Footmunch
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Everything posted by Footmunch
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APS_Gnat has done some nice work with disableAI, but I'm not sure if it _applies_ to the 15E - it's more of a carpet-bombing thing with the B-52 (and Vulcan ). It _may_ be possible to adjust the dive-bombing behaviour in config alone (by adjusting the minProbabRange) - investigations continue.
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For the 15E: there will be an AGM-130* A2G loadout, but I wasn't planning an A2A missile version - you've already got the 15C for that, yep? Yep, the 15E pilot view wasn't quite _complete_ when I uploaded this version. A HUD has been added and I'll adjust the pilot position slightly. The 15C should be finalised this week, and the 15E will get the HUD and new weapons very soon. * - Before you ask , here's a link on the AGM-130: http://www.designation-systems.net/dusrm/m-130.html
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Just checking, but the C and E are not interchangable: F-15C - doesn't have Ground Radar. F-15E - does have Ground Radar. Why is that? Yep. Originally, the F-15 was an air superiority plane _only_. It would clear the way for the bombers (F-111, B-52, etc) by engaging the Warsaw Pact interceptors directly. This philosophy was applied during the design of the plane with the motto: 'Not a pound for air-to-ground.' No bomb-aiming computers, no air to ground radar. This is true of the F-15A/B/C The F-15E Strike Eagle was originally designed to meet an IAF requirement for a 'tactical' bomber based on the tried and tested F15 air frame. A second crewman (weapons operator) was added, as well as fuel tanks and more pylons. The computers were upgraded with bomb-computation software, and air to ground radar and tracking IR gear added. It proved to be a very good aircraft, and the USAF bought into the program as well. So, in a realistic scenario, you would have 15C's escorting/ protecting 15E's (although 15E's are quite good at protecting themselves, once they unload all those bombs). I'll check the scan range on the 15E ground radar - it might have got set wrongly.
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Just checking, but the C and E are not interchangable: F-15C - doesn't have Ground Radar. F-15E - does have Ground Radar. Do you mean the radar _range_ or the _brightness_ of a particular unit at 1km away?
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Roundels are being put on the F-15. Roundels will _not_ be available on the F-14: only the US and Iran operate them, and a specific Iranian version needs lots of other work.
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Avon - I think I may know what's wrong: that texture looks like a stretched version of one of the insignia textures that is applied to the DSL_A10. It seems as though the scripting for the A10 is being applied to the F15 somehow. Frankly, in such a situation, I'm guessing it's possible that you could get anything happening, including sound errors and CTD. Did you do a search and replace on the class names in the mission file?
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You could grab each bomb using the fired EH and bump them randomly left and right of their original path.
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But sometimes the plane is at <1m height and is not landing...for example during take-off That's actually a _very_ clever trick. The game plays a sound when a plane touches down - it's usually that 'clunk' sort of noise - and Diesel has replaced it with a tyre screech. No scripting necessary.
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AI "Engage" or "Targeted" event / flag
Footmunch replied to [aps]gnat's topic in OFP : CONFIGS & SCRIPTING
..... I thought there was a command to GetBehaviour .......... but doesnt seem to be any such command. The command is: Taken from the command reference available at OFPEC. You disableAI-ed the plane? You could try it on (driver this) instead. The gunner might stay 'alert', but the pilot may fly on. -
AI "Engage" or "Targeted" event / flag
Footmunch replied to [aps]gnat's topic in OFP : CONFIGS & SCRIPTING
You can get hold of the 'behaviour' of a unit. If there's no enemy around it will be SAFE, if there are targets nearby it will be AWARE. If the unit is firing/lining up it'll be COMBAT, etc -
AGM-130, CBU-87 and Mk-20 will be added in some different configurations.
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Muzzle flash in shadow, but not for all lods...
Footmunch replied to Fab.'s topic in OFP : CONFIGS & SCRIPTING
The 'enable shadow' tick box enables shading on the polygons, not the shadow for the unit, I think. Are the 'flash polygons' defined as 'zasleh' in the 1.5 lod? -
The main problem is that the beta's can change (almost) without warning The 'finished' versions listed at the site are _stable_, and if they are updated, there will be text on the page stating the upgrade date.
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When the 'final' versions are ready, they'll be posted at my homesite.
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Gnat - Can you send me the mission file at all? Maybe zip it up and send it to the email in my profile? AOCBravo - Y'know I got some dimension info on the tanks from the web, and I thought it _had_ to be wrong. Those 600 gal tanks are huge. I'll resize them in the next versions. Ruff - How is the AI performing? Have you tried increasing the rank and skill of the AI pilot?
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Tomi - Curses. The wheel.paa file error is a 'left-over' from the F-15C. It'll be fixed in the next version (you can stop the error message for now by getting the 15C pbo). Cannon is mounted in the right wing root, as in the real Eagle. I'll add some texture/model detail to better represent it. The F-4 in Vietnam _needed_ a cannon for a couple of reasons: the rules of engagement stated that US pilots could only open fire after _visual confirmation_ that the planes were North Vietnamese (rather than, say, Chinese). So, BVR fights were impossible. Also, the early AIM-9, AIM-4 and AIM-7 were fairly unreliable. The UK version of the Typhoon _doesn't_ have a cannon, although that decision has caused some 'debate' IIRC: The Israeli Air Force was the last to get a confirmed guns-only kill, in the 80's with a Falcon
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Like what?
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Game engine problem, I'm afraid, so there's no way to fix it. The gear should go up automatically after a few tenths of a second. oh ok, but the funny thing is, it´s only with the F-15E in my case Does the 15C act differently? I'll check the scripting, but I thought they were the same. Most probably it's a dumb error on my part
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Game engine problem, I'm afraid, so there's no way to fix it. The gear should go up automatically after a few tenths of a second.
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As promised: http://www.footmunch.org.uk/beta/rktf15c_v99.rar Changes include: chaff model fixed; increased maneuvarability; internal glass de-shined; automatic canopy; take-off run reduced; LOD switching; plus many more... (No new pictures - no external differences) And now, the F-15E Strike Eagle: (Island is BAS Tonal) Rar-ed PBO here: http://www.footmunch.org.uk/beta/rkt15e_v9.rar Issues outstanding: 1) More loadouts - cluster bombs, dumb bombs, etc 2) Pilot HUD/sight to be added 3) Texture gamma correction. 4) Drop tank coding (as in 15C) This addon should be completely independent of the 15C, so you don't need one to make the other work. VBS:1 ready.
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F-15C v.99 will be uploaded tomorrow - all points rasied have been addressed (plus a few more I found myself). Oh, and F-15E v.9 will be uploaded tomorrow.
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Canopy is automatic based on engine state/speed/height, if that's what you mean...
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Class names will be included in the readme for the released file, but there's no point in me putting up the weapon/ammo names for beta versions, as they (the class names) are one of the things that change most often  For all you canopy-lovers out there: Alright? Happy now? (Will be added to 15C also)
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They're ready when they're ready.
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Got a very odd problem - A helicopter addon I've done will 'float' about 1 metre above the ground if I hold down the 'Z' key, and never actually touch down. If I drop the collective on my joystick, it lands fine (so Landcontact and Geo are OK), but not via the keyboard. Also, if the engine is turned off, the heli touches down (with a bump, obviously). Anybody seen this before?