Fortran
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Everything posted by Fortran
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Having a real headache with this and I can't see any real reason for it not working. I am simply adding a laser designator to the A-10 for testing. All shows up fine in-game, except I get no visual red spot when firing it and the main problem which is other laser scanning enabled units do not see a laser target when I fire it, so I take it it's not actually working at all. Any ideas ? I just can't understand it. Have also tried with cutting out the cfgAmmo section and just using the standard "Laserbeam" ammo definition instead, but still no joy at all. class cfgAmmo { class Laserbeam; class caslaser: Laserbeam {}; }; class CfgMagazines { class Default; class VehicleMagazine; class a10cas_laser : VehicleMagazine { scope = 2; displayName = "Laser Designator"; ammo = "caslaser"; count = 1; }; }; class CfgWeapons { class Default; class a10cas_laser : Default { scope = 2; displayName = "Laser Marker"; primary = 10; magazines[] = {"a10cas_laser"}; }; };
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Does anybody know if there is a method to tell if the landing autopilot has been engaged ? I know the system itself is hardcoded so it not possible to create any additional actual AutoPilot functionality (as far as I know) but I do want to illuminate the AP panel switches when the landing autopilot has been turned on. Is this possible?.
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ALPHA RELEASE Download Links: DOWNLOAD - ARMAHOLIC - F-117A NightHawk Stealth Fighter MIRROR 1: http://www.filefront.com/14895691/F117A_ALPHA_RELEASE.zip MIRROR 2: http://www.megaupload.com/?d=ME1IRRK3 ORIGINAL POST ------------------------------------------ As a few of you may have seen in the "stuff you are working on" thread, my current project is creating an F-117A NightHawk for Arma II. Alongside modelling/texture/export and config work for the jet I have also been working on a script set to attempt to emulate the "real-life" weapon and user systems found on-board. As most of you may know the F-117A is capable of self-designating its targets for the GBU-27's, or other laser-guided payloads, via it's FLIR and DLIR sensors. The actual exact method of how it does this is still classified, but after reading pretty much everything I could find I have a fairly good idea of how it works. I really wanted to try and incorporate these systems into my version of the F-117A and as I said, am trying to build up a set of scripts which will allow the player to feel (as much as I can) that he is actually using these to some extent. Currently this is still very much WIP but I thought I would share where I am at so far and get some feedback from you guys. Currently I am only working on the DLIR sensor, which is used after its forward looking counterpart, as the plane enters above the target area. The basic idea for the final version will be the target is selected from the forward sensor then final adjustments and firing will be passed to and carried out by the downward sensor, am also planning to implement a good navigation system and GPS etc. Try to ignore the visuals/GUI at the moment as im still working at it as I go, but the concept is slowly coming together. Here are a couple of videos featuring the downward sensor, the first in daytime conditions and the second at night. As I said still very much a WIP. NxmiXAyWsgs 3CEyi64iR6o Thanks To: Gigan - freelook mouse code & help. Mandoble - Mando missile suite (LGB guidance) Nuxil - General help and line drawing method from his TVGM's. Update #1 Just been testing a scripted Air-Brake parachute for the F-117A. As you may know the aircraft has no flaps thus making the landing speed very high. This is solved by an automatically deployed braking chute on touchdown. Currently no anims in the chute and no cloth behaviour, two things I need to get worked out (any info?), but the scripted side of it works fairly well. Here is a short video demonstrating it on my test model. YF1X8u5JTI0 Update #2 Another small update, finally got around to finishing up the model cfg for the outboard animations (no cockpit anims yet): The animations list is as follows: 1: Correctly functioning in and outboard elevons 2: Split rudder 3: Canopy with rotating seals and elevation drive pistons 4: Weaponbay doors / bombcradles rotate down into position. 5: Blow-in doors (ontop of the engine intakes) open at speeds lower than 250. 6: Fully functioning landing-gear 7: Front steer wheel when taxiing and roll wheels. 8: Chute hatch doors open when parachute deploys (and close when chute re-packs) Have most of the shadow LOD's done now and re-modelled the geometry LOD for a better flight dynamic simulation. There are a number of small errors I need to fix namely smoothing groups on the underside of the plane and some tiny things such as the cockpit glass edges need a different material (at the moment you can see through them), also the weaponbay doors are not %100 flush with the underside at the moment. Will move on to texturing (and getting the view-pilot cockpit unwrapped/named/mempoints) once I fix the smoothing problems. Have also now ported the weapon/FLIR/chutebrake systems into the config. Anyway here is a short video demonstrating the animations. Please ignore the pilot position/RTM at the moment, will have to create a new one for the F-117A so he sits correctly and holds the stick/throttle. Also just read the elevons on the real thing have a slightly larger rotational