Ragnar_Darude
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Everything posted by Ragnar_Darude
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I'm sorry if this has been asked before, but how do I land the Hind? The fields of South East Asia is littered with hundreds of my crashed Mi-24s. I've flown DCS:Blackshark for years and even though I remember I struggled with the landings at first I don't remember I thought it was THIS difficult. Its a lot that's different for sure (no autopilot, torque effect etc) but I'm soon giving up on reliably putting the bird down. The Light and Medium helicopter seems a lot easier to land (especially the Medium one). What am I doing wrong? I play Expert/Veteran mode ofcourse... Appreciate any help!
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Arma3: Take On Helicopters
Ragnar_Darude replied to Feint's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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Arma3: Take On Helicopters
Ragnar_Darude replied to Feint's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I get the error "Failed to load the file: "...air_h_dlc.pbo" - decryption of headers failed." when trying with Hinds and nothing from Hinds shows in the game. I can start the game with vanilla ToH but the game crashes once i get into the cockpit of the medium chopper. -
Arma3: Take On Helicopters
Ragnar_Darude replied to Feint's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So the flight dynamics from TOH is not there (yet) even though you copied the files? How about the Hind, anyone tried that? -
ARMA 3 Addon Request Thread
Ragnar_Darude replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'd like soldier models with different body shapes and height so you can more easily tell people apart, especially when playing online. -
Thanks, I did that now
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Idea/Request: Different soldier body shapes
Ragnar_Darude posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Playing online with my squad it's often very difficult to tell who's who. One of the ways you can tell this IRL is by judging the height and body shape of the individual you are looking on. Since OFP all humans have looked the same. Is it difficult or impossible to make the soldier models look different from each other? -
Is there any mod that enables firing while mounted on vehicles? A lot of vehicles is designed with the expectation that the soldiers in it will use their small arms to protect the vehicle, for example the BMP-series (with firingportholes) or any open transporter really (like the MH-6 already in the game). This is something that have always bugged me about the series because its really such an obvious thing for a soldier to just rise his rifle and shoot if his transport comes under attack instead of waiting for the driver to stop/land, disembark and THEN fire back.
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How to land the Hind
Ragnar_Darude replied to Ragnar_Darude's topic in TAKE ON HELICOPTERS - QUESTIONS & ANSWERS
OMG I did it! I followed a advice from the ED forums about deleting all bindings on the joystick, then I set up my config just like above. Now it's sooo much easier. I just landed safely on a cistern, no problems. The violent pitch up/down behavior when moving the collective have disappeared. I even tried moving the collective fast all the way up and all the way down and the chopper doesn't do a somersault like it did before. Now it's very stable! It's like night and day! Here I was, sure the problem was between the keyboard and the chair, and it turns out it wasn't! THANK YOU ALL for helping me out on this one!!! -
How to land the Hind
Ragnar_Darude replied to Ragnar_Darude's topic in TAKE ON HELICOPTERS - QUESTIONS & ANSWERS
Thanks! Do you still use Community Update 3? What does it do? -
How to land the Hind
Ragnar_Darude replied to Ragnar_Darude's topic in TAKE ON HELICOPTERS - QUESTIONS & ANSWERS
When I read your post I thought that that must be it but no, turns out I assigned it correctly now that I checked it. I rock a 15 year old Saitek X36 HOTAS and I guess the travel range of the throttle is too small. Is there any way to decrease the sensitivity, at least in the middle region? Thanks for all the help! ---------- Post added at 17:34 ---------- Previous post was at 17:18 ---------- Wow! You make it look so easy! You don't use the trim a lot? Im thinking I might be over-using the trim. What kind of stick/throttle/pedals do you use? What curvature do you use on the pedals? -
How to land the Hind
Ragnar_Darude replied to Ragnar_Darude's topic in TAKE ON HELICOPTERS - QUESTIONS & ANSWERS
I think my biggest problem is a too sensitive collective (put it down one millimeter and the helicopter do a forward flip). Are there any way to lower the sensitivity of the throttle? -
How to land the Hind
Ragnar_Darude replied to Ragnar_Darude's topic in TAKE ON HELICOPTERS - QUESTIONS & ANSWERS
I have tried it out but I still find it ridiculously difficult. Maybe I have some negative learning from the Ka-50 (for example it pitches up when raising the collective and vice versa, other way around in ToH). I just tried flying the Blackshark without autopilot/damper and HUD and its still somewhere near 1000 times more easy for me. Is there anywhere I can turn to even out the learning curve? -
How to land the Hind
Ragnar_Darude replied to Ragnar_Darude's topic in TAKE ON HELICOPTERS - QUESTIONS & ANSWERS
Thanks! Will try it out as soon as I get home. -
Is there a way to change the name of a unit in-game without using the setidentity command since then i would have to create a static identity for each unit I want to use? There is a SetFace - command so i figured there would be a SetName command but it isnt. Is this correct?
