vaaf_rup
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Everything posted by vaaf_rup
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I spent about two hours in TO:H tonight arsing about. Firstly my experience for the record: flight simming since MSFS1, helo sims since Longbow 2, a lot of time in DCS:Black Shark and helos in FSX. Real Life front seat time on Squirrel, Iroquois, Blackhawk, Kiowa. Kit was X52 in cyclic/collective configuration, trackIR4, CH pedals. In no particular order: TrackIR isn't bounded inside the cockpit. If you have X/Y/Z translation on, you end up with your head in the breeze. Need to limit this. Asymmetry of rotor lift seems to be a bit too aggressive. Noticeable right roll with even slight forward movement. I know that you can offset this with auto trim, but you could dial it down a little without losing realism. The wee helo seems to run out of left pedal way too easily. It feels like a heavy huey rather than a little sportscar. Could be my pedal axis sensitivity, but it feels like it has an underpowered antitorque rotor (or high density altitude). Are you modelling "hot and high" conditions, requiring hover power checks, etc? Good to see wind modelled. Doesn't seem very effective though? Didn't seem to make a lot of difference? Would like to see weathercocking and downdrafts over ranges etc, encouraging proper mountain flying and pinnacle approaches. Also we need better wind indications on the ground, e.g. lakes, dust etc. HUD is good, and I'd say pretty essential given lack of inner-ear feedback. Regular vibratey burbles don't seem to be linked to any particular flight state. Is this meant to be turbulence or what? Initially thought this was a translational lift burble (though too aggressive), but it happens (too?) regularly, at lots of different speeds and always feels the same. Translational lift isn't obviously implemented, might just be me though. Vortex ring doesn't seem to be modelled. Straight down from a few hundred meters, pulled stick, hover. Much easier to fly with auto trim set - need to be able to bind manual trim/release to keys. Ideally hold button/key for trim release, sets trim on release key/button. Option for knots/feet on the HUD would be nice. Autos definitely doable, feel ok. Didn't really respond as expected to a collective "check" after flare, was a bit more Arma-ish. Also it would be nice to be able to hear Rotor RPM as a guide when autorotating. Cyclic correction to stay level when slide landing doesn't seem to help. Once you start tipping over, you tip. Might just be me though. There is no Vne modelled (well, I got it up to 1000m and pointed straight down, and pulled out fine at 350+ km/h). It's also fully aerobatic, including hovering cyclic snap rolls. Feels a bit weird. It's robust as hell (in a bad way). Full deflection cyclic, mashing axes, unusual attitudes etc, nothing breaks it. Couldn't get the main rotor to cut my own tail off no matter how hard I tried :D Not sure if there's the ability to bind analogue axes to the throttles, but that would be nice. Allows you to model governor failures etc. $0.02. Thanks for this, I'd definitely be happy if this FM made it into Arma2.
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This is the subforum for the Take On Community Preview. Comments are going to consist of two things: 1. useful feedback 2. omgwtf how do I [problem] Apparently dirtydeeds thinks we should have two massive threadnaughts and nothing else. I disagree. My post was on topic for the subforum. The devs apparently appreciated the feedback. So dirtydeeds, you're entitled to your opinion, but if you're going to wear your own arse as a hat then you don't get to complain when you get called out. K? K.
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I stopped worrying about little forum hitlers waving their epeens around a long time ago :) Good to see you're including atmospheric conditions into the FM, looking forward to the next update. I didn't actually try the auto hover, only the auto trim? Not the first time, won't be the last ;)
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Oh, you mean the one that's 10% feedback and the rest noise? Wow. You're welcome. *headdesk*
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Island Panthera for ArmA 2
vaaf_rup replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, This is a beautiful piece of work, thanks. However, I'm having issues with DAGR as reported here: http://dev-heaven.net/issues/20530 Are you able to advise if this is an issue in the island, or in ACE? Thanks -
how to make a helo land and shut down on the deck of the Khe Sanh?
