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Everything posted by colonel_klink
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Faklands mod beta sea harrier release
colonel_klink replied to -Ash-'s topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">And i dont know if this was answered in the above explanation by Col klink, but can you do anything about the slow down speed at corners? i dont know any real figures but i am sure that the harrier will not loose so much power in a simple bank. <span id='postcolor'> Hmm I have noticed this on a number of OFP planes. The game engine is not very kind to aircraft in regards to acceleration or maintaining airspeed. Helos dont seem to suffer so much. Any ideas anyone? -
Faklands mod beta sea harrier release
colonel_klink replied to -Ash-'s topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (R71 @ 27 April 2003,06:23)</td></tr><tr><td id="QUOTE">the only thing that drives me nuts is the auto gear down at like 275kph. Â Â and are the wings a bit short? What weapon loadouts are you going to give it? I have not found a older pic of one yet. http://www.raf.mod.uk/equipment/images/harrier_gr7.jpg http://www.nasog.net/datashe....k_2.htm Two 30 mm ADEN cannon pods; five hardpoints; 8,000 lb (3,630 kg) warload/5,000 lb (2,270 kg) with vertical take off; AMRAAM/AIM-7M Sidewinder AAMs; Sea Eagle SSMs; WE117 nuclear bomb; bombs; rockets<span id='postcolor'> Auto gear down occurs under 80 meters or 200km/h. I am currently working on this. The GR7 from your link is a later version of the RAF GR3 harrier and yes it does have a larger wingspan. The information posted in the readme is accurate for the Sea Harrier at the time of its use in the Falklands war in 1982. Load outs varied, but I have tried to be as accurate as possible. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">You'll need to De-PBO the file, make the adjustment, then pack it again. The config is very clearly layed out; the correct line will be easy to find. You need PBO Tool. Bear in mind we've not heard what Colonel Klink thinks about all this. <span id='postcolor'> No addon maker has any control over what others do with the cpp files etc in the addon, except that the model and textures do belong to the author. Creating a new cpp file and repacking the addon for your own use is permissable, however most addon makers do get concerned when addons are altered and then reposted either as their own or as an altered version. Remember this addon is beta and was released to get feedback. The majority has been very positive and I appreciate it. I am always open to suggestions for improvement, but it does get tiresome when the same complaints are voiced time and time again with people not reading either the readme or the previous posts. I would rather spend my time creating addons, rather than have to keep explaining why such and such is not right etc etc. As I have always maintained constructive criticism is welcome, negative.. not worthy of a response. Anyway to all those who have downloaded and appreciated the efforts so far, thank you. -
Faklands mod beta sea harrier release
colonel_klink replied to -Ash-'s topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lee_H._Oswald @ 27 April 2003,00:09)</td></tr><tr><td id="QUOTE">Sorry about my english, but it´s not my language. The changes I made are only for private testing and I only want to help people have more fun with the harrier. For me it´s easier to fly and land this plane with those changes. Thx for telling Col. Klink about it. MfG Lee <span id='postcolor'> I have taken note of your modifications, matey and will experiment with them. Thanks for your input. Cheers -
Faklands mod beta sea harrier release
colonel_klink replied to -Ash-'s topic in ADDONS & MODS: COMPLETE
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (smogmorph @ April 25 2003,23:48)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (smogmorph @ April 25 2003,21:25)</td></tr><tr><td id="QUOTE">Not much can stop this, not even a solid mountain wall, I flew right into it and survived.<span id='postcolor'> No one really did pay attention to what I said. It's really hard to crash this thing, no matter how hard I try I can't make it crash.<span id='postcolor'> Ok matey. I'm experimenting with belly landing because the problem with the normal crash landing can occur even at low speeds in ofp aircraft. It can explode if crashed at higher speeds though. The final release may have this feature removed. *** Undercarriage down at low flying *** Undercarriage automatically comes down when the aircraft is below a certain height and speed. It is experimental as I put that feature there to compensate the automatic custom gear script on AI and autopilot landing. Its taken ages just to tweak that. If anybody has ideas on how to do it please let me know. *** Ejection seat still in aircraft after ejecting *** Good ground crew gets back and fits a new one before you para to the ground. *** Ride seat after ejecting *** Dunno if that is realistic.. *** Ejection seat disappears after eject *** Done by design actually to rid the countryside of discarded eject seats. Why? cos I did it my way *** Problems with VTOL *** Welcome to the club.. the scripting is the hardest to work on. But as said in the readme VTOL is still experimental </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Switching to "vtol flightmode", starting like a helicopter(thats what playable to me for an vtol aircraft). Then switch via action menu to "normal flight" mode. By selecting "normal flightmode" the real plane or a config or whatever will be loaded and you can fly it as a plane. Don´t know if OFP allows such switching of configs/models but it would make vtol aircrafts 100% playable. <span id='postcolor'> Have thought of this and may experiment if the present VTOL cannot be improved. *** Future Harriers ****** </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Like a few other i would like to see some RAF versions with rocket pods, flares, and maybe a few bombs after you have finished the Falklands mod.<span id='postcolor'> THe RAF GRS 3 Harrier is under construction which will be ground support. Also I have a part completed USMC AV8-B Harrier II which may be completed later. Anyway thanks for the feedback, and thanks for Beta testing it for us. -
I like it. Nice and easy on the eye. Nice one.
