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Αplion

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Everything posted by Αplion

  1. Αplion

    HAFM NAVY (Ships) - v2.0

    What kind of damage you are getting on heli ? I'm asking because if you are getting damage to rotor, you might be too close on back part (this with doors) of the ship ... on such case rotor will be destroyed ... also let us know which heli do you use for those tests please.
  2. Αplion

    HAFM NAVY (Ships) - v2.0

    Tweaked: Helicopters can land onto landing decks via script. Bad news, they cannot turn on/off their engines after landing but keep the engine status as it is when script is called. For landing, player needs to lower on deck and when he/she sees the action "Secure Helicopter" he needs to use that to land the helicopter.
  3. Tweaked: Helicopters can land onto landing decks via script. Bad news, they cannot turn on/off their engines after landing but keep the engine status as it is when script is called. For landing, player needs to lower on deck and when he/she sees the action "Secure Helicopter" he needs to use that to land the helicopter.
  4. Αplion

    HAFM Submarines V2.0

    New tweak released changelog Tweaked: Cruise accuracy improved Added: New custom config parameter added. Accuracy of cruise missiles depending on the type of missile which is used. Tomahawk has 10m. CEP (circular error probable), Kalibr has 3m.
  5. Αplion

    HAFM NAVY (Ships) - v2.0

    New tweak released changelog Tweaked: Cruise accuracy improved Added: New custom config parameter added. Accuracy of cruise missiles depending on the type of missile which is used. Tomahawk has 10m. CEP (circular error probable), Kalibr has 3m and Naval Scalp has 6m.
  6. New tweak released changelog Tweaked: Cruise accuracy improved Added: New custom config parameter added. Accuracy of cruise missiles depending on the type of missile which is used. Tomahawk has 10m. CEP (circular error probable), Kalibr has 3m and Naval Scalp has 6m.
  7. Αplion

    HAFM NAVY (Ships) - v2.0

    For the moment only on SP (not on MP) and using a scripted way to achieve it ... we are looking for a better solution on that.
  8. A small fix just released for removing some forgotten debugging stuff ... please after updating your files check if still you are getting any issues and report back.
  9. Post a screenshot about please and ensure that only mods running are those "HAFM" plus "CBA".
  10. Αplion

    HAFM NAVY (Ships) - v2.0

    New update changelog Added: CIWS support for Supply Ships. Added: New actions to load zodiacs back to ships if there is space in storage. Added: An RHIB imported from ArmA 2 (will replace later the default zodiac boats on some ships). Fixed: Phalanx muzzle is now rotating while firing. Fixed: Anti-Ship missiles working using pop-up option. Fixed: Missiles rearm now is working on dedicated servers. Tweaked: Some ships textures.
  11. Αplion

