nzdfcrash
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Posts posted by nzdfcrash
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Alright, will replicate conditions... seems like a very weird issue i've never heard of before.
Other issues aren't so hard to fix, just small code alterations.
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While recording a video with Para we noticed the aircraft seems to 'disappear' for clients in MP on random positions with random interval. When these clients were in the aircraft they seem to be teleported into the nothingness.Can you describe at what distances this happened? and if there are any other conditions? Am working on the update and want to try replicate conditions.
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Hello,I'm a diver and I think that to make the game more realistic you need to make the soldier to dive at least 30 meters and more then that he will die.
Why ? Because people can't dive more then a 30 meters with out a special container, solider that dive that low are not going to combat (only sabotage or intelligence missions).
PS
There is a lot of other staff that can be add for making the game more realistic ( diving time, container statues...) , but I think i'ts to much.
With normal air you can get away with upto 60M dude, its more or less about having enough air left to do deco stops followed by surface. Recreational limits are 30M but off the books can get away with quite abit more.
Mil stuff goes much much deeper, have heard of some training missions which would terrify me (Deep dive in excess of 100M + Night + Navigate to a ship and back, plant explosives on deepest part and return to your own ship) - trainee dive instructor :)
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Already done... in another mod of mine :P first texan arrives end of the year and the rest over the next 18 months.
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Next update will include the T-6A NTA and probably the addition of the canadian version.
I very much would like to have bang seats in this bird and many others i'm working on, prop blur shall be replaced in the next version too...
Also next on the list is probably the MIG-23 variants or the AN-26.
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Team
nzdfcrash + Darkhorse 1-6
SU-25 Frogfoot Pack for Arma 3
Requirements
@CBA_A3
Screenshots
Features
Su-25K Frogfoot -RUSSIA -IRAQ PRE 1991 -UKRAINE -CDF Su-25KM Frogfoot -GEORGIA
Known Issues
-Nil
Credits
-BIS - Original model & Textures -LordJarhead - Custom sounds from A2OA -nzdfcrash - Tidy up, varients and port -SARMAT/citizensnip - Georgia Texture -Myke - Weapons from his aircraft weapons pack -Chortles - Testing being a bug finding savant
Change Log
Version 1.2 - PhysX changes - Minor Fixes +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Version 1.1 - Added New KM cockpit - Replaced FM - Toned down aircraft sounds - Optimizations - Added Russian T Model - Vikhr now correct amount - Fixed numerous bugs and problems - Fixed Polka dancing su25 issue +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Version 1.0 - Initial Release +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Su-25 FrogFoot Pack Download (1.2)(04/07/2015)
AT-6B + T-6A/C + PC-9A + PC-9 Pack for Arma 3 🙂
Requirements
NOTHING
Screenshots
Features
T-6A Texan II -USAF -USAF Tiger -USN -USN Orange -GREEK -Mexican Air Force -IRAQ -ISIS -BEECHCRAFT -USN Display -Dogfight USA -RAF -POLICE -GREEN T-6A NTA Texan II -GREEK -Mexican Air Force -IRAQ -RAF -POLICE -GREEN CT-156 Harvard II -CANADA AT-6B -USAF -IRAQ -ISIS -GREEN PC-9A -RAAF PC-9 -Mexican Air Force -POLICE -GREEN -SWISS
Known Issues
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Credits
-IRIS Simulations - Base Model + Textures -Dezkit - Original Port -chortles - Feedback -nzdfcrash - encoding, otpimizing. -LordJarhead - Custom weapon sounds :) -Myke - Weapons from his aircraft weapons pack -anzacsassteve - Sounds
Change Log
Version 1.0 - Initial Release +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Version 1.1 - Little tidy up in config - Added CT-156 Harvard II (CANADA) - Added T-6A NTA Texan II (GREECE) - Added T-6A Texan II (BEECHCRAFT) - Added T-6A Texan II (USN DISPLAY) - Added T-6A Texan II (DOGFIGHT USA) - Added Ejection Seat model... - Added Canopy Model... - Added .50 Cal onto CAS versions - Added 19Rnd FFAR onto CAS Versions - Replaced AT-6B USAF texture to Tactical Grey - Replaced Prop Blur - Replaced Gunner optics on AT-6B - Fixed missing extra1 proxy error - Fixed Gunner being locked into optics - Fixed Gunner optics info - Fixed Gunner + Instructor can take controls - Fixed View pilot lod texture issue on wings - Fixed Disappear bug - Improved lights - Removed exhaust (was way too strong and shouldn't be distinct) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Version 1.2 - Fixed issues related to sound with 1.24 patch - Fixed Damage Texture issue - Changed Simulation type airplane to airplanex - Changed FFAR & .50 Cal Control to Pilot on AT-6B - Added Flare Launcher + 60 Flares on AT-6B +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Version 1.3 - Fixed Placement of FFAR Launcher - Added Custom sounds for FFAR and M2 - Added AGM-114K to AT-6B Loadout - Updated Config - Changed wheel steering to less reactive +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Version 1.35 - Fixed Laser Designator operation - Fixed Hellfire Laser lock ability +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Version 1.4 - Fixed wreck bouncing issue - Optimizations to PhysX - Various fixes +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Version 2.0 - Optimization of all lods - UV optimization - Added RAF variant - Ejection working - Sensors - Changeable pylons - New sounds - Altered flight characteristics - Fixed popups +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Version 2.1 -Added additional USN skin -Added Mexican Air Force skin -Added Police skin -Added ANTI ARMOUR loadouts -Added BOMBER loadouts -Added ATTACK loadouts -Added INTERDICTION loadouts -Added SCALPEL capability to AT6 -Added STRIKE loadout for AT6 -Fixed model uglyness on prop cone -Fixed Daesh version showing as USAF +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Mirror horizontally seemed to fix for the most part. New issue of the left mirror appearing black, tried moving around back into uv box + moving about the mem points to try remedy to no avail.
