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Jklv

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About Jklv

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  1. Jklv

    F-22A Raptor

    Truly amazing! You've put a tremendous effort into the script suite and the results are amazing.
  2. Jklv

    F-22A Raptor

    Awesome. Does it support stealth? As in, enemy aircraft being unable to lock the F-22 at long ranges? I've been thinking as well, about editing your script and try to do something with the SDB to do GPS targeting. Click on a spot in the map, and that's where the SDB should land.
  3. Jklv

    F-22A Raptor

    Basically make your addon for ARMA II compatible with the F-22 for ARMA I. I'm not sure if the class could be overridden though or if the models would work with ARMA I, and even then the F-22 would need new proxies, etc. So what I did was just leave the stock missiles and made them able to target ground targets. I think I'll just move on to ARMA II unless my computer isn't able to handle it. In that case I think I'll resort to Mando Missile's and make a special script for the F-22 so when a missile is fired the weapon bay's open and a missile disappears. Such a hassle, best hope my PC can handle ARMA 2. And still, the view distance is such a limiting factor. Even in ARMA I my FPS lower when I set the view distance to 6,000! Kinda hard to exploit the F-22 BVR capabilities, but then again, something 2,000m away is already invisible.... On another note, I was unable to find the functional MDF video of yours, do you have a link?
  4. Jklv

    F-22A Raptor

    Oh the tweak is for ARMA I from Scar's original F-22. I only tweaked the config file for the envelope and control surface sensitivity. Then to the init I added a line to execute Lethal/Gnat Aircraft effects sqs files which I added to the PBO. I tweaked the afterburner script a bit to make it spend less fuel and increased the boost so the F-22 can climb vertically (lol) I still have to set the afterburner lined up with the engines though. My following plans were to make an SDB loadout but I didn't find any SDB for ARMA 1, I could try to incorporate the p3d models from GLT and add them to the config. But then I tried to figure out how the missiles actually go in the weapon bays and came to the conclusion that they were already in the p3d file, based on how the script worked. It has something like setObjectTexture[_x, ""] which looks like the missile models are set to invisible, they are also listed as hiddenSelections. I'm kinda "Reverse engineering" Scar's F-22 to add more functionality but I guess I hit a roadblock since my modelling skills are non-existent. If Scar's model contains proxies as you said, I'd still need to add more proxies I think, since there are six, one for each ARAAM while I'd need 10 for the SDB loadout, 2 for ARAAMS and 8 for the SDBs. If I may, what config issues have you encountered so in the current version?
  5. Jklv

    F-22A Raptor

    I see, hope it works out. In the meantime I've edited Scar's F-22 for ARMA I, I've improved the flight model (envelope and aileron/elevator sensitivity), I added afterburner and the affects from Lethal/Gnat so now it's maneuverable and stays in the air easier, I've managed to pull some cool post-stall ish maneuvers and even hover with a 90 degree AoA thanks to the huge thrust from from Lethal's afterburner script. I'll try to contact a mod to see if they let me release it as an update to Scar's F-22. On the other hand, as I've messed around with the files (Scar's F-22 for ARMA I), it seems like the way the model works is by making the missiles inside the weapon bays invisible after one is fired right? So the missiles are actually hard-coded in the p3d model, changing payload would require one to edit the model, is this correct? I forgot to mention, do you plan on adding the darker paintjob texture? Pic 1 Pic 2
  6. Jklv

    F-22A Raptor

    This looks amazing, I still have to try it though. Only got to try it in Arma I and the sluggish handling turned me off, but all the other features, the animations are amazing. I have only played ARMA 2 for a few minutes but never tried any airplanes, does ARMA 2 support working multifuctional displays? Multiple target locking and simultaneous attack? As for multiple target tracking and simultaneous attack, I think Mando Missile scripts allow it, though I don't know if it allows to use the weapons that actually in the plane and not the ones spawned by the script. I have no idea if working MFDs are a possibility with the ARMA 2 engine. Thanks for the port.
  7. Didn't even know there were newer versions of ACE. I have 1.09, any idea where I could find 1.14?
  8. Jklv

    RHS Hind v1.0 for ArmA

    Is it possible to make the pilot control the rocket pods while the gunner controls the YakB? (Without using manual fire.) And, if possible, when using manual fire, give the pilot the ability to actually aim the YakB? Thanks.
  9. Has anyone made pilots or helicopter crew in ACU at all? I'm having a hard time finding them. Hopefully someone did and also added a MFS. I'm looking for something like this.
  10. Jklv

    Reload on move

    It doesn't seem to reload rocket launchers. (RPG-7 and the like)
  11. Also, is there a way to make door gunners less stupid? They have targets in front of them, yet don't engage because they want to engage a target behind them which they can't reach...
  12. Are there mods with helicopters with more then 2 door gunners? 4 or so. Or any other air platform with many gunners? And, is there a limit to how many gunners it can have? I'm thinking about giving it a shot at editing some models to have 4 gunners in the blackhawk (sci-fi)
  13. Jklv

    Dawn of the Yomies

    Yeah they use the yomies, it's on their readme.
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