9thAircav
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Everything posted by 9thAircav
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http://uk.news.yahoo.com/helicopter-crash-caught-live-internet-003652526.html close vid of the recent crash in aukland, thankfully no deaths. It was helping install a giant Christmas tree on Auckland's waterfront when its blades appeared to catch cables attached to scaffolding causing it to break up about 25ft above ground. if you pause around 8 seconds you can see the wire being blown in to the central rotor assembly.
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ETA for the Steam version 1.02 ?
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great idea !
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for my black screen crashes the Flush command doesnt work, screen goes black. falls to desktop with no way to switch back to it. but it still runs sound and some ingame commands. gtx280, w7 3g ram.
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there are no town names on the EMF files. EMF-PNG variants. Asia 20 meg: 49531x8459 http://www.mediafire.com/?dm2veveumjrpg1t Seattle: 50 meg:20483x20486 http://www.mediafire.com/?7zzjvnv7kbbhm6x
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here is the convert of your Asian EMF file. its rather small....maybe Irfan viewer is not the best program to convert these vectors. http://i.imgur.com/h4kS4.jpg The convert of your states EMF is about 20463 x 20469 pixels. and weighing in at 500 meg in jpeg format or 50 meg in PNG format.
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Where is flight path marker on HUD?
9thAircav replied to Hreich_NOB's topic in TAKE ON HELICOPTERS - GENERAL
there is a a basic attitude indicator for the helicopter poisitioning, and a travel direction indicator if you enable it. for the virtual hud that is. -
Take on Helicopters: Addon Request Thread
9thAircav replied to purepassion's topic in TAKE ON HELICOPTERS - ADDONS & MODS: DISCUSSION
i think it'd have to be fictional, or done with whatever elevated mesh data available. Three valleys. courcheval altiport area would be perfect. mammoth job to do this as a mod though :( . -
Congratulations, BIS, on another great game release!
9thAircav replied to sickboy's topic in TAKE ON HELICOPTERS - GENERAL
ive re applied the trackir profile to the trackir controller via the controller section. my slider now works as zoom by default ! and for the first time ever in any flightsim it works properly without stuttering \o/ Hoorahh ! -
Congratulations, BIS, on another great game release!
9thAircav replied to sickboy's topic in TAKE ON HELICOPTERS - GENERAL
yeah ! couple of hours of dabble and im really quite taken, it works well ,the idea the concept etcetra. Iam a DCS user and fan of some great Flight models(FM's) out there, so i hated arma2's thouroughly playfull FM and was quite hesitant about this and taking into account the community preview for TOH. im really quite taken by the whole thing though. The FM is really quite nice with my x52pro serving well, better than arma2. it could be smoother in some areas still but nice all the same. flying over the asia arena felt great for a free flight. and starting the tutorials was a blast. lots of interesting ideas to be thrown around. may it be as succesfull as the arma series. \o/ my only niggle so far.(i expected performance to be a serious niggle, thankfully not! i7-950 (no overclock), 3 gig ram, GT280(1gig), not max settings but certainly nice looking. Trackir. not normally done but my style, i like to use my lean forward as a view zoom facility but there are no analogous variations of the zoom that i can see. just need to get viewing the cockpit instruments more closer at times. seems its only at the furthest extents. In or Out. wishing for better system there. ohh and do keep the official download content rolling. -
Take on Helicopters: Addon Request Thread
9thAircav replied to purepassion's topic in TAKE ON HELICOPTERS - ADDONS & MODS: DISCUSSION
me wants : realistic mountain terrain scenery where we can work our mountain rescue folks into the bitter cold of night. with ground crews. pilots uttlilising FLIR, joint operations with those ground crews on skidoos, animated snowboarders, ski'ers, piste bashers. Avalanche surveiliance & rescue. Ski resort expansion duties (heavy lifiting) , cable car repair/rescue, sightseeing. camera crew filming, and well what about an ALTIPORT ! a functioning mountain airstrip. Thats an environment i would like for Take on Helicopters, make sense ? Ive done some terrain for A2 before. but populating the scenery was another thing. But i would be interested in making this idea come to life. very interested ! with alot of knowledge of these real life areas. -
Skarikiska, Island from OFP: Sunken Dragon
9thAircav replied to mankyle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ghooood job fellas. ! nicely finished. -
kiska / skira ,does anyone want to see this island in A2 ? (the OFPDR island)
9thAircav posted a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
is there interest for the OFP: dragon rising island to be done for arma2 ? ingame comparison picture http://i104.photobucket.com/albums/m189/alifish_idt/ofpva2scenery.jpg & in scenery tool http://i104.photobucket.com/albums/m189/alifish_idt/ariks_wip1.png -
IR strobe not visible in FLIR?