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So basically the mirrors on a certain mig i'm working on are reversed but look as they should in the uv editor, ie right mirror should look as it does on left and vice versa.
If anyone has any ideas?
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Found these ...
class UAV: Plane { class SpeechVariants { class Default { speechSingular[] = {"veh_UAV"}; speechPlural[] = {"veh_UAVs"}; }; class EN: Default { }; class CZ { speechSingular[] = {"veh_UAV_CZ"}; speechPlural[] = {"veh_UAVs_CZ"}; }; class CZ_Akuzativ { speechSingular[] = {"veh_UAV_CZ4P"}; speechPlural[] = {"veh_UAVs_CZ4P"}; }; class RU { speechSingular[] = {"veh_UAV_RU"}; speechPlural[] = {"veh_UAVs_RU"}; }; }; TextPlural = "UAVs"; TextSingular = "UAV"; nameSound = "veh_UAV"; _generalMacro = "UAV"; displayName = "UAV"; accuracy = 0.1; }; class Fighter: Plane { class SpeechVariants { class Default { speechSingular[] = {"veh_attackAirplane"}; speechPlural[] = {"veh_attackAirplanes"}; }; class EN: Default { }; class CZ { speechSingular[] = {"veh_attackAirplane_CZ"}; speechPlural[] = {"veh_attackAirplanes_CZ"}; }; class CZ_Akuzativ { speechSingular[] = {"veh_attackAirplane_CZ4P"}; speechPlural[] = {"veh_attackAirplanes_CZ4P"}; }; class RU { speechSingular[] = {"veh_attackAirplane_RU"}; speechPlural[] = {"veh_attackAirplanes_RU"}; }; }; TextPlural = "Fighters"; TextSingular = "Fighter"; nameSound = "veh_attackAirplane"; mapSize = 1; _generalMacro = "Fighter"; }; class CargoAirplane: Plane { class SpeechVariants { class Default { speechSingular[] = {"veh_cargoAirplane"}; speechPlural[] = {"veh_cargoAirplanes"}; }; class EN: Default { }; class CZ { speechSingular[] = {"veh_cargoAirplane_CZ"}; speechPlural[] = {"veh_cargoAirplanes_CZ"}; }; class CZ_Akuzativ { speechSingular[] = {"veh_cargoAirplane_CZ4P"}; speechPlural[] = {"veh_cargoAirplanes_CZ4P"}; }; class RU { speechSingular[] = {"veh_cargoAirplane_RU"}; speechPlural[] = {"veh_cargoAirplanes_RU"}; }; }; TextPlural = "Cargo airplanes"; TextSingular = "Cargo airplane"; nameSound = "veh_cargoAirplane"; mapSize = 1; _generalMacro = "CargoAirplane"; };
And the main Plane base class
class Plane: Air { vehicleClass = "Air"; damageEffect = "DamageSmokePlane"; icon = "iconPlane"; displayName = "Plane"; accuracy = 0.1; maxSpeed = 450; landingSpeed = 0; flapsFrictionCoef = 0.5; formationX = 200; formationZ = 300; precision = 200; brakeDistance = 500; steerAheadSimul = 1; steerAheadPlan = 2; wheelSteeringSensitivity = 1; unitInfoType = "RscUnitInfoAir"; gearRetracting = 1; cabinOpening = 1; durationGetIn = 0.99; durationGetOut = 0.99; flaps = 1; airBrake = 1; vtol = 0; lightOnGear = 1; gearUpTime = 3.33; gearDownTime = 2; ejectSpeed[] = {0,40,0}; ejectDamageLimit = 0.45; minFireTime = 60; cost = 2e+006; simulation = "airplanex"; minGunElev = 0; maxGunElev = 0; minGunTurn = 0; maxGunTurn = 0; gunAimDown = 0; envelope[] = {0,0.2,0.9,2.1,2.5,3.3,3.5,3.2,2.5,2,1.5,1}; weapons[] = {"FakeWeapon"}; magazines[] = {"FakeWeapon"}; type = 2; threat[] = {0.1,1,0.5}; aileronSensitivity = 1; elevatorSensitivity = 1; landingAoa = "10*3.1415/180"; class ViewPilot: ViewPilot { initFov = 1; minFov = 0.57; maxFov = 1.4; initAngleX = 6; minAngleX = -85; maxAngleX = 85; initAngleY = 0; minAngleY = -150; maxAngleY = 150; }; class ViewOptics: ViewOptics { initAngleX = 0; minAngleX = 0; maxAngleX = 0; initAngleY = 0; minAngleY = 0; maxAngleY = 0; initFov = 0.5; minFov = 0.5; maxFov = 0.5; }; extCameraPosition[] = {0,1.4,-25}; selectionRotorStill = "vrtule staticka"; selectionRotorMove = "vrtule blur"; memoryPointLRocket = "L raketa"; memoryPointRRocket = "P raketa"; memoryPointLDust = "levy prach"; memoryPointRDust = "pravy prach"; selectionFireAnim = "zasleh"; leftDustEffect = "LDustEffects"; rightDustEffect = "RDustEffects"; dustEffect = "HeliDust"; waterEffect = "HeliWater"; class WingVortices { class WingTipLeft { effectName = "WingVortices"; position = "cerveny pozicni"; }; class WingTipRight { effectName = "WingVortices"; position = "zeleny pozicni"; }; }; class Reflectors { class Reflector { color[] = {0.9,0.8,0.8,1}; ambient[] = {0.1,0.1,0.1,1}; position = "L svetlo"; direction = "konec L svetla"; hitpoint = "L svetlo"; selection = "L svetlo"; size = 0.5; brightness = 2; }; }; class MFD { class HUD: AirplaneHUD { borderLeft = 0.09; borderRight = 0.02; borderTop = 0.02; borderBottom = 0.1; }; }; class GunFire: WeaponFireGun { }; class GunClouds: WeaponCloudsGun { }; class MGunFire: WeaponFireMGun { }; class MGunClouds: WeaponCloudsMGun { }; class Sounds: Sounds { class Engine: Engine { sound = "soundEngine"; frequency = "(1-randomizer*0.05)*(thrust+0.5)*rpm"; volume = "thrust+0.5"; }; class Movement: Movement { sound = "soundEnviron"; frequency = "1"; volume = "speed*0.03334"; }; }; class SpeechVariants { class Default { speechSingular[] = {"veh_air_plane_s"}; speechPlural[] = {"veh_air_plane_p"}; }; class EN: Default { }; class CZ { speechSingular[] = {"veh_airplane_CZ"}; speechPlural[] = {"veh_airplanes_CZ"}; }; class CZ_Akuzativ { speechSingular[] = {"veh_airplane_CZ4P"}; speechPlural[] = {"veh_airplanes_CZ4P"}; }; class RU { speechSingular[] = {"veh_airplane_RU"}; speechPlural[] = {"veh_airplanes_RU"}; }; }; mapSize = 10.19; textSingular = "fast mover"; textPlural = "fast movers"; nameSound = "veh_air_plane_s"; _generalMacro = "Plane"; };
Eble these may be of use for you, taken off the MH9 config
driverAction = "Chopperlight_L_Static_H"; cargoAction[] = {"ChopperLight_C_R_static_H","ChopperLight_C_L_static_H"};
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There's a Plane inheritance by default already there, but I seem to have the same issue as you right now Eble more so for the driver and cargo actions.
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Very nice. There's quite a few of us eagerly awaiting for your birds.
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I think Rye wants it to be a big black disc he loves discs...
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At least the future is bright for seeing more mossies flying. British based group have bought the next mosquito that's half finished and rumors are of a third one in the pipeline as well.
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very nice
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I look foward to seeing the Mig21-23 making an appearance
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Made in China perhaps?
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IRIS one is payware won't happen.
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looks good there rock
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Looking promising. Is there any chance of a few screenshots of the cockpit and cargo area of the s61?
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nice skyhawks and pucaras
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Sadly i'm being serious but how much would it be to say purchase a dozen of these derelict mbts off the Ukranian government for restoration and collection?
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Ammobox myself and bobman are working on together. I think it looks alright except for perhaps some extra strengthening of the RVMATs may be needed? Anyone have any suggestions as to what can be done to improve?
http://i157.photobucket.com/albums/t41/h290master/ArmA2OA2012-05-2721-54-42-66.jpg (148 kB)
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Thanks Max will blame not getting it first time round on lack of sleep :)
BWI Addons - Aircraft & Vehicles
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
That would be helpful