vaaf_rup posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I can make an AI dustoff on land with helipads etc, but for the life of me I can't get the dustoff helo to land back on the Khe Sanh. I've tried setting the height of the helipad, using setPos and setPosASL to set the helipads to 20, 15.9, 130 and a range of other z values, and it just doesn't work. Anybody got any magic advice for me? Much appreciated -
printed (or printable) maps, and aircraft throttle/collective
vaaf_rup posted a topic in ARMA 2 & OA - SUGGESTIONS
Even in this age of high technology, every section and vehicle will have paper theatre maps available. I hate having to take my eyes inside when I'm flying to check my position, I'd much rather have a printed map on my knee for quick reference. I'd be very happy either if BI released PDF versions with gridlines that we could print at an appropriate scale (1:25,000?) on a large-format printer, or if they released printed maps for purchase. My second point is in relation to aircraft power controls - the throttle/collective. In helos, one tends to pull for power. In fixed-wing, one tends to push for power. It seems that we must make the decision one way or another when setting up our controllers, which means it will always be "wrong" for either fixed or rotary, depending on which way you've set it up. It would be great to have a key-bindable control to flip the "aircraft throttle up" and "aircraft throttle down" bindings on the fly without having to go into control setup and change it each time I change aircraft type. Thanks! -
Damn, the NAP defend (coop 15?) was a hard one with 4-6 humans and the rest AI. Nice job. Is there an official discussion over at SimHQ on this pack?
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Hi, I'm making my first multiplayer mission in ArmAII and it's gone OK except for my dustoff helo. When I play it in "preview" in the editor, my dustoff script (executed via execVM from a timed trigger) spawns the helo fine and all is good. However in the multiplayer test I ran, it spawned three helos! I assume that it's doing it once per client (we had 3 folks in-mission testing). I've no doubt done something dumb, or not done something extremely clever, in moving it from essentially a SP mission to a MP mission. I'm sure I've read something about script scope etc, but a quick search hasn't turned anything up. Any helpful links or pointers? Ta
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No entry 'bin\config.bin/cfgvoice.male03'
vaaf_rup replied to ikkeii's topic in ARMA 2 & OA - TROUBLESHOOTING
is there a workaround, other than just not using those functions? Happens to me when I use sideRadio to call a .wss sound defined in description.ext. -
how to make a helo land and shut down on the deck of the Khe Sanh?
vaaf_rup replied to vaaf_rup's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you all, I've had no success with flyInHeight. Will keep trying and searching. -
Activating a trigger causes a unit to appear
vaaf_rup replied to heywheresmysnack's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thank you for this. Figured out how to get a helo to spawn, fly to a waypoint and load: groupdustoff = CreateGroup West; dustoff11 = createVehicle ["RAF_Chin47", [(getMarkerPos "dustoffstart") select 0, (getMarkerPos "dustoffstart") select 1, 10], [], 0, "FLY"]; dustoff11pilot = groupdustoff createUnit ["USMC_Soldier_Pilot",[0,0,10],[],0,"CAN_COLLIDE"]; dustoff11pilot moveInDriver dustoff11; dustoff11pilot assignAsDriver dustoff11; dustoff11gunner = groupdustoff createUnit ["USMC_Soldier_Pilot",[0,0,20],[],0,"CAN_COLLIDE"]; dustoff11gunner moveInGunner dustoff11; dustoff11gunner assignAsGunner dustoff11; dustoff11medic = groupdustoff createUnit ["USMC_Soldier_Medic",[0,0,30],[],0,"CAN_COLLIDE"]; dustoff11medic moveInCargo dustoff11; dustoff11medic assignAsCargo dustoff11; dustoff11wp1 = groupdustoff addWaypoint [position dustoffpad, 0]; dustoff11wp1 setWaypointType "LOAD"; dustoff11wp1 setWaypointSpeed "NORMAL"; dustoff11wp1 setWaypointCombatMode "WHITE"; dustoff11wp1 setWaypointBehaviour "AWARE"; dustoff11wp1 setWaypointStatements ["true", "doStop dustoff11;dustoff11 land ""land"";"]; Thanks -
how to make a helo land and shut down on the deck of the Khe Sanh?
vaaf_rup replied to vaaf_rup's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I think my OP makes it clear that I have searched and searched. Both here and on armaholic. There are indeed many threads, all of which have similar issues and none with any conclusive resolution. Perhaps your search-fu is much stronger than mine, in which case I would humbly request a link to the thread that conclusively answers my problems. Thank you -
Ammo Crate Filler Script
vaaf_rup replied to monty67t's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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Folks, Thank you for the above posts, they have helped greatly with my server setup. I was wondering what you thought of the following config for my server. It is running on an old-ish laptop (Pmobile 1.7, 2GB) but is limited to only 6 players for coop missions over internet so I thought it might be OK for that. Tested internet speeds are about 4.5 Mbps down and 750kbps up (bits not Bytes). the server is live, called "VAAF.net Rup Dedicated Beta" if you need to hit that. Config as follows: //Data TX/RX configuration MaxMsgSend=128; MinErrorToSend=0.01; MaxSizeGuaranteed=512; MaxSizeNonguaranteed=256; // Bandwidth Settings MinBandwidth=256000; MaxBandwidth=750000; // no custom faces, sounds MaxCustomFileSize=0; language="English"; adapter=-1; 3D_Performance=15389.000000; Resolution_W=800; Resolution_H=600; Resolution_Bpp=32; Many thanks
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thanks, will check them out tonight. PS these are now running on the server "VAAF Rup Dedicated Beta" if anyone wants to try them out.
