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Everything posted by franze
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Ah, those pesky radar guided missiles. They just never seem to work right when the target has both an RFI and a radar jammer. And then those fancy AGM-114L capabilities that don't even require Longbow to be on. ;) Actually I considered building SA-15 (though it wouldn't be spectacular high detailed model) but there's not a whole lot of SA-15 around right now vs SA-19, SA-8, SA-9, SA-6, etc. We'll probably recycle the SA-6 system from ArmA1 and replace the scripting system to discourage high altitude flying, but smaller, shorter ranged systems will likely be SA-13, SA-8 and similar. The problem seems to be due to the distance of the crew to the target object and the speed of the crew and the target object. As we maneuver around, the position should remain the same, but it seems to bounce around. Maybe I missed something though, so I'm willing to revisit it and see if I left something out.
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See the Addon Request thread.
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Good thing the S-300 can't see well in the NOE environment. :p There's not a whole lot to talk about in terms of visual updates; I've been building some support stuff for the planned campaigns plus working on scripting and Nodunit has been working on the cockpit.
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So, I've been working on a simple island and it works fine in buldozer - sat and mask load up, looks good. I then decided to place a few objects on the map and try to populate things. Got some trees in and they work fine. However, I added some buildings and did a clutter config, and now Binarize crashes every time with binpbo. I figure the objects might have some issues, so I erased all the objects. Nope, Binarize still crashes. Ok, sat or mask must be FUBAR, redo those. Nope, Binarize still crashes. Ok then, maybe my OA viewer isn't doing it right, switch to A2. Nope, Binarize still crashes. Ok, config messed up, go back to old iteration. Nope, Binarize still crashes. I'm not sure what the deal is as to why it'd work fine earlier but now crashes constantly, even after I've reverted to a previous state. There's something in the WRP file that is ticking Binarize off, but I don't know what, and I'm at a loss since Buldozer runs and works fine whether its A2 or OA exe. I'm not sure what else to try since Binarize suddenly decided to turn into a bitch. ETA: Messed around with the config, now it complained about an error in config, but binarizes anyways? Will post back here if I find out what the problem was.
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Binarize always crashing w/ WRP file
franze replied to franze's topic in ARMA 2 & OA : TERRAIN - (Visitor)
The only thing that initially changed in config was clutter definitions and airport configs; CfgWorlds wasn't changed nor the inherits. Even when going back to the unmodified config, Binarize still crashed, which is why it's so bizarre that simply changing how it gets the Utes inherits would make it work properly. -
Binarize always crashing w/ WRP file
franze replied to franze's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Well, Eliteness pipes up with an error on line 150 - but I only have 88 lines in the config. ETA: Well, it was a simple error this time around, I had CfgWorlds twice. Taking it out removed config errors; however, it seems my initial problem was - for some reason - the lack of configuration for weather conditions. Using Utes config as a reference, I put in the parts for inheriting the weather configuration from Utes. Binarize ran with no issue this time around. Bizarre, as earlier there were no configurations for weather and Binarize didn't care then. -
Helicopters maneuvrability?
franze replied to Unemployed's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Moved to Editing. -
WIP: Stuff you are working on 2!
franze replied to max power's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Reminder to all: this is not the addon request thread. "Why has no one made..." is a request and does not belong here. -
Again, anything related to PR belongs at the PR forums. And if I have to repeat that, somebody is gonna meet "The Dentist" up close and personal!
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See: Performance Issues thread.
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Hey - drop us a line when you get a chance, we will probably have plenty of questions that will need to be worked out over the coming months. For ArmA2 we can't have video overlay - the best we can do is the optics view through PNVS which isn't really quite the same thing. If we rebuilt for TKOH we might have that option though.
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Next time I have to clean up this thread, I'm just gonna get Godzilla to do it for me.
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Yes, we plan to add a similar weapon restriction system to the one we put on the Su-17/22. However, the wide variety of missiles available is mostly to span across all AH-64 variants; the AH-64A might need to be restricted to AGM-114A for a pre-1990 scenario and so on.
