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smiley nick

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Posts posted by smiley nick


  1. Hi guys,

    A new version of the Chinook is close to finish. Norrin has been working on cargo lift features, and its all working in MP too.

    All the issues have been fixed, and it should also be ACE compatible with fast-ropeing.

    Wont be long now chaps, and expect to see some new liveries for other operational forces via hidden selections. Chances are this will be the last and final update of the Chinook, considering Arrowhead has one.


  2. The issue with an AI co-pilot means that they come pretty much redundant without human input to the pilot.

    The pilot will need human eyes to inform him of loading an under-slung load. Due to the nature of the aircraft and its size, it will be quite hard for the human pilot to know exactly where the rope is in connection to the object and how high.

    In real life the pilot relies on his crew 99% of the time, however this is not RL but tries to be as realistic as possible. So to try and find a balance we talked about that , and by default the co-pilot which is populated by a human player will automatically have the extra options. However if for what ever reason they become absent, disconnect or die, the scripts will then revert back to the pilot.

    Operational roles might be restricted more, aka taking longer to hitch an item but it wont take away the functionality permanently . Providing the helicopter is kept "active" within the game being a co-pilot/ WSO should be equally fun!

    Not everyone will want to help a pilot in MP, but there might be some clans/groups who would like this as a system for pilot promotion or providing a effective service to the battlefield. I guess its similar to being a tank commander, with the sanctification coming from other means, than killing. (being able to stay alive, the feeling of time passing and duration ect)

    I'll keep you updated as we progress, thanks everyone.


  3. Thanks for the feedback Pathy, heres a few images of what they are looking like now. Next up will be netting them up, which should not be too difficult.

    As for the SPIE rigging, i must admit that could be pretty awesome in game, but i will have to talk with Norrin about that, for now we are focusing on transportation of infantry correctly and cargo moment with these custom pallets and more universal objects for people to use.

    In terms of user actions, how would people feel if we forced users to fly this helicopter with a copilot, the idea was to have the co pilot switch from the front cab to a door hatch to assist the pilot when connecting up objects from the under-slung action.

    However i understand that not everyone might want to play this in MP so there is a possibility to revert all commands back to the pilot again. I just wanted to try and promote team-working within a helicopter for a change, and for players to act as a small crew!

    Agian, noting jaw dropping, but these pallets should do the job and at the end of the day, the purpose of them is going to outweigh the visual looks.

    ammod.jpg

    Ammo pallet, designed for users to add in their own weapons and ammo via the int box or script. It will act as a large ammo create. Vehicles will also be able to rearm from this.

    repair.jpg

    Repair, damaged vehicles to repair from.

    fuel.jpg

    Refuel, vehicles to use

    @gray1107

    The chinook will be released with all its functions, but we are not very far away now. Norrin has been working on temp objects and scripts during this. :)


  4. Thanks for the replies.

    In keeping with arma2, I'm in the process of making some simple cargo based objects that will be wrapped up in a cargo net.

    For now, whats everyones thoughts on having icons to represent each cargo variant? (similar to the supply trucks)

    I am planning to have "Ammo, Rearm" , " Repair" and "Refuel". It might be easier than having to transport its equivalent of a truck. Does the yellow spanner look to newbie or fall into the theme well?

    wipcargo.jpg


  5. Thanks for the replies

    @ Daniel

    Great sugestions, resupply is vital for MP games. Would somthing like this do

    http://www.armatechsquad.com/ArmA2Class/Objects/ammobox/full/USVehicleBox.jpg

    Players could then removeallwepons, and add in their own kit via int or script?

    @ UKMERC

    Thanks, i will have to check the weights of the LAV, but hummers and trucks will be supported. As for cargo hitting the ground, we will try our best!

    @ Ebanks

    Yep the fastrope area will be at the back, with two ropes either side of the rear ramp.

    @Colonel Stagler

    The "get in" location has changed, and is now closer to the helicopter. As far as i am aware, the UKF snatches have not been released, but anything UKF related will be supported as much as possible, for obvious reasons.

    EDIT

    On another note, is there anything from http://www.armatechsquad.com/ArmA2Class/ that you might plan to use for "non combat" missions, and more in the lines of aid work, construction supply, ect ect?


  6. Hello everyone!

    To try and get some feedback from everyone, I'm looking for examples of what you as an individual or clan/group would transport if you had the ability to do so under a Chinook airframe.

    A updated RAF Chinook is close for release, and I'm happy to say that Norrin is going to help bring the Chinook to a multi functioning role which will include basic troop transport, fast-rope and under-slung transport abilities.

    In order to get an idea what people might want to transport, i would like to ask everyone planning to use this addon to make a simple reply as to what you might want to transport, so we can gauge the more common objects/items to the more unique objects.