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that looks like Bin Laden in a santa hat :o
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Hi, I've read the minimum specs on the official site: * Dual Core CPU (Intel Pentium 4 3.0 GHz, Intel Core 2.0 GHz, AMD Athlon 3200+ or faster) * 1 GB RAM * GPU (Nvidia Geforce 7800 / ATI Radeon 1800 or faster) with Shader Model 3 and 256 MB VRAM * Windows XP * DVD (Dual Layer compatible), 10 GB free HDD space But am wondering if that is actually required to run a dedicated server. For example, with a steam install and running dedicated server, GPU and DVD are irrelevant (unless ARMA does some calculations on the GPU?). So my question is: is the above an actual hard limitation of the installer (i.e. it won't install or run at all if it detects a single core CPU or less than 1GB RAM) or is this a suggested minimum for any sort of playability? Sub-question: what is actually the bare minimum spec that will permit install/run as dedicated server, leaving aside issues of performance? Cheers
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Looking for mature(ish) co-op play in the evenings GMT+8/+10? VAAF are a casual group of sim fanatics playing a lot of ARMA2 and Black Shark, amongst other things. http://www.vaaf.net irc://irc.oz.org/vaaf Steam: Virtual Australian Air Force Pop in and introduce yourself. Cheers
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Squad/Clan List - Please read the rules in first post!
vaaf_rup replied to Rhodite's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Squad name - Virtual Australian Air Force (VAAF) Timezone/location - Mostly GMT+8/GMT+10 Squad gamemode preference (eg coop or pvp) - Co-Op Contact email - via forums Website address - http://www.vaaf.net -
Loving ARMA2 except for one thing: the AI. Running the single player campaign, I requested a dustoff on a road. The helo driver crashed into a tree on finals. Now if I were that pilot, I'd be radioing "unable" and getting an alternate LZ. Any tips for helping the AI out, other than placing the LZ in the middle of a vast field with no obstacles nearby?
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TH2G problem with Patch 1.02 build 58134
vaaf_rup replied to hannibal636's topic in ARMA 2 & OA - TROUBLESHOOTING
Same issues. 9800GTX+ Q6600 TH2G Digitial 3x 1680x1050 screens Win7 RC 64bit 6GB RAM Works fine on single 1680x1050. Dog's breakfast when trying to do triplehead modes, fullscreen or windowed. Latest drivers on everything as of yesterday when I rebuilt my rig. -
Hi, I've got a mission where the BLUEFOR squad has very limited equipment. I manipulate their loadout with the following script, called from a trigger with execVM: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">removeAllWeapons _this; _this addMagazine "15Rnd_9x19_M9SD"; _this addWeapon "M9SD"; _this addMagazine "SmokeShellRed"; This works OK, but the pistol is unusable (can't fire, can't reload) for a player unless he cycles through the smoke grenade and back to the pistol with the "F" key. No problem if you're aware of it. Seems to be a result of the script manipulation, which doesn't seem to "refresh" the internal knowledge of the equipment config. The annoyance is the AI, who are constantly reporting "out of ammo" even though they do have a magazine. Is there a simple way to force the game to refresh its knowledge of the loadout? Hope this makes sense. Thanks
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manipulating equipment with script
vaaf_rup replied to vaaf_rup's topic in ARMA - MISSION EDITING & SCRIPTING
Fasad, the only difference between mine and yours is I'm calling an external script via execVM and you're putting the code right there in the forEach. My pistols don't work, your pistols do. Does anybody know why? I'm off to try Fasad's method before my brain explodes. -
manipulating equipment with script
vaaf_rup replied to vaaf_rup's topic in ARMA - MISSION EDITING & SCRIPTING
... but then why doesn't it work for pistols?