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franze

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Everything posted by franze

  1. You can get the key from the ArmA2 release for now; next update I'll remember to add it to the package.
  2. The ArmA3 release topic has been created. I will do some checking to see where the ArmA2 version is at and will see about uploading the latest A2 version here.
  3. TKOH Apache - it's way out of date but I could release that version of it just as a demonstration rig. Steam workshop - probably not, as I'm something of a traditionalist. If someone has a compelling reason as to why we should put it there, I can be swayed. Head Tracking and waypoint cycle keys: I'll look into that. DAGR rockets are a 'probably not' at this time. They cannot fit in the M260 and M261 launchers; they have to be launched from special pods mounted to the M299 racks. On the other hand, APKWS II is a possibility, if we're willing to bend the rules on realism. I plan to have an initial ArmA3 release ready in the ArmA3 section within the week; however, it will be nothing but the helicopter as I don't have any decent mission plan for it yet. Many critical bugs are fixed but some remain, such as multiplayer gun functionality.
  4. Yes but I didn't feel like implementing an APU looped sound. I did that for the TKOH version, though. Click helper is a overlay so it's always active, even in external view. The manual works just fine for me? Maybe check it again?
  5. The RTD issue has been fixed, but the update isn't ready for upload yet. There have been some fixes on the scripting side of things but there haven't been any model/art changes. At this time, I'm not sure whether a new topic should be made in the A3 forum and to officially split off the releases, especially as I am lacking effective documentation for how it all works in A3, along with lacking any mission content to use the aircraft in. We also still do not have a fix for the multiplayer turret bug. IHADSS - That is probably linked to the RTD error. I haven't stress tested the aircraft, however. Engine off - When you use the engine off function, you have to go through the startup procedure again. Gun as pilot - Select the WPN page and either use a key bound to Custom User 3 or use the click action on R6. It's the option that says ACQ on the lower right. Select between HMD (aims at a position you look at) AUTO (aims at the current sensor target), FXD (fixed forward), or back to gunner's control.
  6. I believe there's many bugs related to AFM vs non-AFM that I didn't anticipate, mostly due to the scripting commands not translating seamlessly from AFM. I think some can be corrected but others will take some trial and error to fix.
  7. The only way to change your current waypoint is with the click action on the L6 MPD button while in navigation mode. This will cycle to the next until it reaches the last one, at which point it will switch to the first point. That's the only cycle functionality I built into it. I'm afraid I can't help regarding any issues with the laser designator as it was designed under the limitations of ArmA2. I wish I could say that all the bugs and issues could be fixed quickly, but I work a full time job and the scripting is on the verge of 5 years old now; fixing the problems and properly implementing it all in ArmA3 is a huge undertaking and one which I'm not well equipped to take on.
  8. To set a default skin, you'll need a delayed timer/script to initialize the skin. myskin = [vehicle player,"fza_ah64_us\tex\ex\229arb_co.paa"] execvm "\fza_ah64_controls\scripting\damage\skins.sqf"; Where vehicle player is the name of the helicopter and the quotes are the skin path. You will need to do this for every helicopter you want to have a different default skin.
  9. The AGM-114L does not need the FCR if being used in any LOAL mode. The FCR simply acts as a sensor system to add target data for the weapons. If you can see the target with another sensor, you can use LOAL mode with AGM-114Ls to hit the target; however, accuracy will be impaired. This is why the NR version can carry 114Ls; it simply has to launch the missiles in LOAL mode using target data acquired via TADS or from other data sources. All: I haven't been ignoring all these bug reports, I've been trying to solve what I consider to be some of the more pressing issues. Updates will likely be slow as we go through spring through summer.
  10. I can't replicate this. Are you using any other mods?
  11. Since I also use some on a stick, this won't apply for everyone but this is what I use: FCR toggle - \ key Sensor select - numpad / key Cycle right MPD - Shift + > Cycle left MPD - Shift + < WAS - On my throttle, one of the thumb switches. Crosshair interaction - ; key IHADSS mode - On my stick, top left button (same area as the real thing) Gun tracking mode - Shift + G Weapon fire mode - default B key RF and IR jammers - On the throttle, same switch, back for RF, forward for IR Manual/Auto jammers - Don't have it bound, I use the crosshair action on the ASE page ASE autopage - same as above TSD filter - Shift + E TSD range - Shift + R TSD mode - Shift + T PFZ selection - Ctrl + P
  12. Did you try turning AFM on/off? ETA: You might also try turning off picture in picture and see if that has an impact.
  13. Just in case, make sure you're downloading the ArmA3 version and not the ArmA2 version (dumb advice I know, but have to make sure). If that doesn't fix it, try turning the AFM off. If turning AFM off fixes it, let me know what AFM settings you're using. The skin system was designed to be client side only unless a skin is set by the mission designer/creator. It was done this way to counter potential client issues with skin paths and cheating (trying to make/use a transparent skin, etc).