9thAircav replied to Buzz_Fledderjohn's topic in ARMA 2 & OA - GENERAL
the inability to attach them without scripts to a character is ludicrous, isn't the main use of an IR strobe to indicate friendlies ? -
what people want is to use for e.g. 32% throttle then lets say 43% throttle. andany divisions other than throttle on 100% no throttle 50% brake 0% this is currently not possible. correct me if im wrong please. because it has been annoying since day one, i have x52pro and soon to have the thrustmaster warthog, its essential we get to use them properly on any milsims's irregardless of the digital nature apparent.
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i believe the core problem with the issues being discussed here is that the original control concept for the helicopters has seen an analogue function added to work within its initial digital switch style constraints.analogue usage has been worked into the digital switch concept. its always going to be 0%..50%..100% untill BIS actually add analogue functionality, simply adding it in would probally wreck all AI functionality where aerial vehicles are concerned. This is one fix or overhaul i would love to see. presently there is no FM or flight model that actually pays attention to real life. It would be epic too experience one in ARMA2/OA.
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Ive had fade and im fully legitimate, reinstalled game not had it since. not that ive played much lately..
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feeling the pull of the map maker
9thAircav replied to doogerie's topic in ARMA 2 & OA : TERRAIN - (Visitor)
a) source textures or use the default textures from chernarus or Utes (recommended) b) Islands terrain is derived from greyscale height maps, using Visitor3(v3) you make an island by importing said heightmaps to create your elevated terrain above sea level. c) using Visitor3(v3) you can place objects upon the island once its created. lots of work involved and lots of learning. the BI Wiki is best place to start. and heres where i started mate. http://forums.bistudio.com/showthread.php?t=85579 Also you should check out the editing section of this forum. -
RESEARCH - Non BIS made Helicopter Flight models, What do you want?
9thAircav replied to a topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Id like somthing that resembles a helicopter, and allows inertia to play a bigger role. -
i just wanted to add here that, for me using w7, i7 and gtx280, 3gig triple channel mem.. i have had to download Dx9 redist (march) to get a solution to my problems with the hardware combo i use.. those being flashing textures & strange extruded polygon anomolies.
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kiska / skira ,does anyone want to see this island in A2 ? (the OFPDR island)
9thAircav replied to 9thAircav's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
now now, please keep it all friendly regards codemasters and whatever else. as a community i wouldnt like too see fanboyish behaviour from anyone, from any side so to speak. especially our community here. This post is about the development of this interesting island. thats it, take it elsewhere, please, if you dont mind, thank you. regards our island. there will be no DR campaign. there will be no more study of the DR island and the only thing that will remain is the airbase situated where it is, (the only natural terrain it could be put on).. & the roads are similar to the layout from the other game so that will exist. and well thats about it everything else will be different, i made it clear in my initial posts that were not going down "THAT" route. -
so someone care to explain why im getting this message today, i have 2 bought copies of ARMA2 sitting infront of me on my desk. i have been testing my WIP kiska addon today, making a video. and this message appears accross the centre of my hud after about 5 minuites of flying. its completely ruined my video :( .Any ideas why im getting this? is it related to the fact im making a mod at present ?
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kiska / skira ,does anyone want to see this island in A2 ? (the OFPDR island)
9thAircav replied to 9thAircav's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
we are going to have trees, not in abundance like cher though, but definetly a few forrested regions. maybe evergreens above and below a certain height range.. were not making a clone. something new here im afraid. but a seperate blank canvas for mission designers is a possible an idea -
illegal copies may degrade ? WTF
9thAircav replied to 9thAircav's topic in ARMA 2 & OA - TROUBLESHOOTING
uninstalled game and tools, cleaned registry, will re install and see what happens. -
kiska / skira ,does anyone want to see this island in A2 ? (the OFPDR island)
9thAircav replied to 9thAircav's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
interesting regards having no trees. appealing regards performance. i like the naturally wild baron idea but it seems like a cop out, the easy route so to speak, trees were planned as a tool to hide certain bad aspects along with grass clutter doing similar. without them i think this could make travelling around way to hard. and the long distance fighting would be incredibly hard. but on the other hand it could promote air travel as more of a necessity. and give influence on having to use the scenery on a much larger scale than in cher.. im thinking low level bushes and grass everywhere are good idea, currently theres rock, grass, sand, roadside, and asphalt on Kiska