csj
Member-
Content Count
704 -
Joined
-
Last visited
-
Medals
Everything posted by csj
-
Operational history At the outbreak of the Vietnam War, the 20th and 21st Special Operations Squadrons were deployed there equipped with the Bell UH-1F, becoming known as the "Green Hornets". At the beginning they played transport and communications roles, but by late 1960s, when the CIA discovered that the Viet Cong was infiltrating South Vietnam through Cambodia and Laos, the Green Hornets started to fly secret missions to infiltrate and extract agents and commandos in the "Communist sanctuaries" of Cambodia and Laos. These were risky missions since the UH-1F didn't have night equipment and or any kind of weather radar. UH-1P Around 1969 a number of UH-1Fs were modified for a still-classified psychological warfare role and redesignated UH-1P. The "P" version was the only armed version of the UH-1F, carrying machine guns and rocket launchers. Even unarmed, they can be distinguised from standard UH-1Fs by their two UHF antennas (the F carried only one) Markings The UH-1Fs in Vietnam were painted in 4 tone-camouflage that consisted in dark and medium green and dark tan on the upper surfaces and light gray was used under the lower surface. No national insignia were carried, only a serial number on the tail and a black hornet on the middle of the tail boom. Yes they are an interest group. If you want exact F/P model - I know the details. Now plz understand that models are not mass produced, they are very time consuming something which I do not have alot spare. All my models are 99% me some scripting is surplied which is great. I do not have a production team of artist etc working for me. I can convert exist Huey to suit this but would be a later on, not just at this moment. Another thing is I do not do camo paint jobs.
-
Anyway there are no Jeto's or Jato's here thanks guys  --------------------------------------------------------------- Update now available Fixed Rocket firing points (thanks to Footmunch) Engine on/off controls doors but this is also governed by ppl in the plane. (May have flaws depending on the situation - but I don't care) If plane lands with just pilot the only pilot door will open. Cargo doors will open only if 1 ppl or more in back and pilot plus copilot in front or 2 ppl's in the back and just pilot in front. (Its not that complicated) Start game nobody in plane - all doors are shut. If you want them open then you will have to sqs it. New models or paint schemes - Nil If somebody wishes to do Air-America colour scheme then plz do. One more thing is thanks to Trenchfeet for how to on float planes, very cool and the use of Para script - ice cool.
-
Sorry Gedis, had my P's and Q's mixed up or should say P's and L's. Anyway the reference to the P model is for free aim minigun mount? If so I will add to Seawolf pack. (If I remember  )
-
Sweet - marsden mat. No more incorrect strips. The terrain is looking excellent in second pic.  Can make some great "Ma Rung" mission in there  While I am here, the Auto door script has been changed to engine on off with small delay. Problem with this is if AI disembark to quick then doors might not open. If only the pilot is in the plane on landing then only the pilot door will open. Cargo doors will open if crew is greater then 2.
-
They are different.. well the maxspeed settings are. I am not sure if they were in origional release but they are now. I will set up a AI drag race on desert island and see if it makes a difference in game. Let you know the results.. ----- 3 out of 3 Charlie Model won by 60 to 80 meters over 3 clicks So I will reduce B mod a bit more.
-
re smoke: 9 times out of 10 the only thing left after a fire was the tail boom or part of. The fuselage has a high magnesium content. I have never seen a half burnt Iroquois unless just an electrical fire in cockpit or cab that was quickly extinguished. I believe a lot Hueys that did not burn after a crash were retrieved during the war but if that was not possible then they prolly would have toasted them. The C'n'B wrecks I constructed to be air lifted away without looking too daggy. I did concider adding smoke.sqs but decided not to for reasons above but there are heaps of good smoke scripts available for mission editors to use or just place a camp fire 1/2 to 1 meter under ground beneath the wreck (daytime only or the ground will glow at night). re other models: not at this stage with main Iroquois pack. Maybe with Seawolf pack. Visually there is not a lot of differnce with the P or the M (the list goes on). Main obvious diff with the P is the small raised section over c/pit and the colour generally used on them, and change of colour means complete new p3d file. B and C models were easy to run off same model, just different cowling, uh and vh antenna and the C model fuel caps being portside whislt all other hueys are starboard. Likewise D to H, besides the antenna the main visual difference is that the D sat near level and the H sagged in the rear (not worth a different model). I think I have covered a fair range atm with this pack as I said before maybe 'P' in the SW pack.
