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Gruman

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Everything posted by Gruman

  1. I think its really importend for the gunner to be able to look arround outside the craft, to help the pilot land safe. Especially when the server doesnt have any 3rd Person Camera... You have the ACE_Lademeister = 1; definition in your base config, thats good. But you have to enable those turrets too. Here is a link to the function on ACE-WAGN and here's a link to a Config from the ACE-Configured BIS_Chinook. An another question. Is there a way to disable the fastrope and sling loading features? They arent really needed when using ACE and those actions are cluttering up the mousewheel actions... ;-). Thanks.
  2. Hi Konyo, Well, that rotorstuff is simple to recreate. Just fly with some speed (arround 200Kph) and then activate auto hover. The Rotorhead will tilt that much, that the rotors are "smacking" into the airframe. Maybe the animation in that direction has a to high max angle. An another matter: Would it be possible that you put that code into the turrets, so the Lademeister (Loadmaster) function works as it should? Hope the Viewport values are Ok. Just took them from the BIS Chinook. class MainTurret: MainTurret { ace_lademeister = 1; ace_viewport = -90; ...} and: class RightDoorGun: MainTurret { ace_lademeister = 1; ace_viewport = 90; ...} Thanks. Best regards Mag
  3. Congrats on the release, mate. Will check them out soon Talk to you later
  4. Short Range Operations => No Refuel Probe... Best regards
  5. Looking forward. Thanks for a version with basic Arma stuff. Its easier to implement certain things from there.
  6. Hi Konyo. In the RAF Chinook, your based your work on, there was never (if done properly) an issue with disembarking inside the chopper... We used it for couple of months @TF86 without any issues. Of course, the Cargo needs to leave organised... otherwise someone will be on top of the cabin. In the first prototype for the fast rope from Norrin, you even had to "get out" inside the chopper, walk to the ramp and than fastrope down. And except some small issues, the dissembarking worked wonderfull... Just saying. Good work on the Glass Cockpit. Nice to see the analog gauges gone.
  7. Gruman

    Blackhawks by YuraPetrov

    The MH-60 looks brilliant. Thanks for your work. Will there be a Glass Cockpit? Best regards
  8. Nice to see this bird almost ready for first release. Gonna be awesome. Is there a chance to see the new gunner animations? Thanks Best regards
  9. Gruman

    ACE for OA 1.13

    I was trying out the MFS (the Faceshield) today, which was introduced with the newest update. It looks like, as the Faceshield itself is almost 100% transparent and only the added visior is visible. Is that a known bug? Thanks alot Best regards
  10. If your question hasent been answered yet, here is an answer from BISimulations regarding this question: That would be great. Cant wait for receiving my PE Licence. Thanks BISimulations for that offer.
  11. +1 Great work on the pack. Really like how you did the ACOG. Works great with a TrackIR. How about a version with a Aimpoint Micro T-1 and maybe a magnifier Combo?
  12. What would happen when you get disembarked at the sidedoor? You would fall to your death also or get killed by the momentum? You cant just hop off the seat as on a littlebird :) Thats great news Konyo. :) Hopefully the Tanker will be able to fly that slow for the chopper to catch up...
  13. You could allways just move the getout memorypoints, so the guys disembarks inside :P IMO with a chinook you should to be able to do this: http://www.snopes.com/photos/military/graphics/landing_small.jpg. Otherwise a Blackhawk would be suffient :) Maybe in future versions you could link up with Feint and talk about Arial Refueling with his unreleased module. That would give some stuff to do for the waiting Pilots on Operations. :)
  14. Why do you let them disembark on the side door? Any specific reason for that solution? The mount for the M134 is blocking the doorway anyway... :P Disembarking inside the chopper worked fine on my version, even when stationary in the air. :) Those screenshots looks amazing. Teasers are allways nice :)
  15. Will it be animated if it rains? :) Looking forward :)
  16. Gruman

