Renegade Commando
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This bird well and truly rocks! Fast, agile (increase the rollrate a little and it'll be perfect), and accelerates like a bat out of hell! A few minor quirks (what would a beta version be without them?), some weird shadows on the elevators at certain deflections , and the markings on the wings go black when you bank. The ASRAAM is not the AIM-120D, it's AIM-132. Finally, as a curiosity, the canopy is for the X-35. Probaly not much to do about without some serious O2 work, not that it matter as long as it's fun to fly.
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Any news on scars, is he still MIA?
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Found a couple more bugs; 1. It's possible to fly with the canopy open. 2. Clipping issue with the wings and partialy the nose. BTW. any possibility to add an option for external stores? I know it's a stealth aircraft but IRL there are situations stealth will be sacrificed.
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Finally I found time for a test flight. It sure is a nice bird, but the pitch and roll rates need adjustments... To be honest, she handles like a pregnant yak... The weapons also got some issues, it seems as if the missiles are launched before the bay doors are opened. While the gun has too slow rate of fire. BTW, is this thing invincible? I was slammed by three missiles from an Su-34 without sustaining any damage to the aircraft at all. I know I was hit because I suffered injuries. So I started wondering if it's possible to make an universal "missile launch and approach warning system" like the AN/AAR-47 or AN/ALQ-156? Franze's F/A-18 have something like that, so a separate addon would be nice.
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@Miles Teg and Inkompetent You can in some sense say that the M61A2 have a variable rate of fire, this is due to the fact that the barrels need to spin-up to a certain RPM before it start firing (needless to say, this also applies to earlier models). "The M61A1 only fires 18 rounds in the first 0.5 seconds, and 68 rounds in the first full second of firing. In the first second." more on http://www.quarry.nildram.co.uk/modern_fighter_gun_effectiveness.htm On the other hand, it's not selectable like some older versions that have a Hi / Lo setting (6000 or 4000 Rounds / minute), at least not in the F/A-18E / F of the F-22 AFIK. As for a 20mm round being weak... modern fighters, let's say late 50's (hardly modern but...) and onwards, are so "stuffed" (probably not the best term to use) with components, that even a single 20mm round could seriously wreak havoc, whereas a vintage fighter, say Spitfire or Mustang or whatever from the WWII era easily could cope taking some 20mm rounds due to the fuselage primarily being hollow. And, just for the record: Any grammar, general typing, factual and so on errors are directly related to the fact that I'm dead tired.
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V-22 Osprey Tilt Rotor
Renegade Commando replied to [aps]gnat's topic in ARMA - ADDONS & MODS: COMPLETE
-When shooting towards the cockpit while onboard you can see thru the fuselage in the muzzleflash. -How about putting an M-107 or M-109 in a bungee cord for the doorgunner (coastguard style). -Is it possible to add the option to taxi while on the ground? -Fastrope insertion? Hell yeah, second that! -
F/A-18E/F Super Hornet
Renegade Commando replied to franze's topic in ARMA - ADDONS & MODS: COMPLETE
Visual bug in the canopy, if you stand outside the aircraft and look thru an open canopy you can see the sky even if you're in a hangar. -
KA50 AT Weapon Fix for ArmA 1.14
Renegade Commando replied to HeinBloed's topic in ARMA - ADDONS & MODS: COMPLETE
Could this fix also be added to the Javelin? After all, it's capable of brining down helos and other slow flying A/C at low altitude, thou it was never implemented in ArmA in the first place... -
F/A-18E/F Super Hornet
Renegade Commando replied to franze's topic in ARMA - ADDONS & MODS: COMPLETE
Discovered a couple of issues with the landing gear: 1. In some cases it's possible to hear the sound of the retracting gear from several kilometers away, for example if you're flying an AH-1. 2. The landing autopilot doesn't lower the gear automatically. Just have to add a feature request, G-effects, is it possible to implement the visual effects of pulling high G? Like Redout for high negative G and Brownout -> Tunnel vision -> Blackout -> G-LOC for high positive G? If possible made global so it work for all fixedwing A/C. BTW. is the G-limiter permanently on or off? Either way, could it be made toggleable? And finally, is it possible to override the hardcoded throttle setting (Idle - Cruise / Auto - Full) and make it linear as it was in OFP? It's really annoying when using the throttle on the joystick and can really screw up your final approach and ingress runs. Also, just noticed that it's possible to use the ATFLIR pod even if it's not mounted, my guess is that this has something to do with the game engine. -
Nice to see some serious SAMs (pun not intended) at last. Anyway, do you have any plans to make a Tunguksa and / or S-300 / 400? Perhaps a Chaparral and Patriot?
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Gore Limb Dismemberment Mod? WIP?
Renegade Commando replied to =Spetsnaz='s topic in ARMA - ADDONS & MODS: DISCUSSION
Dismemberment is one thing, what about charred bodies? Remember Mondkalb's napalm? or the Scud with nuclear warhead (don't remember who made it)? It looked ridiculous with the burnt vehicles, scorched terrain and in the middle of it all the crew was just laying there with some blood on the uniforms. And while I'm at it: Overpenetration, the bullet go straight thru the body and can, if close enough, kill the person next to you (one shot, two kills). The ability to shoot thru cars really should be implemented, as a 7.62mm (.308 rem.) round have absolutely no problem going thru a couple of cardoors and kill whoever's hiding on the other side of the car. -
F/A-18E/F Super Hornet
Renegade Commando replied to franze's topic in ARMA - ADDONS & MODS: COMPLETE
Any possibility to add birdstrikes as an additional hazard during approach and low level attack runs? Given the sheer amount of seacocksuckers (seagulls for those who haven't seen 'Trailerpark boys' ) at the coastlines of Sharani, you can kill them with a weapon, but when they collide with a plane or a helo, both fly away without any damage. It surely would add realism, just think about it, you're on your ingress run and dive down to bomb a truck convoy when all of a sudden; *WHAM!!!* the canopy is pulverized and you sit there with bird guts and what's left of the HUD and canopy in your face. -
F/A-18E/F Super Hornet
Renegade Commando replied to franze's topic in ARMA - ADDONS & MODS: COMPLETE
Thou I'm a little uncertain of how well it would work in ArmA, is there any chance of implementing the ALE-50 Towed Decoy and the ADM-141 TALD (Tactical Air Launched Decoy)? -
Something like this? http://www.fas.org/man/dod-101/sys/ac/equip/an-aar-44.htm
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F/A-18E/F Super Hornet
Renegade Commando replied to franze's topic in ARMA - ADDONS & MODS: COMPLETE
How about making it possible to ditch the aircraft into the sea, i.e. making an emergency landing on water and stay afloat long enough for you to get into the life raft? Oh, and the pitch ladder is supposed to be aligned with the horizon, right now it turns the opposite direction of what it's supposed to.