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We have twin and four barrelled bofors for the mod as well. The Brits used them on their ships, the argies used the towable versions
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How about 'ragdoll' effects for bodies that conform to the ground, walls etc.. which would mean no more bodies sticking through building walls. Also detachable weapons. If a body is moved the weapon stays where it landed.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Eviscerator @ April 23 2003,10:29)</td></tr><tr><td id="QUOTE">0--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Jinef @ April 23 2003,030)</td></tr><tr><td id="QUOTE">Gazelle (RAF)<span id='postcolor'> I would much rather an Army Air Corp version, they get used a hell of a lot more...in fact...does the RAF even have Gazelles?<span id='postcolor'> Yes the RAF use /used Gazelles. The Falklands Mod has/is building the following helos: Puma Gazelle Lynx Sea King UH1H Huey Scout
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This chopper addon is a very welcome addition to OFP. You guys have done a superb job. From one who knows the commitment one needs to complete an addon, thanks guys, and well done.
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Bofors AA coming along quite nicely: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">How are things coming along for the Lynx?<span id='postcolor'> Lynx is nearly completed
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Good stuff there, Bratz. This does indeed open the doors to many possibilities.. Any ideas how to implement this though? . Be interested in your ideas.
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Hey PicVert. No problems matey. Doesn't matter who makes what. Look at this way. Your rapier is made under Swiss licence, ours is under New Zealand license Anyway if you need any more help, just ask. Cheers
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">As far as the money it has cost me. Â It goes like this. I am self-employed, which means that everyday I take to do the scripting is a days less money.....so far I would be looking at approx Å1000 - Å1500 I suppose. <span id='postcolor'> I'm with you on that one TJ. The Harrier has cost me several books, models and nearly a marriage, not to mention the hours of texturing and scripting. Making the model is the easy part. getting it to function and look realistic is another story entirely.
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How come the readme.txt didn't come with a readme.txt? damn I wish addon makers would include adequate documentation with their readme files . How do I read this? What program do I use? How come Paint Shop Pro wont load up the readme file? Do I put the readme file in my addons folder or user missions folder? When are they going to have a self installer for the readme? This readme is so confusing.
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">but i think Colonel_Klink idea of a answering questions to get the addon is a bit... Over the top! <span id='postcolor'> I was just continuing the idea .. tongue in cheek
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">all addon makers: Lets be really mean to them, and just not release our addons!! [joke] <span id='postcolor'> Hey, now thats an idea worth investigating
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">In fact I may suggest to TS that we release the readme BEFORE the helicopter. <span id='postcolor'> TJ, I totally 100% agree with you. In fact on a download page why not have a test with questions from the readme for them to answer before downloading. All correct = download. Any wrong = no download
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Ok so I didn't make 'em, but I've sure had fun with 'm on Malden. Klink's Tour of Duty - Malden Airbase
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An alternative to the mipmaping problem could be to use the jpg textures for the first lod and pacs for the remainder. In the tests that I've done there doesn't seem to be any lag so far. How it is on other's cpu's I don't know. But the improved textures are very good. An couple of examples of comparable file sizes: A pac file for a 512x256 texture weighed in at 84.5 kb while its jpg alter ego weighed in at 33.9 kb Even better was a bigger a pac file for a 1024x512 texture weighed in at 341kb while its jpg alter ego was only a mere 65.1 kb
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Just thought I'd share some of the little guys on their Tour of Duty at Malden Airbase. Lego Guys On Duty Malden Airbase.
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Its not very often I comment on addons, but this must be the most innovative and fun addon yet. Just to see those blobs of plastic crawl towards an objective was quite funny. I like it and give it 5 stars for ingenuity. Well done guys.. Hope you fix the 1.75+ bugs soon. Now let's see if one of these suckers can fly a harrier...
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpeedyDonkey @ April 13 2003,11:20)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Colonel_Klink @ April 13 2003,09:28)</td></tr><tr><td id="QUOTE">I voted Yes. However, I'd liked to have seen an option that said 'Yes, as long as it is compatible with current OFP addons'.<span id='postcolor'> So you would´nt buy it if it was´nt?<span id='postcolor'> Didn't say that. But I guess a lot of people are thinking along similar lines
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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (SpeedyDonkey @ April 13 2003,11:20)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Colonel_Klink @ April 13 2003,09:28)</td></tr><tr><td id="QUOTE">I voted Yes. However, I'd liked to have seen an option that said 'Yes, as long as it is compatible with current OFP addons'.<span id='postcolor'> So you would´nt buy it if it was´nt?<span id='postcolor'> Didn't say that. But I guess a lot of people are thinking along similar lines
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Scenario: Flight of 3 Su25's to attack base. 3 waypoints: 1. Move - direction to target 2. Destroy - over target 3. Move - return and land at base Problem: How do I limit the Time Over Target (TOT - length of time the SU25 AI pilots engage the target position, which contains AA and other targets)? The AI at the moment keep attacking until the target is destroyed or the AA have destroyed the SU25s. Any help would be appreciated. Thanks
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I voted Yes. However, I'd liked to have seen an option that said 'Yes, as long as it is compatible with current OFP addons'.