    This will help us setup the rope system, in terms of how they will attach, and how they will look in presentation.

    I am guessing that the majority of people might say vehicles, but please say what ones.

    Thanks everyone, look forward to the replies.


  7. Me and Sentinel have spoken and have decided to rework some of the effects to maximize the possible effects for Arma2. (more details soon)

    As for the fog issue, the main reason is due to the fact that this is not being hosted via a dedicated server. I’m pretty sure when me and Sentinel tested this, that the effects can only be shown/synced via a dedi server.

    If your hosting a game with a friend, or via LAN, you will find that the effects will never be in sync or sometimes not show at all.


  8. @DM

    The good friends over at the FFAA mod kindly allowed me to use their updated model once again for a standalone RAF release. Thanks to Pelton. I have changed a few things on the model, mostly to allow the UKF landys to fit inside the hull.

    Hence why there’s a few Spanish markings left on her. This will be changed of course, once I finish up a few other bits and bobs.


  9. Hi Everyone,

    @Alex

    The sounds will be taking advantage of the new sound engine from bis with our up and coming new release. Our main goal for this old bird was to give the players a chance to use her in a reasonable conduction while everyone waits.

    Sound is very important and don’t worry, she will sound a lot heavier in the new release. If you continue to work on how the sound engine works for Arma2, we would love to get your input on this.

    @Legislator

    At the moment she is listed under USMC wide (west) with a display name of "RAF_Air". I think the thread you posted is a fantastic idea and we will make sure we follow it for the new release.

    @Defunkt

    Thanks for the bug report, this one must of slipped the net, the rotor blade positions have been changed slightly from the arma release to try and simulate some static weight when stationary (bent down). I will see if i can fix this issue about the textures for the blades and cockpit.

    @KaBoNG

    The "get in back" command is there, however the memory point for this location was moved back from the rear of the ramp due to making her compatible with ACE parajumps. After some testing in Arma players were getting killed due to them ejecting far to close to the chopper. If you approach the rear ramp in the correct way (run up to it and not from the sides) the action menu should pop up. If this proves to be an issue, i will look about moving this closer and removing ACE2 compatibility

    As for the player moving when you walk in the back, this is a common problem, you cannot just enter a vehicle and hope to stay there. Now with the attatch to command theres a lot more hope, and you can now use this command to "fix" your player/object into a position. I dont have an example mission, but check out this from Norrin. Example Missions

    For those who wish to make their own skin/livery. We all agreed to give everyone the diffuse map thanks to Topas for people to edit. Providing that the readme stays the same, and individuals are credited there is no harm in making and releasing your own livery.

    Texture file needs to be saved as a "Paa" and should be copied to "raf_chin47\ch47\Textura" to replace the existing one.

    Download Diffuse Map

    Stay tuned for a new WIP thread very soon, showcasing a brand new model and a collaborated project once again that’s made this bird so successful.


  10. Chinrelease.jpg

    RAF Chinook release for Arma2

    Download RAF Chinook

    For those who wish to make their own skin/livery. We all agreed to give everyone the diffuse map thanks to Topas for people to edit. Providing that the readme stays the same, and individuals are credited there is no harm in making and releasing your own livery.

    Texture file needs to be saved as a "Paa" and should be copied to "raf_chin47\ch47\Textura" to replace the existing one.

    Download Diffuse Map

    • Origional model = AfrographiX
    • Flight model into Arma – Pelton and the Spanish Mod
    • Weapons and extra fixes - PRACS and Eddy
    • Arma – Arma2 config work and bug fixing - Deanobeano
    • Arma – Arma2 config work - Konyo

    After some initial confusion from the previous release, I and Eddie(Wld427) have resolved the problem and both agreed there was a lack in communication and the correct credits to Eddie(Wld427) should have been much clearer.

    So here we are again, a fixed and updated Chinook, with no errors reports, binarized version and improved textures donated by Topas.

    The model currently being used has been granted for use by Eddie(Wld427) to use as a standalone RAF version, currently using an updated model from the original AfrographiX and Pelton build. She has two door guns, fully functional and was extensively worked on by Eddie(Wld427) for a PRACs release.

    Another big thankyou for Deanobeano for helping with the config and bug fixing, its really down to him that we have a fully clean version, and Konyo for config work. Thankyou!

    Eddie has future plans for a US version, and we have both agreed to continue working together on the Chinook model for British and American variants. As stated in the previous post, there are plans for a brand new project combining forces from many individuals.

    For now, we are happy to have resolved this issue, and both of our main concerns was the re-release to the community.

    Thanks everyone

    Nick / Eddie(Wld427)

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