angle (60 degrees) currently mine are set to out:50/in:35 so will go back and fix that. Also if anybody knows of a way to remove "flaps" from the action menu I would appreciate it. The F-117A doesn't have any and although I don't mind the AI/autopilot using them I want to remove them for the player as there is no visual feedback on the model for this function. GleH11bN0tI Update #3 Just a pre-update on the F-117A cockpit which I have been hacking away at for the past couple of weeks. Been texturing all "moving" components and now have all animations/gauges completed, working and are listed as follows: 01: Beta (Horizontal AOA) 02: AOA 03: MFD HSI (including waypointing and airport waypointing, TimeToTarget and DistanceToTarget and heading) 04: Radar Altitude (up to 1000 meters, bug set to 100 meters) 05: Standby Attitude Indicator 06: Trims Indicators (Elev/Rudder/Aileron) 07: Slip Indicator 08: Fuel/RPM/EGT/FuelFlow Counters 09: Fuel (including Bingo and Low Warning) Indicator 10: Oxygen (1 RT hour supply) 11: G-Force Indicator (including Max-G Attained Needle) 12: Eyebrow Indicators (Warnings for RadarAlt, RCS, Stall, BingoFuel,Chute) 13: MFD Attitude Indicator (including AOA/Speed/VertSpeed/Altitude) 14: Airspeed Indicator 15: Main Attitude Indicator 16: Vertical Speed Indicator 17: Altimeter (Accurate to 9000 meters) 18: Standby HSI Indicator 19: WeaponBay lights illuminate when weapon bay is open 20: Landing Gear (Handle moves with gear position and lights (dull green: stowed, red: gear moving, bright green: gear down) 21: Annunciator Panel (warning lights light as required) 22: Both MFD's run through a "boot" sequence when the engine is fired up. 23: Clock (H/M/S) Have tried my best to make every gauge as accurate to the in-game world as possible so the player can fly entirely by the panels if needed. Texture work is getting done, as I said at the top, all moving parts/gauges are textured, just need to tweak them and then move onto the side (arm) panels and the rest of the cockpit itself. So far only diffuse, no spec or normal maps. Will run another update in about a week with a video walkthrough of the cockpit and its various panels. http://i204.photobucket.com/albums/bb66/fortran2000/F117A/f117a_cockpit_1.jpg http://i204.photobucket.com/albums/bb66/fortran2000/F117A/f117a_cockpit_2.jpg http://i204.photobucket.com/albums/bb66/fortran2000/F117A/f117a_cockpit_3.jpg http://i204.photobucket.com/albums/bb66/fortran2000/F117A/f117a_cockpit_4.jpg http://i204.photobucket.com/albums/bb66/fortran2000/F117A/f117a_cockpit_5.jpg http://i204.photobucket.com/albums/bb66/fortran2000/F117A/f117a_cockpit_6.jpg Update #4 Another mini update, took a video of the cockpit in action. Having to re-work a couple of the anims (EGT etc) using a better script so for now they are missing. Also am working to finish up the last few texture selection for the MFD's to update the real bearing direction/vert speed/aoa etc. Also showing the waypointing system in this update. Red marker is the major airport for each map (Utes/Chernarus), Green marker is user defined waypoint. flgB2APES2c Update #5 Updating again with a night time movie showing the interior and exterior lighting systems for the F-117A. Have also now completed the 3d/2d hud (save for some fiddling with text sizes and adding the waypoint marker to the compass) so this is also demonstrated in the video. After adding the duplicate faces for the night illumination I am now running perilously close to the poly limit for the view-pilot LOD so have had to take the call to drop the FuelFlow, EngineGasTemp & FanRPM counters and just make them static. No big loss as they were purely eye-candy, but unfortunate non the less. 81gzUELZsxs
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A-10 CamoPack - [9 New A-10 Textures]
Fortran posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
A-10 CAMOPACK 9 A-10 Reskins, including: 1 - CAMO1 2 - CAMO2 3 - CAMO3 4 - CAMO4 5 - CAMO5 6 - WORN 7 - OLIVE 8 - TAN 9 - GRAPHITE DOWNLOAD LINK: http://www.filefront.com/14035439/FORTRAN_A10_CAMOPACK.zip MEDIAFIRE MIRROR http://www.mediafire.com/?yt4jzxamttu THANKS: kju for the config assistance. README: If any mod's could possibly retitle this thread to "A-10 CamoPack - [9 New A-10 Textures]" would appreciate it. Have edited the title but its not showing. -
F-117A NightHawk - Alpha Released
Fortran replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That is a really good idea! Never thought of that, thanks Myke, guess that would fix it very simply. Will bury them somewhere inside the main fuselage of the model. Great solution mate, thank you! -
F-117A NightHawk - Alpha Released
Fortran replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wow sorry guys, haven't been able to work on any mod's or even play any games since I released the Alpha. Currently working 2 jobs while getting the money together for a new house so just don't have the time right now. Would love to get this finished if I find some spare time soon. If not then if there is any dedicated forum member who would like to assist getting this finished then I might consider handing it over if I'm not going to have the time to do it myself. Once again sorry for the lack of response or info. Hopefully can get this to a final stable release build sometime soon. -