    HAFM Submarines V2.0

    New Update changelog Added: An SDV (new model) capable to carry 6 people instead of 4 seats has the default one. Fixed: Missiles rearm now is working on dedicated servers.
  12. MOD Updated (Steam) changelog Added: CIWS support for Supply Ships. Added: New actions to load zodiacs back to ships if there is space in storage. Added: An SDV (new model) capable to carry 6 people instead of 4 seats has the default one. Added: An RHIB imported from ArmA 2 (will replace later the default zodiac boats on some ships). Fixed: Phalanx muzzle is now rotating while firing. Fixed: Anti-Ship missiles working using pop-up option. Fixed: Missiles rearm now is working on dedicated servers. Tweaked: Some ships textures.
  13. I don't think that this static Liberty is made on RL size ... it looks much bigger. Generally in ArmA I can't believe that anything from default parts are actually on RL size .. not easy to believe that Altis island is 477.6 square km as should for example ... same stand for structures and everything else. Anyway I can't prove that and the only I can say is that my models have the RL dimensions - at least since the moment I'm importing them in game (my measurements - scale are based on 3ds max before I'll export the models).
  14. Liberty isn't a ship but just a static structure shaped as ship in fact. To be honest I can't understand this comparison between this mod and a default game structure.
  15. Arleigh Burke model is 155 meters long so yes it is 1:1 scaled. btw also the rest of ships on this mod are. FREMM is 142 meters long, MEKO is 118 meters long, Admiral Grigorovich is 125 meters long, BUYAN corvette is 75 meters long and Roussen-class fast attack craft is 62 meters long. So yes Arleigh Burke will be the largest one so far.
  16. Modeling a ship is really a time consuming job and the time of completion it depends by the ship type and details on it. Arleigh Burke class ship is a difficult to build one but generally the most difficult part comes later when the modder has to create the UV maps for textures (at least for me is the hard part). Now about ArmA polygons - vertices limitations ... in fact there isn't any. The point for the modder is to keep their amount as lower can be in order to avoid any FPS drop in game, keeping at same time the overhaul quality on decent levels. On previous versions of ArmA there was a theoretical "limitation" on polygons - vertices, but on current one this has been raised (doubled - tripled on some cases) due to game engine improvements by BIS. By my experience so far, you can have models on 50k without issues in game. This is the current state of Arleigh Burke class in 3ds max program ... http://prntscr.com/m9m03w ... I'm still trying to reduce vertices without details loss (as possible) and after that I'll start the UV mapping. When this will be completed I'll import the model into BIS Object Builder - work on textures - work on configs - work on scripts (Devastator_cm will be the man for this) - etc etc etc - test - test - test - fix -fix - fix ... this is (briefly) how modding is working on ArmA.
  17. mankyle, send me a PM with details of what you may need for your vessel and we'll talk further ... if possible to assist I'll do it mate.
  18. We are planning to add an Arleigh Burke-class destroyer (USA) and probably some similar vessel from China ...
  19. Have you tried this ?
  20. After long time of hard work, finally the release of the EC-635 helicopter is a fact. This addon it is not part of my HAFM mod, as Hellenic Army doesnt own this type of helis, and it will be considered as an individual addon. Also note that this addon is free of any other mod depentancies and tested only in vanila game (so before you will report any errors please ensure that you have tested like that). This release includes three (3) variations : - Support, equiped with a .50 cal MG into an HMP-400 pod and an M261 rocket launcher (12 DAR rockets) plus a working Laser Designator and FLIR. - AT, equiped with a .50 cal MG into an HMP-400 pod and four (4) TOW missiles plus a working Laser Designator and FLIR. - Unarmed, just FLIR for observation. This helicopter can be found under NATO, Bundeswehr, CSAT and Civilian factions ingame and the hidden textures selection is enabled for anyone wish to retexture it (the textures PSDs are available for this cause). The model is Slingload ready and compatible with AGM Fastrope (this will change when ACE3 have this function). Also as it includes the RotorLib properties, anyone can use the AFM (Advanced Flight Model). Lastly, the chopper has the FFV capability (Fire From Vehicles) with two (2) positions on side doors (doors must be opened prior the use of the FFV). Special thanks for this addon are for my friend audiocustoms which made the custom sounds and the German textures for the Bundeswehr faction, plus for his exellent work on chopper FLIR - all credits goes to him. Also many thanks to Dragonsyr and my gamming team for beta testing and ofcourse to BIS and community here. You will find this addon as modfolder ready, properly signed (also a server key is included) with an extra .txt file with all classnames. Also note that the config is included in a seperate pbo, just to make easier any future update. NOTE : I'm giving the permission to anyone wants to retexture it or even include it in other mods, so no need to ask me for that. Appropriate credits would be much appreciated if so. Chopper Primary Download Link : https://www.dropbox.com/s/nqxle3nxl3n0g1d/%40HAFM_EC635_v1.rar?dl=0 PSD Files Download Link : https://www.dropbox.com/s/xcdctdbghkimvbg/EC635_PSDs.rar?dl=0 Armaholic Link : http://www.armaholic.com/page.php?id=28903 Discussion thread : http://forums.bistudio.com/showthread.php?190522-HAFM-Eurocopter-EC-635
  21. Cruise missiles does't have any "degrees" limitation. The "move" problem is something that default game engine have and can't be stopped. I suggest to either fire quickly after waypoint placement or just stop the submarine and then open the GUI again and fire (I hope the waypoints will be still on the map). Generally the problem of "non-firing" is because the Submarine needs to be still (not moving) in order for cruise missile to fire ... try the Russian one ... ONLY for this Submarine this is not required as it is (in real life) the only Submarine capable to fire cruise missiles while is on move.
  22. Yes ... if the Ship is into minimum distance needed for CIWS to work ...
  23. Αplion

    HAFM Submarines V2.0

    New update for Ships and Submarines released (look on "Ships" section - thread - for updates on them). changelog - Added: New vehicles entry point at middle of ships and submarines to ease the entry into vehicle. - Tweaked: Anti Ship missiles speed increased (UGM84D & RGM84D - 700kph, EXOCET - 900kph, 3M54T - 1400kph).
  24. Αplion

    HAFM NAVY (Ships) - v2.0

    New update for Ships and Submarines released changelog - Added: Roussen Class Missile Boat (on both BLUFOR and IND sides). - Added: New vehicles entry point at middle of ships and submarines to ease the entry into vehicle. - Tweaked: Anti Ship missiles speed increased (UGM84D & RGM84D - 700kph, EXOCET - 900kph, 3M54T - 1400kph). - Tweaked: Speed of SCALP Naval missile, also increased (SCALP Naval - 600kph). - Tweaked: Ship defence system is now working against any kind of incoming missile which is treated as threat to ship (still same logic based on the travel direction of missile compared to ship). - Tweaked: MEKO200HN back CIWS coverage angle improved. - Tweaked: Improved CIWS operation in general.
  25. New update for Ships and Submarines released changelog - Added: Roussen Class Missile Boat (on both BLUFOR and IND sides). - Added: New vehicles entry point at middle of ships and submarines to ease the entry into vehicle. - Tweaked: Anti Ship missiles speed increased (UGM84D & RGM84D - 700kph, EXOCET - 900kph, 3M54T - 1400kph). - Tweaked: Speed of SCALP Naval missile, also increased (SCALP Naval - 600kph). - Tweaked: Ship defence system is now working against any kind of incoming missile which is treated as threat to ship (still same logic based on the travel direction of missile compared to ship). - Tweaked: MEKO200HN back CIWS coverage angle improved. - Tweaked: Improved CIWS operation in general.
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