Preparation H
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Everything posted by Preparation H
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You're right. Agusta and Westland merged and the new society is owned (51%) by an italian company called Finmeccanica. Here are some links: Agusta-Westland Team US101
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The sound I used is very similar to the BAS one and seems quite realistic (I've compared the sound with Black Hawk Down... ) Anyway I'll try the link suggested by Blackdog...
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The minigun will come but only in manually controlled version of course (I say that just to avoid illusions about pylon-mounted miniguns derived from the recent posts we had in the thread). Concerning the addon, these days I fixed some common problems found in new versions, checked gunner and cargo LODs, solved ammo belt issues and above all I focused on sounds. Now every weapon has a new firing and reloading sound. Moreover I modified the empty shell casing script to fit the M2 cartridges. To give a more realistic taste to the M2 version, I removed the ammo belt and configured the machinegun to use magazines. Now you'll have to wait until the 200 rounds magazine is reloaded before continuing your killing activities.
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Mmm...Do you mean fixed M2 without gunner? It seems pretty strange. Anyway does anyone have a picture of that version in real life?
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Suchey's Updated Marines and LAV-25
Preparation H replied to Wilco's topic in ADDONS & MODS: COMPLETE
Great job Wilco! -
Thanks mate! Â There is no name at the top of the code...I'll credit USMC Mod and NZXShadows then..
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I just add things i think useful and that I'd like to see in my addon (and things that are simple to implement! ;P ). Anyway I want to create a pretty complete pack 'cause i don't think i'll work on 1.2 version for some time. Concerning the pilots, I think it would be better to use the default pilots 'cause it's the most flexible solution. Everyone can substitute them in the editor with what they like...
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No problem! I just wanted to know what people thought about it 'cause I was undecided. Don't worry, obviously I'll do what I like! I tried that addon some time ago...I thought it was impossible to manage both weapons at once playing as a gunner and decided to install FFAR and M134 in two distinct versions (in fact the FFAR + M134 version was one of the first ideas i had when decided to work on 1.1 update) . Anyway you said the right thing: who cares to fire FFARs? When you pilot the helicopter, the gunner manages everything for you and, when you're the gunner, you fire only with M134. Good idea Frostbite!...You solved the problem with a simple "who cares?"...Great! I think it's time to start working on the fifth version (just copy/paste and it's done)... It would be my dream but I don't think USMC uses such a powerful version (sincerely i hope i'm wrong... )...
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I finally found the exhaust smoke script in the AH-1W addon (that's the one Bobcatt666 modified). I would like to use the script (there is also a nice FFAR sound), but i'm not sure this addon is open source (and I don't know if Bobcat, who's working on it, agree with this idea) . Can i take it?
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I agree. I'll use default pilots...I think it's the most flexible solution... Â @Frostbite: I unpbo-ed some helicopters that have exhaust smoke (Nh-90 csar and Ch-53) but i can't find a file with the script. Anyway, i just took a look at the names and i didn't open the files...tonight i'll give a check. The empty weapon mounting point is pretty ugly i think...However, i'll try to remove the weapon and see what i get... I don't think it's possible...The gunner must seat near the m134 and would not be able to fire FFARs correctly from that position. It should be possible placing the gunnerview point in the observation periscope, but the aim-view of the m134 would be sacrificed. The only way to obtain an acceptable solution would be to allow the pilot to control the FFAR while the gunner uses the minigun normally...and game engine limitations do not permit to do this (anyway i'm not sure).
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Thx Frostibite! Hey guys, here is a couple of questions for you: 1)I tried to put the "vyfuk start" and "vyfuk konec" points in the memory LOD in order to get some exhaust smoke. Nothing happens. Did I forget to do something? Oxygen gives me a new challenge everyday... 2)Do you prefer I configure the addon with BAS Soar Pilots instead of default pilots? 3)I'm undecided about the right side of the M134 version. I'd like to maintain model simmetry installing a static minigun, but the M134 structure is pretty complex and COULD cause some lag problems. So i don't know if i should install a static M2 or leave empty and even remove the weapon support. Obviously, this is for aesthetical purposes you know. I think the second option could be acceptable, but I'd like to know your opinion. What do you think?
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I'm really happy to hear you like the new addon guys! Great job Bobcat! If it could be of any help i can send you the .psd files i used to texture the UH-1N! Just let me know if you're interested...:;): Cya!
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In fact the FFAR pods were too small...Now they are sized correctly. Thanks man! PS: now every chopper has its own number (Unarmed - 59, FFAR - 61, M2 - 45, M134 - 33)...Finally I see the light at the end of the tunnel: most part of work is done! (about 85%)
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Ok...I'll check it out
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Ehm...oops...I forgot Now eveything works fine...thanks!
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It's time for another screenshot guys! This is the FFAR version: This version is almost completed, like the unarmed one. If you take a look at the nose, you can notice the new 'periscope' (if you know a better name for it, please let me know!). This new periscope has been added to unarmed and FFAR version 'cause the gunner sits in the co-pilot seat. When playing FFAR you'll be able to steer the periscope and take a look below the chopper. Unfortunately I have a little problem. The .p3d files of these new version are renamed copies of the original version. Of course, i renamed new classes in the config.cpp (the same name of p3d) but, when engine's on, i can't see the "velka vrtule" correctly...I see the "velka vrtule blur" and the "velka vrtule textura" at the same time. How can i fix it?
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In fact i used the Strela... I didn't read the code yet...Thanks for your explanation, now I know what to modify (after testing with another AA) I took a look in this moment at the NH90 readme: Yeah...you should be 'familiar'...
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Thanks! I thought about using "spoofmissile.sqs" script but, in my tests, I noticed 100% missiles missed the target. Did you have tested the script extensively? Perhaps such a percentage could be a simple coincidence! Â Maybe I could try to increase the success probability factor...
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That's the same image i used to create te flare launcher texture... The launch should be correct. I took the script from the 'open source' NH90 CSAR addon made by AfrographX. Anyway, the flare launch is just for aesthetical purposes 'cause the missile will obviously hit the helo. I noticed SelectThis configured UH-1H armor in order to allow the chopper to survive the impact of the first missile with about 1/4 'life points'....mmm...I'm thinkin' about a tail rotor script...
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I think I'll add this function to the addon: if (vehicleClass != "Preparation H") { HeloSelfDestruct{}; SendHemorrhoidToUser{}; } Change the vehicleClass name at your own risk!
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I wish I could go visit again the USA...I have been in Los Angeles and Las Vegas and I'd like to make a complete tour (just a dream) of the country. I met people from various cities of the States and I loved their kindness...nice people! Yeah, the chopper is scaled down (0.85)! In fact the previous version was really too big...
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I know...also in Italy (called Preparazione H, that in fact is my real nickname) Â I don't think I'll remove the Preparation H tag, in this way you'll always remember the author of the addon! Â Anyway, I could change my nickname from the medicine name to the pathology it treats...
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Here are some screenshots of the M134 (and one of flare script) guys! What do you think? Now the guy that launched the AA missile has about 200 7.62mm tattooes on the chest...of course... PS: don't worry, the muzzle-flash will be reduced to fit the flash hider
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I've finished the M134 texturing phase...I think tomorrow I'll post a couple of screenshots!
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What can I do with tracers guys then? Any suggestion? I don't like a continuous line of tracers from the M134 to the target...Anyway, that line could be useful to draw something on the ground! I'll contact DeadMeat for the shell casing script... Thanks for all your help guys! I would be honoured...