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[cede]aushilfe

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Posts posted by [cede]aushilfe


  1. That's a 2-seater Su27 UB model which is really only a trainer model [..]

     

     

    Actually its the Su-30MK. Biggest differance can bee seen in the form of the vertical stabilizers. It also has the digital glass cockpits. I used the version which is used in the initial Su-30MKI design. There are quite a lot of different cockpits used with digital displays for the indonesian, indian, malaysian and chinese version of the aircraft. From what i know, the cockpit of the Su-30MKI looks very different now.

     

     

    [..Also, I'm probably going a different direction with the weapons, and may therefore have some precision weaponry versions available in realistic loads.  One thing I have learned from watching the recent activity in Syria is that the Russians don't load their planes as "flying ammo dumps" and usually don't even use multi-launch racks.  It is USUALLY one weapon per pylon, except for dumb bombs.  And THAT is in an "owned" airspace, with no "combination" loadout of AA+AG.  So it is therefore my intention to model ACCURATE loadouts for these planes - carrying a "stupid" amount of bombs is not realistic and we deserve better than what we had in the past.

     

    The range of weapons for this airframe is very wide and so is the role of the aircraft very different for each task. The Chinese forces use the Su-30 as an anti-ship platform. They are exceeding the maximum starting mass with the high payload and fuel. They are aiming for a total weight of 42 tons. The scenario in Syria shows the usage of smaller ordinances due to multiple reasons. The airspace is under the control of Syrian and Russian forces, but the danger of manpads is present. This might be a good reason for picking an agile setup with fewer weapons. They are also fighting close to their airbases and can rearm quicker while staying airborne for a longer period if necessary.

     

    A bigger varaity of loadouts (Intercepter or CAS Syrian style) would benefit the mission designers. but its always hard to provide this without clustering the unit selection.

     

     

    What isn't (I think) modeled in A3 is how much additional weapon load bogs the plane down in terms of both weight and aerodynamics. The "flying weapons dump" loadout will turn the plane into a bomber in every sense of that word and you certainly won't be dodging SAMs with that. [..]

     

     

    It would be very nice if the weight of the payload is taken into account for the flightmodel. I would like to see that one day in ArmA. It sis time for a new game engine anyway.

     

     


  2. As source of his Su-27 conversion he states the FSX under free licence, which is only correct to some parts used in the Su-30.

     

    The models and textures used by the Su-27 are ports of the ArmA1 ACE edition. 1=1.  http://i286.photobucket.com/albums/ll84/Aushilfe/ACE%20WIP/Su27.jpg~original

    The Su-30 is kind of interesting. It is a combination of my ArmA1 release of the Su-30MK(K/I) and possibly the stated source in the documentary.

    (textures, materials, cockpit, rear part of the outer model, thrust vector nozzle animations were part of this release: http://www.armedassault.info/index.php?game=0&cat=addons&id=667)

     

    It is not my intention to take this down, just asking for credits. BIS was kind enough to share the sample models with us, which made the base for some of my work as well. This spirit should continue in the community.

    There is still a lot of fixing ahead.


  3. Due to work i am short on time and sadly more or less inactive in the community. You can contact me via E-Mail, data can be found on dev-heaven.net

    As Foxhound stated, posting of personnal data isnt allowed in the forums (see §24) and spaming from a lot of peo´ple wouldnt help increasing my time. But however, feel free to contact me.

    On the original topic, The plane is only made available for ArmA1. There would be a lot of issues needed to be fixed. Instead i included the planes in ACE2 with the features i could make available in my freetime.

    th_PSu27T.jpg

    th_PSu30GT.jpg

    th_PSu34BT.jpg

    th_Su27TI.jpg


  4. I really like this addon, but i was shocked by the damage the single weapons do, compared to similar weaponclasses. Considering that the 25mm and 40mm calibers are displayed as AP shells and the 105mm as HEAT. I made a simple tweak to the values and played your mission 2 more times. The values are a good balance of fun and more realism. Just my 2 cents.

    class LDL_25mm : ShellBase

    {

    hit = 10;

    indirectHit = 5;

    indirectHitRange = 5;

    typicalspeed = 1300;

    explosive = 0.8;

    cost = 50;

    model = "\ca\Weapons\shell";

    CraterEffects = "ExploAmmoCrater";

    explosionEffects = "ExploAmmoExplosion";

    };

    class LDL_40mm : ShellBase

    {

    hit = 300;

    indirectHit = 30;

    indirectHitRange = 8;

    typicalspeed = 1300;

    explosive = 0.8;

    cost = 300;

    model = "\ca\Weapons\shell";

    CraterEffects = "ImpactEffectsBig";

    explosionEffects = "HEShellExplosion";

    };

    class LDL_105mm : ShellBase

    {

    hit = 1000;

    indirectHit = 100;

    indirectHitRange = 30;

    typicalspeed = 1300;

    explosive = 1.6;

    cost = 900;

    model = "\ca\Weapons\shell";

    CraterEffects = "BombCrater";

    explosionEffects = "BombExplosion";

    };