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AI pathfinding idea: Editor placeable "gravitational paths"
Ragnar_Darude posted a topic in ARMA 2 & OA - SUGGESTIONS
I just had an idea that I want to throw at you. A fix for AI-pathfinding issues. Wouldnt it be nice to be able to, in the mission-editor, place virtual paths that any AI passing through an area would use. For example you could consider if you built a big base with a road passing through it. You would love it if any vehicles the AI controls to use the road to go from one end of the base to the other, but in most cases the AI dont and drive inte your buildings and get stuck. If we where able to place a virtual path that would "attract" the AI so he would use it instead of his default pathfinding algorithm we could help the AI get from one end of the base to the other. You could also make it uni- or bidirectional to make it possible for trafic to meet (instead of driving into each other). Also it would be nice to have a different paths for infantry (and air) to make them use special routes that would for example utilise cover more efficiently (like stick to buildings instead of walking in the middle of the street). Whats your thoughts? -
Squint - the sqf editor and error-checker
Ragnar_Darude replied to sbsmac's topic in ARMA 2 & OA : Community Made Utilities
A while back ago a made a program (in Net 3.5) that could send code/script back and forth from ArmA 1. It also monitored the Arma.rpt file in real-time for any errors that the script generated so you could easily identify what went wrong. What it also did was monitored variables and when they changed you could be notified aswell as get a history of previous values the variable held. I dont think it would be a huge ordeal to port the program to Arma 2. I suggest you check it out as the functionality of this program would complement yours (merge maybe?). LINK Regards Ragnar_Darude -
Running on Linux with wine
Ragnar_Darude replied to pendragonuk's topic in ARMA 2 & OA - TROUBLESHOOTING
x3 :p ---------- Post added at 11:41 PM ---------- Previous post was at 11:32 PM ---------- Also would like it to run in Wine because then it will eventually work in ReactOS. Would be interesting to hear from the developers outlining what it is that doesnt work... -
Hi! I created a program that enables you to log from scripts inside Arma: http://img24.imageshack.us/img24/6474/screenshot1hw.png The program also monitors the Arma.rpt - file for errors so it will catch and log it instantly: http://img41.imageshack.us/img41/3333/screenshot2oj.png You can monitor variables and the program will keep track of the history of the how the variable was changed: http://img41.imageshack.us/img41/731/screenshot3mw.png It is possible to create "ScriptEvents" that can be fired from your code and invoke "ScriptModules", programs that can send and receive messages from Arma: http://img2.imageshack.us/img2/2460/screenshot4uc.png Using log4net the applications logging capabilities is extendable to whatever supports that library, eg logging to file or network: http://img97.imageshack.us/img97/2881/screenshot5x.png Requires: Kegety's Armalib Microsoft .Net Framework 3.5 This is in beta stage so id love any bug-reports, suggestions or helping hands! Download
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Arma Scripting Environment Beta
Ragnar_Darude replied to Ragnar_Darude's topic in ARMA - MISSION EDITING & SCRIPTING
Yes i would really like to but I need Kegety (or someone else) to port his Armalib to Arma 2 first. -
*** ArmaLib To .Net library by Ragnar_Darude *** This is a .Net - library to connect a program to ARMA through Kegety's ArmaLib ScriptLink-feature. You can send messages between your program and Arma and this library also helps you detect and parse the different types in Arma (arrays, numbers, strings...) Some examples of usages for this library: - Monitor and control your mission progress from another program - Write a wrapper program so you can connect ARMA with your favorite database-engine (MySQL, MSSQL, Postgre...) - Create AI-enhancments like neural-networks (example included) - Create a program that photographs the Sahrani-terrain - Control your house-robot from within ARMA and so on... Features of this library: - Simple methods to connect and disconnect, read and write to the named pipe (the message stream) - Asynchronous operation with a message loop that monitors the pipe for new messages and fires an event (example included) - Parse or create ARMA-types: arrays, strings, numbers, code and objects. ---> Download <--- A quick example code (in C#): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">using System; using System.Collections.Generic; using System.Linq; using System.Text; using ArmaLibToNet; namespace SimpleScriptLinkDemo {   class Program   {     static void Main(string[] args)     {       ScriptLink sl = new ScriptLink(); // Create the connection object       sl.Connect("my_pipe"); // Wait for a connection       sl.Write("Hello!"); // Write to the pipe       Console.WriteLine(sl.ReadString()); // Read from the pipe and print it out       sl.Disconnect(); // Disconnect the pipe       Console.ReadLine();     }   } } Init.sqf: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">call compile preprocessfile "armalib\alibinterface.sqf"; // Compile the ArmaLib wrapper THEPIPENAME = "my_pipe"; // Set a name for the connection _sl = THEPIPENAME call slInit; // Initialize the connection waitUntil{_sl call slIsConnected}; // Wait for it to connect sleep 1; // Sleep a little while to wait for a new message _data = _sl call slReadData; // Read new messges player sideChat format["%1", _data select 0]; // Print out the first message "sl_WriteData" extCall [THEPIPENAME, "Hi!"]; // Write to the pipe Outputs "Hello" in ARMA and "Hi" in your program. Links: Kegety's Homepage - Creator of ArmaLib (required) Microsoft Visual Studio Express Editions
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Is there a way to get the current waypoint for a group? There is a SetCurrentWaypoint command but no GetCurrentWaypoint...
