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Adammo

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Everything posted by Adammo

  1. Adammo

    How would You design it?

    "A parachute attached to the pilot " no parachute.. I don't know of ANY helicopter pilots that wear a parachute.. its called autorotation.. but i would say to please revamp the autorotation from how it is in Arma2. I recommend placing a low rpm warning horn to notify the player that the rpm just dumped so they could respond with lowering collective.. or have the collective automatically lower when low rpm because the reaction time of the player will be much worst then an actual pilot.
  2. I think this quote from above needed some explaining.. here goes. "This wind generates more lift because it is forcing more air through the rotor disk, so the helicopter will want to float, less power will be required to hover." At wind speeds of 12 - 24 knots in a hover the wind flowing over the front of the disc to the back of the disc causes "transverse flow effect" which is a vibration. The front of the disc wants to lift and the back doesnt have the same lift based on different angles of attack of the blades(front and back sides). Since the front and back portions of the disc cannot flap and equalize the lift it vibrates the helicopter. Also wind flowing over the disc in forward flight causes a lifting action on the advancing blade side and somewhat of a stall on the retreating blade side. This effect only starts to be apparent when the copter reaches VNE. Velocity NOT EXCEED (and the helicopter rolls to the retreating blade side and noses up and flips upside down and you crash if you dont recover before this happens.. ) Remeber that AOA or Angle of Attack is from the relative wind to the cord line. The relative wind changes depending on what you are doing in flight. ok back to the "more and less collective" power in a hover explanation: The reduced collective power in a "in ground effect" hover has more to do with the angle change of relative wind (more AOA with less collective use) then the breeze passing over the main rotors from a wind as explained above. Also the increased collective power needed in an "out of ground effect" hover has to do more with a high angle of relative wind(to clarify NOT high Angle of Attack) which reduces the angle of attack. (remeber from the cord line to the relative wind constitutes AOA)
  3. I have done sling load in the past. I'm curious how this will be simulated in the game. It works like a pendulum and the pilot needs to hang outside the copter door unless there is a bubble in the pilots’ window. The medium sized copters usually have a Torque gauge and other to view while looking straight down. This is besides the ones on the console. The current issue with ARAM2 is that the pilot can’t look down and watch the load underneath so 3rd party view is needed much of the time to be able to see the load. Sling load is a ton of fun. It makes the pilot fly the load while still keeping the copter from flipping over in a inherently unstable aircraft. The movements on the stick become counter intuitive because you have to move the copter with the load and not just concentrate on keeping the copter hovering. the view of the pilot is usually down but still looking out to the 10 - 11 oclock horizontal position to mantain the horizon for the copter. Adammo
  4. Thanks for the excellent copter videos. I can use them for instruction of aerodymantics of the airflow when the smoke moves into the main rotor blades and then is transitioned downward. when the black copter flys into the smoke you can really see the end rotor vorticies. 4min :39 seconds into the video -Adammo
  5. Adammo

    Environment (Seattle)

    Yes I know.. How ever based on the engine being useds chances are someone (a modder) will create a mod that will include them. i wasnt really refering to a BI studio mod :)
  6. Adammo

    Environment (Seattle)

    I'm a helicopter pilot in the Seattle area and fly it every day.. ok I just had to say that.. but its true :) I'm excited for this simulator!!! i cant wait for the zombie mod :) Could play some cops and robbers might be fun as well.. Funny thing is.. I really am part of a company here that is trying to survive thru this recession and get contracts.. if you want you can use my name instead.. make it more realistic :) Adammo Capt Moore picture taken the other day by me flying thru the VFR corridor over SEATTLE airport
  7. Feris, The flight model tweeks were recommended by actual helicoter pilots while it was being created. :) I suggest using a full featured joystick, the helicopter responds much better then a keyboard and mouse. -Moore
  8. Adammo