  14. The Flight path is only partially implemented since I never bothered to write the scripting to get the proper behavior for it. There's other HMD symbology that hasn't been implemented due to lack of time or uncertainty of how to achieve the right effect (such as a true horizon ladder for the cruise mode). As it is, it functions more like a velocity vector rather than a flight path. The Fly-To-Cue wasn't implemented (even though it's on the FLT page) since the Block I doesn't have that symbology for the FLT page or HMD. Even though we call it a Block II, it's more like a Block I with various Block II features. The last one is due to, again, lack of time to implement. Exactly, and current functionality treats the flight path cue as relative to the crosshairs, not the aircraft direction.
  15. As promised, here is v1.4 for ArmA2; naturally it will have quite a few less issues than the ArmA3 version, but there's sure to be plenty all the same. Regarding the various bugs and problems: Yes, I was upfront about that when I released. Right now it's a mish-mash of A2 and TKOH content in the A3 engine and naturally it doesn't all translate over well. Some major problems like tail rotor failures from too much pedal (especially noticeable with keyboard controls) I'm not sure how to fix because so little documentation exists for the A3 AFM. My PMs have been filled with people trying to use the A2 version in A3 and it just won't work that easily - it's not plug and play from one engine to the next. This is what you get unless you want to wait another 3 years for us to learn all the idiosyncrasies of the A3 engine to fully polish it. Fixes will come along as I figure out exactly what the actual problems are. This is not an issue with the Apache, this is a bug with Leights OPFOR pack. The click actions are only required for specific actions like engine startup and MPD waypoint/PFZ functionality. Essential actions are bound to keys; everything else is generally available under the action menu. The campaign has too many dependencies on A2 in order to justify a streamlined port of it. If the demand is there, then I may entertain making a new campaign for ArmA3.
  16. Ok, I have a semi-working ArmA3 release available: Here A few notes: - Hitting any solid structure will destroy the helicopter and cause a nuclear explosion. This includes touching something with the rotors. - Performance in multiplayer will be bugged, especially with two clients in the same aircraft. - The HeliFM is not fully tweaked yet and will be problematic. - Various weapon issues, mostly related to missile guidance and auto tracking for gun and rockets. - Many other issues I forgot about at this time. Version 1.4 for ArmA2 and TKOH are upcoming, should be within the week.
  17. Wow, thanks for the extra publicity! An update should be out soon and I'm hoping to include the ArmA3 and TKOH versions with that update. There will be a few bugs though, especially with the model, but gameplay-wise they will be functional. There will still be issues with multi-crew aircraft in ArmA3 along with related issues associated with PhysX because I can't get the ArmA3 tools to properly binarize the model files.
  18. Missile can lock while heads down with the gunner, but they still have LOS and FOV constraints along with sensor constraints. If you're using the gunner's laser function then the best way to target buildings is to aim at the highest part of the building that you can for missile hits; HELLFIREs are not great for destroying buildings due to the arcing trajectory. You can use the WASDQZ keys to tell the pilot to adjust his position, but depending on what the AI is doing this may be unreliable.
  19. Press numpad 5 to automatically center the X when using the head tracking action. The intent was to allow usage of the mouse with TIR to click around the cockpit.
  20. Not a problem here, go ahead and do it. Any map image submissions that people want to share are welcomed.
  21. Essentially, all animations are tied to the driver of a vehicle - the vehicle 'belongs' to that client. Animate is a global command - if it's run on one client, all receive it. If you were to try and use publicVariableClient, you end up with a broadcast storm so to speak; if the variable is faster than the transfer rate for animate, then animate is run on that client but then is snapped back as the older animate data catches up. I suppose as a test one could try running the animate command on both crew members at the same time and see what the result would be, but in the past this resulted in the turret stuttering all over the place.
  22. I touched on custom maps and the process to use them here. Waypoints and PFZs can be created by selecting the appropriate TSD mode (ATK for PFZs, NAV for waypoints). For PFZs, first select a PFZ (the PFZ selection button on the TSD page or the action menu PFZ SEL), then use the TSD ADD or PFZ create action to create a PFZ, and either use the interaction button on the TSD itself or mouse click on the BI map to set the top left and lower right corners of the PFZ. After the second click, the PFZ is created. For waypoints, use the TSD ADD or action menu Create Waypoints function to initialize the waypoint add mode. Use the TSD with the interaction button to create waypoints or mouse click on the BI map to create waypoints. Once you're satisfied with your waypoints, use the TSD XMIT button or Save Waypoints action to finalize your waypoints. If you wish to clear your waypoints, use the TSD DEL button or Clear Waypoints action. When first creating waypoints, if there are no waypoints set, then the first waypoint (waypoint 0) will always be the helicopters present position.
  23. The interactive cockpit uses Custom User 20 for interaction.
  24. ArmA3 remains unsupported at this time. The previous ArmA3 controls file is problematic and a new one is in the works, but it will require the development build of ArmA3 to function.
  25. The way it works: a solution is calculated locally only by the controlling client (in this case, the gunner), then the animate command is run only on that client. In ArmA2, this works fine with no problems; the gunner has almost instant gun tracking and proper functioning. In ArmA3, there is a massive delay of roughly 3-4 seconds with this method. I believe this is related to a fix introduced in ArmA3 with the animate command to reduce the update frequency in order to cut back on latency/data sent over the network; the problem is that frequent updates are required between two clients (the pilot and the gunner), not just everyone. That is just a guess on my part.
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