-
small update I have put together a small pack of what I call C'n'B Hueys (Crash and Burn) well not so much burn coz when they burn there wasn't a lot left of them. Anyway, 2 different wrecks of each UH-1 model B,C,D and H. Also tried to cover most breeds as in USA, Aus, Vnaf and unmarked. Will be seperate to Iroquois Pack but will need it for textures.
-
@Fragster Since AI can not board a plane while the engine is running as they can with choppers I would say that is a fair comment.
-
A simple search on Air America gets you here http://www.air-america.org/ re: doors I thought most ppl liked auto doors ?
-
It will mean a new p3d, lots and lots of hard work. I may include it in update - may not definite AA stuff is fairly easy to get re Nam era, its not all direct of a web site. Sometimes you just have to read between the lines.
-
@ Pappy Correct me if I am wrong - I am sure you will  AA had two PP birds and a different model. They look simular but I think the AA were earlier model. So that's why I did not go with AA colours (colors). Also I believe the Aussie PC-6s did some work for the AA. *Will check
-
@Capitaine Haddock Thanks for the intro - saves me some work *known bug is now fixed thanks to Footmunch input but not in download model atm. I think just about everything else had been stated, so I will just thro in a couple of pics for now. *All pics taken in [HC] Para's Mekong map
-
@[APS]Gnat Thanks, I will fix rocket problem now Footmunch that has sorted it out. @Footmunch Works - thanx
-
I have made many an armed aircraft in past never experiencing this problem The rockets fire from the centre of the vehicle and not from raketa or strela points. The ammo and weapon cfg's same as usual. (everything is same as usual) Any ideas on way the l and p raketa or strela in memory lod points are being ignored ?
-
Thanks Footmunch - will do
-
PC-6 (coming soon) on the Mekong by [HC] Para
-
thanx [APS]Gnat my setup is standard BIS hydras, no proxys, nothing flash.
-
I have tried shotrocket, missile. Hellfire,zuni and maverick cfgs retyped the cpp 3 times reconstructed the memory lod 3 times. cut'n'pasted ammo and weapon cfgs from several other models of mine. I think I will just post Beta in "Addons and Mods Discussion" then someone may fix from there. thanks
-
and with good reason   but the rig you're n starts with A and not R    close enough. Not changing anything on Bushrangers.
-
All of the above can be done but depending on the complexity of the model to start with I would most likely go with 3 different p3d's West, East and Civy in the 1 PBO file.
-
As stated earlier. I can remove fwd guns of the Bushranger model altogether and just have a door gunner or remove the whole Bushranger (door gunner) model just leaving the Bushranger with fwd gunner. Personally I think the door gunner is a large part of Huey legend. Fully exposed target for the enemy to hit, hot gun barrels peeling like bananas in front of their face, flash burns from rockets as they left the pods, bouncing off the outside of the huey held on by only a thin monkey strap when they lost their footing and exposed to the weather. Just to list a few hazards and that was a good day. Â I would have added them to all gunships except for the exploding bullet problem.
-
Everything but forgotten, thanks for asking Fragster. Have been very busy with Iroquois, other projects and some real life dramas. (least of which was a PC blow out) Hoping very soon to have final on Iroquois.
-
Try this from class EventHandlers hit = "[_this select 0,_this select 2] exec ""\your model folder\your fire and smoke.sqs"" "; Fire and smoke.sqs ?getdammage _building>=0.8:_building setDammage 0.3, goto "fire and smoke effects" exit #fire and smoke effects bla bla bla exit
-
woohoo cool bananas Thanks UNN, that's another one I owe yah
-
I am trying to set damage on all crew in vehicle for given status quo of vehicle. Anyway the code worked on player and driver _vehicle etc but I want to do the whole group session thing. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _vehicle = _this select 0 _crew = crew _vehicle _c = count _crew _i = 0 -(bla bla bla)- #loop _unit = _crew select _i _unit setdammage _VehStatus _i = _i + 1 ?_i < _c: goto "loop" goto "eslewhere" -(bla bla bla)- _unit = _crew select _i - Â gives err "Error Zero Divisor" Why is it so ? I have simular/same setup in other scripts with no problems.