    Server Executable

    This is an old thread but I’m curious how the dedicated server will work as well.. Is there a chance of clustering servers to handle more players? If there was one server for connections and one for the actual game processing that would help as well. Cpt Moore
  9. Adammo

    ofp.gamezone.cz

    I noticed that the ofp.gamezone.cz site has been down for a few weeks now.. This was the main place picked up my user made addons. Does ANYONE have any news on why the site is down? or will the site come back up? Thanks, Cpt Moore
  10. Adammo

    Controls

    wwiionline had the most AWESOME key configurator that is in any game.. It allowed you to use PEDDLES also let you configured keys and axis for each CLASS of until. example: tanks: planes: men: cars: I have joystick that has a left collective so that I can fly chopppers with a real collective in the game but OPF1 doesnt allow for Z reverse so i either have to lower the collective to raise the chopper or flip my collective peice of hardware upside down.. (i chose the latter) but anyway... Please support peddles and ANY key configurations! this will even let my use my peddles for gas and break on the cars while drive.. would be sweet
  11. Adammo

    OFP2 Shots on ofp.info!

    Here are some more screen shots of OFP2 http://www.gamespot.com/pc....?page=1
  12. Adammo

    AC130 Gunship

    I have made the ac130 dark grey now... Anyone have the flare script they would like to send me? Â I can include it.. I just dont want to add so many scripts that its not playable any longer. grey one
  13. Adammo

    AC130 Gunship

    Talking with Miles Teg he convinced me to put some more guns on the plane.. And a sight on the left side pilot window to help target from the pilot view. larger pictures below http://www.101st.org/drop/c130/ac3.jpg http://www.101st.org/drop/c130/ac31.jpg I'm still deciding weather to make a completely separate C130 for troops with no guns in this skin color (with engine fix) and a AC130 that has no rear door movement. What do you guys thinK? or just allow this one to also carry troops?
  14. Adammo

    AC130 Gunship

    I have reworked the model.. I used the V2 model and added animation flash to the rear barrel. The outer skins are all retextured to a light skins color. http://www.101st.org/drop/ac1.jpg http://www.101st.org/drop/ac2.jpg The larger pictures are listed above for more details There is still a problem with the scripts only working SOME times in multiplayer..on a client / server setting... Maybe someone can check them and give us an idea on how to fix it. This is my model with the latest ac130 scripts by Migebuff also using diff textures and now added flash to gun which lights up the sky at night and flash for day shots This includes all hi res textures for the cockpit Also includes some actual model rework.. example the fuel tanks are now more round instead of blockish -Adammo
  15. Adammo

    AC130 Gunship

    The screen shots look awesome. I've e-mailed Migebuff about the model. The most important thing to me is that this plane can co-exist along with the orignial plane c-130. To do this it will need a model name change and script name change and PBO name change. I hope to see this plane soon.. looks awesome! Also a side AC130 gun hanging off the side would be great.. If you need close pics of the AC130 gun I have some really good ones. Capt Moore
  16. Adammo

    Autocenter bug joystick

    In Version 1.95 and Version 1.96 we have been dealing with a AUTOCENTER bug in first player view. This bug makes it VERY hard to fly any type of aircraft using the HAT switch. By mapping the HAT to the keypad #'s. When you try and look right to goes all the way right and when you let go .. it "autocenters". This makes it impossible to get any sort of degree of view from first player view using joysticks .. and basically forces you to now fly with keyboard using the mouse to get any type of views. I consider this a major bug since I can no longer fly in first player view using my HAT. (which defeates the whole point of a first person shooter in aircraft) I have a possible work around.. you guys can try.. its not the best answer BUT its better then nothing.. I have a Microsoft FFB 2 joystick which has macro programming. The have the ability to at least have some degree of view with the HAT I did the following. Programmed my #2 button(joystick) in the Macro to the keypad #2 which is DOWN. I set this is HOLD the #2 button DOWN for 9 seconds. (9 seconds is the max for my joystick) What this does is.. when I use the right and left HAT keys now.. they immediatly autocenter but after hitting the #2(joystick) mapped to my DOWN on the HAT.. then it locks the view DOWN. Now if I use the left and right on the HAT it gives my some degree of view for 9 seconds.. Hoping that this will allow me to look and find enemy inf or at least land the chopper looking out the window at a 45 degree angle. (for 9 seconds) As far as I can tell if you don't have the abilty to program Macros with your joystick you are out of luck.. According to Bi Studios this bug is not significate to fix before the final 1.96 patch. If anyone else is having this problem please post here.. so that Bi can see that this is causing a lot of people problems.. since this bug has been reported here and there but not any major thread. Are you willing to live with this bug possibly forever? An option to turn off and on autocenter would really be nice.
  17. Adammo