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This is the first time ever I post any of my scripts, so be gentle... ***** Ragnar_Darudes/Seconds Psychological Warfare *****                  Beta-version This script was designed with the intent to make playing Arma with CoC’s CEX-mod a little more like playing Atomix Games Close Combat-series. In that game understanding the psychology of the soldiers and the use of suppressive fire was vital to mission success. The infantry also survived a lot longer than they do in ‘vanilla’-Arma (because they keep their heads down). Features of this script: - Simulates moral dropping when infantry are under fire - Simulates strength/stamina as soldiers in prolonged combat or running long distances will get tired - A nearby commanding unit (officer) will decrease the chance of your soldiers running away or surrendering - Option to be able to rest your units (either in field or at a designated base or whatever) so they can regain their strength - Shares target info to nearby (known) friendly units Acknowledgments: The whole suppression part of the script is just a modification of Second’s Suppression script 1.5. I have also borrowed some code here and there, most notably from Dr. Eyeball. -> Download <- Requires Arma patch 1.14 The whole purpose of this script was that it would be used together with CEX, but it can be used just as well without it. Mods that increase the detection range, like TrueRange and mods that make the units fire suppressive, like SLX (who also increases the detection range) are also highly recommended. Links: CEX – Chain Of Command’s Command Engine X SLX TrueRange Included in this package: -Three example missions showing the script in action. The first is a simple assault on Alcatraz, the second you’re commanding a larger company that will soon be under attack showing all the alternative ways to use the script (see the init.sqf-file). The third mission is an example without using the CEX-engine. -Additional demonstration of a quick-and-dirty mortar script I made (without the suppression-script) -Instructions on using the scripts are in the scripts themselves (StartSupScript.sqd and Mortar.sqf) aswell as in included Readme To-do list: - Find and kill bugs - Make MP-playable - Adjust it - Enchance it, maybe own suppressive-fire part? Any suggestions/bug reports/comments/name suggestions are very
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31st NORMANDY MOD - WW2 Â -BETA RELEASE
Ragnar_Darude replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I don't know much about addon damage models but wouldnt it be a good idea to have a script-based damage system? Then you could make the tanks indestructable by machine-gun fire and HEAT-round have low effect on infantry. You could for example assign a eventhandler to a tank to check when it is getting hit if the ammotype is armor-piercing or not and if so in what angle the round hits and assign a damage value dependant on that. You could also kill/hurt crew members according to where the tank is hit, ie if hit in front: kill driver. As others have stated before, you don't really need to make the addons compatible with other non-31stWW2Mod units... -
31st NORMANDY MOD - WW2 Â -BETA RELEASE
Ragnar_Darude replied to rip31st's topic in ARMA - ADDONS & MODS: COMPLETE
I must say i already have great fun playing this mod, its already a immersing experience for me. As for the dispersion i think its pretty good, the rifles imho should be quite accurate. It's very satisfying picking up a mauser and taking down a guy in one shot a few hundred meters away. The guns (and the cannons! seem quite powerful and thats just right as i think the BIS-guns have a been a little too weak... Still having strange sound problem in multiplayer but that could be a problem with my machine, although it doesnt happen in any other mod. Everytime theres no sound playing (when im standing still, not reloading/firing or anything else and there isnt anyone around me) i hear the sound of a tank engine quite loud as if i would stand right next to it coupled with some strange sounds that could be the sound of some cannon firing. I have been using Chammy's sound mod and that might be it cause i havent tried it without it (and cant right now). Am I the only one having this problem?