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Nodunit informed me that he would not be back until next week, which means I am the ultimate power in this thread now! Ok, so in a nutshell we've been piecing together the AH-64A/D slowly, but things are starting to get fairly fleshed out and we're seeing some pretty big leaps. The cockpit is far from done, but the groundwork is being put in place to get a lot of the systems we've wanted since FP involved. Naturally we can't get 100% accuracy since a lot of functionality - especially from the AH-64D - cannot be done in a practical way, and some things are simply too complex for a game. The key system that I suspect most players will be using is the TSD or Tactical Situation Display. The TSD represents a top-down view of the battlefield as described by the sensors on the aircraft and fellow aircraft (more on this later). It's used for both navigation and attack, tracking waypoints and units. At the moment it only tracks units, but further development will add a navigation capability (if you've used our Su-17/22M4 you're probably familiar with it). This is the only working display we have at the moment, probably soon to be followed by the FCR page. The TSD was implemented so we'd have a better idea of what we were targeting with the TADS/FCR at long range. Targets are represented by type on the TSD with a symbol and the currently selected target has a bracket around it. The AH-64D, when equipped with the Longbow radar, gets a big boost in what it can see and how far it can see on the battlefield. Most of you will probably demand an FCR on your aircraft after having used it - it makes that much of a difference. The FCR enables you acquire targets at 8km+ and kill them in combination with the AGM-114L missile. It also has an aerial scanning mode so you can see those fast movers before they get a chance to hose you. This doesn't make the no-radar AH-64D useless however; it can use the AGM-114L missile as well, but is restricted in how it can use it. The SAL AGM-114K is typically the more direct option and it's no slouch either. The SAL missiles have an advantage (or disadvantage, depending on your point of view) of repeat fire - you fire a missile every so many seconds, then as each target is hit you successively target your next target until you have no more targets left. The disadvantage is of course, you have to keep your target constantly tracked and within the constraints of the missile; a second or two off and your missile may be unable to acquire the target. RF missiles are the only true fire and forget option here. The primary sensor systems available, TADS and FCR, are used to add target information to a global database accessible by all AH-64Ds. Targets detected with either system are represented in the TSD (though you only see targets within the currently set TSD limits) and classified according to type. TADS naturally works only within visual limits compared to the FCR working within restrictions of LOS and RFI/EMI. Once added to the database, they remain there until detected as destroyed (it's worth noting that the AH-64A lacks this database feature). The system that's gotten the most love over the past few days has been the IHADSS, which will probably be the most important display of all. It has pertinent information relating to aircraft systems and data as well as weapon systems. This system is only just starting, but we're hoping to have several modes available through it to assist with both fighting and flying. IHADSS works in conjunction with the PNVS to provide a day/night capable sighting system for pilotage. For those curious, YES the pilot can pan the PNVS turret around and see through it (heads down/sight key). We've also been refining the armament system, big time with rockets. The AH-64 series basically separates rockets into zones, specifically 5 zones spread across the 4 stations. Zones A and B are on the #1 and #4 stations, Zones C and D are on the #2 and #3 stations, and Zone E is spread across all four stations. Difficult to explain without a diagram which I'm not going to make now, but suffice to say we have it done that way. Basically enables you to load various rocket warheads into the same pod, although it must be the same for the pod on the opposite pylon. Different HELLFIRE types can by loaded onto the same rack, so if you want a mix of SAL and RF, or a mix of various warheads, that can be achieved now. Planned AGM-114 types are the A, C, K, L, M, and N. Rocket types are currently the M151, M229, M261, and M255. Of course, saying something isn't quite the same as showing something, so here's a little show and tell. A few from our tester, Hellcat: A few by yours truly: Rest are just a tad too large to hotlink, so here's a few more. IHADSS1 - Not much to talk about on this one, you can figure out what most of it means. "LOS INVALID" means that the aircraft doesn't have a good firing solution on the current target. IHADSS/TSD - AGM-114 actioned in LOBL mode with a target acquired via TADS. You can see the TSD page on the right MPD. Please ignore the TSD range on the IHADSS! IHADSS-RKT - Rockets actioned, Zone B. MPSM warheads. Note the I beam which denotes pylon elevation. Armament 1 - Weapon screen, no weapons. Armament 2 - Weapon screen, fully loaded. Finally, some hi-rez shots from Hellcat (1920x1080): AH-64D NR - 1 AH-64D NR - 2 AH-64D NR - 3 AH-64D NR - 4 AH-64D NR - 5 AH-64D NR - 6 AH-64D NR - 7 AH-64D NR - 8 Enjoy!
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A properly named thread will help you a lot. ;) Are you adding any waypoints to your soldiers?
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What weapons/vehicles would you like to see in ArmA 3?
franze replied to archaon98's topic in ARMA 3 - GENERAL
Perhaps you would like to open a can of worms on a vacation from these forums, then? -
Helicopter Gunner and Rockets
franze replied to JuggernautOfWar's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
See: Addon Request Thread. -
Search here for an answer.
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Project Reality - WIP Discussion
franze replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
OK, enough. If PR team wants to update this thread, they can contact a moderator and go from there. Thread closed until further notice. -
Project Reality - WIP Discussion
franze replied to craig.turner's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It's becoming quite evident here that we have some major disagreements going on here. For now, here's what I'm going to say: PR has their mod, and they are going to include these rules with it. Regardless of what you think about those rules, it is still their mod. Some people are OK with that, others are not. While I may vehemently disagree with the rules that the PR mod team is using, it is in the end, still their rules. It is up to individual members within the community to decide whether or not they will agree to those rules. Now, we can either drop that subject entirely, or we can start handing out some vacations. I would hate to hand out some vacations because a number of you are good community members with good standing; however, this dead horse has been beaten to it's component atoms. You've made your point. Move on. To the PR team members: This community has many talented artists, scripters, coders, and developers, and many of you at one time were one of them as well. When you denigrate them, you denigrate yourselves as well as the entire community. Remember, at one time you, too, made "crap" addons. We all have to start somewhere. If this thread gets any more derailed then it's going to be closed and the guilty parties will be punished. -
OK guys, enough jacking off. To the OP: Search these forums and you'll find your answer.
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No doubt it's possible IRL, if only to throw some lead out; however, the primary purpose of this function is to get downed aircraft crew out of harm's way in an emergency. While you can use it as a general transport kind of thing, the risk to the personnel riding on the sides is a bit excessive when better options are available.
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Nope, they're too busy holding on to a strap (built by the lowest bidder) connecting them to a handle (built by the lowest bidder) while going at ~150kts.
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Movement is so sluggish in all BIS games, WHY?
franze replied to Dreepa's topic in ARMA 2 & OA - SUGGESTIONS
brRaaAiiiNnnzzZZ....! /headshot zombie thread -
AH-1Z Pilot in front seat
franze replied to WallyJas's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Addon Request Thread