    Ofp 1.5 join in progress "jip"

    Community, Here is a good question: If for some reason BI studios decided to release an addon-pack at retail price to update OFP 1.0 and add the Join in Progress and possibly sell this from their online store. How many would consider paying full retail value for this game while we wait for OFP2 to come out? I know that I would! I think BI Studios is holding back on the JIP so that they can make OFP2 more of an (awesome enhancement) to the game. But I would be interested in purchasing a interm 1.5 JIP (which will help finance the BI team) and also purchase OFP 2 when it is released with all the extra enhancements that are in the game. What do you think?
  18. Adammo

    Ofp 1.5 join in progress "jip"

    CTI is a perfect example of the need for it. A game that last 2-3 hours and your connection drops in the first 30 minutes of the game.. VERY Frustrating!
  19. Adammo

    Ofp 1.5 join in progress "jip"

    JIP is already done for OFP engine. Its only a matter of creating an upgrade to install it.. ( of course I am over simplifying the situtation and it may be harder then just a days work) But it may also be profitable. Xbox ofp will soon be released (no date was giving at E3) It would be a nice compainion addon for PC gamers to at least get what will be avalaibe on the xbox version. It appears that the xbox version has other enhancements besides JIP and an interum pc addon pack to at least give us what the console gamers have would be awesome.. I'd buy it.
  20. Adammo

    New star wars thread

    I sent you a link in your e-mail. Let me know when you would like more of the pics. Who is the one making the Falcon?
  21. An idea that i got driving home today from work.. what if there was an accuracy settings.. the Ai are so deadly with their shots everytime.. if there was a setting that made it a little harder to shoot perfect.. example could call it wind or something.. then the fire fights would last much longer.. and you would acually be able to have a battle that lasts longer then 20-30 seconds.
  22. Adammo

    New star wars thread

    hey guys.. I'll volenteer for this mod.. I have a book that has cross sections of lots of STAR WARS ships.. with the insides authorized by the makers. Example I have the layout of the inside of the Falcon.. also I know what the inside of the AT-AT's are supposted to look like. The inside front display of the AT-ST.. SLAVE I TIE Advanced X1 T65- X-wing and many more. anyone interested? I would be interested in helping the mod'r of the falcon build the insdie of the ship out and make all the ramps and cargo doors work. to match the authorized internals..
  23. Adammo

    Marine assault pack

    This one is not ranged properly... I worked on ranging another version .. it shows more of the LAW and makes the sight smaller.. but no "hand" holding it.. looks kinda funny and doesnt match the way the RPG is done. Also i tried to get the scales to match properly.. I got it close but the arch of the actual scope and the game engine I think are off a little which makes the scales inaccurate anyway. I seemed to like this version here.. since it looks funny not seeing a hand of the other.. and also even though this scale is off.. it can be used to sight the 2nd shot at a far range.. because a scale is there.. Capt Moore
  24. Cessna Float plane finshed: it can be downloaded from: ofp.gamezone.cz Capt Moore
  25. Adammo

    Marine assault pack

    Here is another sight that I worked on.. It is a picture of a REAL LAW sight.. Original Raw picture of sight was provided by Uziyahu Now my stock guys all use this.. much better Capt Moore
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