Just wanted to ask, are the new A2 Rtm's binarized or compiled somehow ? I have been attempting to open up one of the pilot anim RTM's from A2 in O2 on the soldier sample model (to edit it to create my own pilot RTM) but no joy at all. For example if I unpack the A10 pbo from A2 and try to use the A10_Pilot.rtm file in O2 nothing happens, I just get a single frame at -5.000 and no movement. However if I open up the guitar addon created by USSRsniper and load the rtm file it works perfectly. Is the new rtm format protected somehow now ? I really wanted to try edit an exsisting one rather than go through all the pain of trying to pose the sample soldier all the way from scratch, especially when I only need to tweak the existing pilots pose a little to make it work. Also from testing a little, what is a "good" way to get a static pose from the standard soldier example, any amount of movement or rotation of the mesh just results in horrible tears/buldges and deformation of the mesh. Its like trying to pose any solid mesh with no skeleton...its almost impossible to get a decent result.
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Just wanted to confirm or ask if the animation source "RPM" works properly with aircraft ? From what I can see of testing the BIS aircraft and my own animation for the F117A using RPM as a source it seems all that happens is that as soon as the engine is turned on it goes from 0 - 100% and stays at %100 until the engine is turned off, regardless of if the throttle is full on or full off or at idle it still stays at %100. However testing it on land based vehicles then the RPM needle responds to both accelerating, braking and gear changes. Has anybody else experienced this ? Have a workaround? Have been playing with scripting it instead for some of today as I want my RPM counter to respond to the throttle, not just the engine being on or off. Idle engine RPM should be approx 50% and full throttle should be %100. As a side note does anybody know if "oil" works as a source for aircraft as well ? Tested it but had no response, wanted to use it as a basis for the EGT reading.
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Having a bit of a problem centring the pilots view for the BIS A-10 im porting. I presumed it would be a matter of altering the following in the config: class ViewPilot : ViewPilot { initFov = 0.800000; minFov = 0.300000; maxFov = 1.200000; minAngleX = -40; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; initAngleX = 0; }; I thought it should be initAngleX however changing this value does not seem to alter the view as I hoped it would. The problem is the new ARMA2 crosshair is to the right of centre which looks odd. Or rather the players view is to the left of it as the crosshair is obviously projected to the centre of the screen. Also from the looks of it I will need to pull the players camera back a little as well, but I guess that could be the FOV setting? Also another separate issue which I am unable to work out is when boarding the A10 the animation in which the pilot climbs the retractable steps plays too close to the A10 so the players camera clips into the body which looks ugly. If anybody can shed some light on either of these issues I would appreciate it. Many thanks to anybody that can help.
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F-117A NightHawk - Alpha Released
Fortran replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks very much schaefsky, appreciate your input, very helpful thanks mate! Unfortunately yes it was included inside, sorry mate was purely because MMA was not released at the time I included your system into the fire launch code, I had to get the original MMA for A1. Now the new version is out I will be replacing that with the external version. Thanks very much for the input on inclusion though mate, much appreciated again. -
F-117A NightHawk - Alpha Released
Fortran replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Don't believe so ? They are elevons so include the elevators as well, could be you were pitching while rolling so it appears they are reversed ? I could be wrong though, will check them again. -
F-117A NightHawk - Alpha Released
Fortran replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok thanks for testing it, I will try work out whats going on with that in the scripting. I have had similar experiences but it usually hits on target for me at least %90 of the time, but I will ensure its a full %100 kill on the next release. Do you mean on the radar ? If so yes its kind of unavoidable, when the weapon bay is open or the gear is down a secondary invisible model is attached to the F-117A which is basically an IR/Heat target dummy. This means when either of those two conditions are met the F-117A becomes lockable and visible to enemy radar. When the gear/weapon bay is closed the plane is invisible and unable to be locked by enemy weapons. -
F-117A NightHawk - Alpha Released
Fortran replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks for the feedback guys appreciate it. Seems I have somehow managed to not include the DLIR sensor overlay image, although I swore it was there when I tested it today its not, will ensure thats included in the next update. Got alot of bugs to fix, thanks for testing it out and reporting back. Wardi after you right click to set the target marker, make sure the FIRE button is illuminated red before firing, the fire button (in the DLIR screen) changes to red when you are at the optimal distance (ie close enough) for the GBU's to track the laser target properly. If you fire when it switches to red you should find they hit the target precisely, if its not red you will find the bombs do not hit accurately. Should have noted things like this in the readme but I rushed it out a little. -