    AH-64 Pack

    Just a reminder: http://forums.bistudio.com/showthread.php?107995-AH-64-Pack&p=1998870&viewfull=1#post1998870
  17. Details like those just adds so much to the immersion. Other stuff like Pilot-/Copilot Doors, sidedoor, EngineCovers... A lot of stuff, if you have the time for it. :o But all those additional details should be usable only, when looking at them directly... They shouldnt cluster up the whole usermenu... I like the idea of the "Static" Version. Even better, if it would have the rotors straped to the chopper, Engine Covers up and all the "Remove before Flight" straps. I know I have asked before... Are there any long time plans to go from this: To this: ;) Extraction Line would be nice, but will probably look a littlebit wierd with this advanced physics of arma... :rolleyes: But definitly worth to think about, IMHO. EDIT: I think he means this by Point is to get people extracted, not inserted. :)
  18. AFAIK the canFloat command, is only functional on boats and land vehicles. Planes and choppers cant use that functions. At least it was that way when I checked about a year ago... The Proof of Concept is done by GNAT in his Work on his Cessna 185. In that package was a Cessna with Floaters beneath them, so it could start/land in the water. Basicly it uses the AttachTo command, to set an floatable boat under the chopper, when the chopper goes into the water. I have his example script. Good night :)
  19. Your Bird, your choice ;-). I know. Even the AI can do this... Until you drive the Zodiac into the back... Quite often the MH47 gets pushed down so far, so its exploding... Especially when you take your time when boarding... Just saying. And since the CH47 is capable of 30min floating without engines, I assumed the MH47 with the big Belly should achieve the same, when not more. Good night :)
  20. Hey Mate, Maybe my vision is just screwed... Could you maybe make a picture from the right looking at the whole probe and front part of the chopper? What I ment was, that the lowest point of the Refuel Probe, should be the same hight as the belly. Just esthetic... ;-) Looking fooorward :) Another thing I thought about adding, while working on my version of the chopper... Everybody talks about the "King Fish"... how about making the chopper floatable? (isnt that easy, since you cant give a chopper the same features as a boat... but its doable as some proof of concept from a modder here shows :)) Just and idea for the future :) Best regards
  21. Mate, that Fuel Probe is a little bit high... The bottom of the Probe should be alligned with the fuselage... The sidedoor should be still openable... Reference Pic 1 Reference Pic 2 Reference Pic 3 But the Probe itself looks great. :) Best regards
  22. Your useraction config will probably look pretty similiar to this one class UserActions { class OpenRear { displayName = "Lower Ramp"; position = "pos_driver"; radius = 6; condition = "(this animationPhase ""Ani_Ramp"" > 0.4)&& (alive this)"; statement = "this animate[""Ani_Ramp"",0]"; onlyforplayer = 0; priority = 4; showWindow = 1; }; class LevelRear { displayName = "Level Ramp"; position = "pos_driver"; radius = 6; condition = "((this animationPhase ""Ani_Ramp"" < 0.3) || (this animationPhase ""Ani_Ramp"" > 0.5)) && (alive this)"; statement = "this animate[""Ani_Ramp"",0.4]"; onlyforplayer = 1; priority = 5; showWindow = 1; }; class CloseRear { displayName = "Raise Ramp"; position = "pos_driver"; radius = 6; condition = "(this animationPhase ""Ani_Ramp"" < 0.5)&& (alive this)"; statement = "this animate[""Ani_Ramp"",1]"; onlyforplayer = 0; priority = 6; showWindow = 1; }; [color=#ff0000] class LowerWheelramp { displayName = "Lower Wheelramp"; position = "pos_driver"; radius = 6; condition = "(this animationPhase ""Ani_Ramp"" < 0.1)&& (alive this)"; //If Ramp is fully lowered, show this Useraction statement = "this animate[""Ani_Wheel_Ramp"",0]"; onlyforplayer = 0; priority = 7; showWindow = 1; }; class RiseWheelramp { displayName = "Rise Wheelramp"; position = "pos_driver"; radius = 6; condition = "(this animationPhase ""Ani_Wheel_Ramp"" < 0.1)&& (alive this)"; [/color][color=#FF0000]//If WheelRamp is fully lowered, show this Useraction[/color][color=#ff0000] statement = "this animate[""Ani_Wheel_Ramp"",1]"; onlyforplayer = 0; priority = 7; showWindow = 1; };[/color] }; You will need to rise the Wheelramp again, when rising the ramp in anyway... Not sure how/if you can do two statements in one useraction definition. Long time no coding... ;-)
  23. [sarcasm] Dont see your problem mate: http://www.chinook-helicopter.com/chinook/Surfin_CH-47.jpg [/sarcasm] :cool: It's your decision, mate. Maybe interesting when you are dooing a seperate cargo version I wouldnt automaticly extend those ramps when the ramp is lowered... I would enable another useraction, when the ramp is at its lowest state. Or even only usable, when looking at them directly... So its like you really have to but them down by yourself :)
  24. As long as he inherits the code from a base class, he should have plenty of place for gear. He could even expand that so more could be loaded. Even better would be some backpacks hanging arround in the bird so they can be accessed when walking arround... but thats probably a littlebit to much for the time beeing... ;-)
  25. Loading the MH-47 with various Weapons wouldnt do much good... There is way to much stuff anyway, at the end the whole chopper is filled with cr*p. ;-) Your Team or the MH-47 Crew can load that stuff up on Mission Start or even better... do some Slingloading... At least that stuff gives the Crew something to do, while the rest of the team operates. And if you want the MH-47 to be crewed by AI, then the Mission Designer can load up stuff or sling some loads under it, if needed. Konyo, did you ever tried the BAS MH-47 for OFP?
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