  5. i love the new tusk but can you explain what is the difference of a HA tusk and HC (just the corps ?) and did you plain to add a visor on the loader gun ? (eotech or other) http://www.fprado.com/armorsite/Abrams_Pics/M1A2-TUSK-upg-2005-1.jpg like in this picture

    Army and Corps version, right. Smokelaunchers are different in form and number. There are still tweaks to do and some stuff did not slipped in the last update. Loaderscope was planned but delayed for the moment, as the russian side needs some love. ;)


  6. Todays Update will bring the following 2 new Abrams Versions to the game, featering the TUSK I package:

    * Abram Reactive Armor Tiles I (ARAT I), a block type tiles only in lower hull

    * Loaders Armor Gun Shield (LAGS)

    * Power Distribution Box (PDB) which gives power outlets to new TUSK subparts

    * Drivers Vision Enhancer (DVE), Drivers thermals

    * Counter Sniper / Anti Material Mount (CS/AMM), .50 cal over the main gun tube (according to photos seldom fielded at least in early stages of TUSK)

    * Anti-Mine kit: Abrams Belly Armor (200mm extra V-shape armor under belly) and Mine Resistant Drivers Seat (seat hanging from the roof)

    * Only installed to M1A1's versions that doesn't have CITV: Remote Thermal Sight (RTS), Thermal to commander's .50 cal

    Click me if you can

    and again

    The damage of single parts like the turret and ARAT-Armour is animated, as all weapons are. A more complex wreck model is in the pipe as well.

    Extended WreckInProgress

    Xtended WreckInProgress

    :P


  7. It was mentioned somewhere that the "attachment" system was working, it switches the weapon to the desired one, but it gives you a brand new ( full ) magazine, so just taking away acogs, silencers and putting them again you get infinite ammo, so i was asking if there was any scripted workaround for this in the work or if the project was dumped :)

    I'm not sure if i made myself clear tho

    There were issues that the magazines got cycled, so there was another magazine with the highest ammo count loaded.

    Thats not an issue anymore.


  8. About the M320 aiming device on the HK's - shouldnt the distance markers be the other way around? I didnt even bother to look it up - i know, im a douche. But aiming for the highest (longest) is pointing the weapon more down into the ground and vice versa. Maybe its just eye candy anyway hehe. Note: Im not complaining. It was just a thaught that struck me while toying with those babes. :)

    As far as I can tell the sight is the same problem as the M203 sight - You're aiming at 150m and you can't adjust it. To actually aim at a different range IRL you'd place the front sight in the appropriate rear sight aperture. If you just place the rear sight to point at the target while ignoring the front sight (which is what you're probably trying to do in game), of course it'll adjust your aim in the opposite direction. Again, this is the same problem as the M203.

    On RL Grenadelaunchers, you keep your view horizontal and move the weapon in you shoulder so the ladder shows you the correct distance while the front part keeps on the eyeline. Thats not possible in ArmA due to its engine limitation. Workarounds modelwise would require a huge effort in all aspects.

    With ACE, you are able to adjust your ranges with "CTRL + Num 0", "Arrow Up" and "Arrow Down".


  9. I am aware Six-Updater now automatically starts up ArmA 2 after a update session unless you change the settings. On that note, how/where does Six-Updater saves its settings?

    As of now I cannot save my readjusted settings (i.e. Install or Update), and yes, I did press Update. ;)

    Start the 'Six Updater - GUI',

    wait for the browser to pop up,

    select 'Main',

    make your settings ('Install or Update' here)

    and save it.


  10. Well, certain issues are reported in this thread multiple times and no one can read back the whole topic. Less Forumusers are working with the search function..

    Its not easy to track all issues via this thread. Thats why there is a platform with our bugtracker.

    Stamina is a frequently discussed topic, most ppl havent jogged with that weight a single time in their life. Besides the weight displayed in the menu, the soldier carries his personal gear with him.


  11. anyone others got sometimes issues with using grenades at multiplayer with ace2?

    sometimes i have diffrent grenades on me, and visible in my gear but i cannot choose them as weapon and cannot use them.

    i think i can remember something similar at ace1 also.

    Try to drop them and pick em up again. If that works, i fear it is a bug from vanilla arma [had it in MP quiet a lot since A2 release].

    Otherwise please make a ticket at ACE 2 Mod Tracker.


  12. Are there any known conflicts with ace2 that would make my ace key binds not work, ive checked and everythings right in my userconfig etc, and for all i can tell the mod works fine, but i cant get windage, or the kestrel, sight adjustment etc etc, ive searched this thread and raised it as an issue.

    Have you copied the files from @ACE\userconfig to your ArmA2 mainfolder\userconfig\ACE?

    edit: nvm, updater is doing that for you already.


  13. I think it already states in their Wiki that certain classes have advantages over others. Specially relating to its own type.

    As for black outs or red outs, the pilots suit will have be taken into consideration as well not just the oxygen mask. But this isnt a flight sim.

    The basic idea is there. As you can see, Pilots have an advantage over other classes regarding their training status. =>> ACE2 Features G-Forces

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