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Kaio23

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About Kaio23

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  1. Kaio23

    V-22 Osprey Tilt Rotor

    Not bad at all, but the damage model needs to be tweaked. The Osprey is way too weak against machine guns and shilkas/vulcans compared to the other cargo choppers that are in the game. I almost killed it with 4 SAW magazines, actually. And it only takes 2-3 hits from a shilka before exploding in flight. Also, I'm hoping someone can do a USMC re-texture.
  2. Kaio23

    ArmA Patch v1.14 Final Released!

    FLIR in the menu footage Any chance that is going to be implemented in-game?
  3. Kaio23

    F/A-18E/F Super Hornet

    Hornet works in single player in 1.14. Not confirmed for MP yet.
  4. Kaio23

    USS Nimitz (CVN-68)

    Malick, this is very much me releasing something into the public domain for others to work on. I am no add on maker at all. All I did was test and help port some parts of the Nimitz. Everything else was done by USMCRP and Franze when porting this into ArmA. I cannot solve most of the issues that are there, though I can find work arounds to them (In this case, my work around is moving the Nimitz around in the editor until it is stable). As I understand it, it's going to take an entire re-creation of the MLOD model for the ship to fix the issues. The next time a carrier is going to be released, likely, is going to be when Gnat is going to release his navy. And that's probably going to be a long time with the amount of ships that are going to be in his pack.
  5. Kaio23

    RealTimeEditor 5

    So, essentially this is VBS2's editor made possible in ArmA? Sounds awesome. I've seen plenty of scripts/add-ons out there trying to replicate this, but none have yet to do it with a smooth and friendly GUI interface. I'll be sure to give this a whirl.
  6. Kaio23

    USS Nimitz (CVN-68)

    Nice of you to release it! Though I am confused why in god's name you're using a Nimitz carrier in a Vietnam mod (The Nimitz class ships were not put into service until 1975)
  7. Kaio23

    USS Nimitz (CVN-68)

    Some of the things I am going to be trying to fix are the issues with the catapults being hard to trigger and the refuel/rearm trigger being overkill (Planes crashing into the carrier repair automatically, for example). I'd like to try to repair more, however, before releasing Beta 2. I'll keep you guys posted.
  8. Kaio23

    USS Nimitz (CVN-68)

    As I said, I never got around to really making the arrestor cable system work effectively. The only plane that is guaranteed to work with this is Franze's Hornet, hell it really is the only carrier-capable aircraft in ArmA anyways.
  9. I figured I'd post this in these forums since many people are looking for a place to dump feedback without going to Armaholic, though I'd also appreciate it if you provided possible solutions to issues since I know about most of the carrier's problems, I just have no way to fix them. Keep in mind I did not create this, I only ported it with the help of Franze and USMCRP. Hawks and DaSquade deserve the original credit for this baby. The Nimitz-class supercarrier in ArmA. A stationary platform capable of launching and recovering aircraft, as well as re-arming and refuelling them. At this stage we have not been able to implement some features yet, but we know the ArmA community is dying for one of these babies so we've gone ahead and released the first beta. We hope you enjoy it. It currently features a fully transversable flight deck, working catapults, re-arming and refueling capabilities, and the flight deck tower has been designated as a "rearm" unit for the Hornet, allowing players who use the add on to activate the GUI load out system on the flight deck. Download Beta 1 Here Known issues: - The Nimitz deck, for whatever reason, is unstable when placed in some areas. Holes in the deck are everywhere and the planes spawn in mid air. This is usually corrected by simply moving the Nimitz a few meters in the editor or alternatively rotating it. When you find a place where the Nimitz is stable, it is guaranteed to always be stable at that location. - The radar's rotation sometimes goes a bit crazy and rotates unrealistically. Minor cosmetic issue. - The catapult system is hard to trigger, you have to look down at the deck when you're in position and have to be in a pixel perfect location. - The arrestor cable system is VERY tricky to use to land planes such as the harrier, a-10, or SU. Franze's F/A-18 works fine since it has a built-in arrestor system. - The tower's MLOD is kind of messed up. Some walls can be walked through and some floors have holes in them. Something I'd like to fix but I don't know how. You can still walk through the tower, just be careful in some areas. Doors are hard to open though. - Objects on the carrier have to be spawned 20m in the air using the command "this setPos [getPos this select 0, getPos this select 1, 20]" in the unit's init field. Unavoidable, I believe, and it is to be expected. - The AA guns on the carrier are not yet working. Relatively minor, but I don't have the knowledge to do it and Franze is busy with his own things. Credits: Original OFP Add-On Model: DaSquade and Hawks ArmA Port/Testing: USMCRP, Franze, and Tykell Textures: Unknown. Please let me know who you are if you did the new textures for the port. Thanks: - 15th MEU - Franze for his awesome Hornet and all of his help making this add-on playable - DaSquade and Hawks for making such an awesome add on and allowing me to continue their work - USMCRP for his great work at porting a working copy of the Nimitz into ArmA and allowing me to privately work on it
  10. Kaio23

    F/A-18E/F Super Hornet

    Also, Franze, it appears the GUI load-out system is broken on MP Dedicated Servers. The weapons go onto the plane and work technically, but they don't appear visually on the plane's weapon mounts
  11. Kaio23

    F/A-18E/F Super Hornet

    All you have to do is lower the arrestor hook on the plane and land. As for the catapult system, simply get your engines perfectly in front of the blast deflector and look down at the deck. Continue going forward inch by inch and the option should eventually come up. You might get an azimuth error, in which case you need to slightly rotate the plane left or right very slightly with the rudder and try again. At that point the blast deflector goes up and you get a count down. Once it begins, set the throttle to full (no afterburner) and it should work.
  12. Kaio23

    F/A-18E/F Super Hornet

    Glad you're enjoying it, Burns
  13. Kaio23

    F/A-18E/F Super Hornet

    Franze, I was meaning to ask you, are there any plans to change the flight model for the Hornet?
  14. Don't mean to crash your party, but you've been beaten to the punch: http://www.youtube.com/watch?v=oHnnZDcK2Ys Keep working on it, though, at least we're not the only ones working on naval units.
  15. I'm really hoping for standard issue marine air transports (Huey, Sea Knight/Stallion) some day, which is why I asked. Looking forward to seeing the first release.
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