F-117A NightHawk - Alpha Released
Fortran replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Download Links: MIRROR 1: http://www.filefront.com/14895691/F117A_ALPHA_RELEASE.zip MIRROR 2: http://www.megaupload.com/?d=ME1IRRK3 -
New Sound Mod in the making, slowly but surely
Fortran replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Truly impressive Chammy! You have really managed to capture a whole new level of realism with this! Looking forward to the release. -
F-117A NightHawk - Alpha Released
Fortran replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Pretty much as above, the alpha version will not feature the script for "C: The jet is banking or pitching at high angles" as I haven't finished it yet. -
F-117A NightHawk - Alpha Released
Fortran replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Reporting in again. Still haven't had a single minute to work on this which is annoying the hell out of me, day job is kicking my ass and family is taking up alot of time right now leaving me no energy to mod. I have decided instead of keep stringing everybody along and waiting on a fairly polished beta to instead release the alpha version with all its flaws so the community can at least play with it while I get it finished up to a proper release level sometime in the near future. Will be uploading the alpha version either tonight (Sunday) or tomorrow. There are a number of things that still need doing such as texture work, fixing and polishing scripts etc. etc. but the core plane is all there as shown in the videos so at least its flyable and should provide some entertainment of sorts while I get it finished to release quality. Expect links for the alpha tonight or tomorrow. -
3Dsmax ArmA2 modding toolset
Fortran replied to soul_assassin's topic in ARMA 2 & OA : Community Made Utilities
You sir are a genius! The moment I get time to sit down to finish the F-117A off I will be installing the new version! Thanks alot mate, has to be literally the most useful bit of kit in Arma modding history. Seriously appreciate your hard work on this. -
F-117A NightHawk - Alpha Released
Fortran replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Beta will be done probably sometime next week. My day job is just killing me at the moment so by the time I get home late at night I have no drive to sit down and mod, or do pretty much anything else but veg out lol. As soon as I get some spare time this will be finished up to a beta test standard and released for you guys to play with. After that, probably a couple more weeks until full release. -
kiska / skira ,does anyone want to see this island in A2 ? (the OFPDR island)
Fortran replied to 9thAircav's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nice! Would be great to see this heightmap done some real justice...I mean with some actual forests, vegetation, towns and civvies. The CM version is just so barren its almost painful sometimes. -
Yep, but CM are more interested in raping the community for more money with their exciting range of DLC material (which will no doubt will be pushed with yet another selection of extremely stylized "artwork"..oh no sorry I mean "actual in-game screenshots") ...honestly their ethic and decisions around this development have been absolutley horrendous.
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Well the multiplayer section of OFPDR has now been effectively destroyed. Sion Linton announced today that there are no plans for dedicated servers. This leaves the p2p disaster that we have had to endure thus far. MP for this game is now over, players will be leaving in their 1000's.
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F-117A NightHawk - Alpha Released
Fortran replied to Fortran's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Afraid im just totally snowed under with my day job at the moment, as soon as I get a spare day I will finish up the last little bits required for a beta test and get it uploaded for everybody. Mainly just need to get the shadowLOD's working properly, finish the main body texture and tweak a couple of the scripts. Shouldn't be much longer until a playable beta, sorry for the delay guys. -
My my my, how you have changed your tune... http://forums.bistudio.com/showpost.php?p=1354352&postcount=5 You also seem to fail to grasp that the longevity of A2 is not solely in it's multiplayer game, especially with the vast amount of user made content that is created for the game on an almost daily basis. Of course if you really want to see a game brought to its knees on the basis of multiplayer alone, then I am afraid with no cd-key, no anti cheat system and a P2P network technology powering it, OFPDR will be dead within the next couple of months. Space can I just ask you just what exactly is your point to being on these forums? Your post count stands at 72, 71 posts of which have been in this and the previously closed OFPDR threads and simply used to bash A2 at every given opportunity. If you hate A2 so much and love OFPDR as much as you seem to can I just ask why you are here and not spreading your love for the game over at the CM forums? It seems a little idiotic to say the least, unless of course you are working for CM in some capacity. Every post you have made has just been a thinly veiled attempt to undermine A2...why waste your time and everybody else's here when your posting on the actual BIS community forums?
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Ah, really should have looked before posting that lol, sorry about the rant but glad he decided to bugger off.