens if needed. Release Date: As I stated, the F-117 has Alpha-Status. I first will make a non-public Beta-Release, then afterwards a public Beta-Release.
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One more for your "Black is beautyfull"-Series  I made only one LOD right now, but I want to make at least 5 LODs. And naturally it will have a shadow.
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Ok, this time some high quality screenshots, hope you'll like them. There are about 15 screenshots: Screenshots