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Everything posted by Gruman
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1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@wiki We get it mate. You really want a fast rope system. No real use to write it every week into this topic. No work has been done on this and work on this will start when the bird is usable to a degree. -
Another variant would be this: iRtrack by hegykc Still a Work in Progress, but looks pretty solid. Will use the PS3 Cam, but with a custom filter included in the package.
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[MELB] Mission Enhanced Little Bird
Gruman replied to diesel5187's topic in ARMA 3 - ADDONS & MODS: COMPLETE
At arround 160-170 kmh. Basicly I tried to pitch down to gain more speed to catch a MELB on standard flight model. So I had to drop the collective, pitch down and then gently lifting up the collective again. If thats authentic, great :) Happy to adapt. Interesting words. Gives me something to google for :). Thanks -
[MELB] Mission Enhanced Little Bird
Gruman replied to diesel5187's topic in ARMA 3 - ADDONS & MODS: COMPLETE
AFAIK not possible to add new ropes. As long as ropes are only this thin, I prefer static ones TBH. Love the MELB. Flying it almost every day in AFM. When I fly the AH-6 variant I wish sometimes for a tiny bit more power :-). Also I experience a tendency for pitch up, because I often find myself in the situation that I have to lower the collective to be able to pitch down again. Not sure, maybe this is something real helicopters have also. But maybe the balance is a tiny bit of? Thanks Btw, when do we get the 2x hellfire rack which is shown in Jonas signature? ;-) -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There will be a big focus on the damage model, but of course we all know the arma limits. We will try to have it as close as possible to the authentic birds. Main objective is to have the blackhawks survive a hard landing, not roll over and explode. The birds will not be bullet sponges. Except some parts like Pilot Seat and the attached Armor Plates, there won't be much armor protection. The Rotor, TailRotor, engine, transmission will have their hitboxes with a reasonable amount of points. But bullets will go through the cargo area with ease. Depending on the success we are having, we might have to use allowdamage 0 when certain criterias are met, so we can script the rest of the damage. But will see. Don't expect much in the first couple of releases, since we will be focused on SFM, AFM, Weapons and Sounds. But it will come. -
Looks good. Can you make sure the CIRAS is placed on the chest and not the belly? It's way to low to be comfortable and gives some sort of protection..
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Sounds like this problem, which exists since couple of patches. Probably not important for casual gameplay... so low on a prio list by BIS -_-
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It would be amazing if they fix it. But as they stated in the past, an advanced damage model is not planned. Which I basicly translate into: The AFM Project is finished and stays as it is. Probably not suitable for the casual gamer approach BIS has currently on their game plan.
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[MELB] Mission Enhanced Little Bird
Gruman replied to diesel5187's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh, can't wait to finish my 9h day and go home to fly this :) Looks stunning. Thank you. -
[MELB] Mission Enhanced Little Bird
Gruman replied to diesel5187's topic in ARMA 3 - ADDONS & MODS: COMPLETE
AFAIK Air vehicles which are placed above Sealevel will spawn automaticly with EnigneOn. You could try to remove all fuel and just fill it up on entry...? Looking forward to the hellfires... :) -
Wow, since BIS stopped any work on the AFM (IMHO still needs a lot of work), this topic got real silent. Are there still other pilots relying only on AFM? While running AFM, I always notice a heavy drop in frames. Is this also observed by other pilots? Any recommendations for settings / optimisations? Can we hope for any inprovements from BIS in that matter? Thank you
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[MELB] Mission Enhanced Little Bird
Gruman replied to diesel5187's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I agree. The "managable speed" should be a tiny bit higher. Currently flying the MELB only in AFM and I really like it. One thing I did with a custom RotorLib file, I added a lot of contact points to the bottom of the skids (and made them a tiny bit wider). Basicly to give the skids a chance to recognice any uneven ground and so trying to minimize the explosions when landing on buildings. Nice bonus effect: the skids are a lot more durrable. -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just to clarify: The technology as you refer as Sling-Load is based on the above mentioned RopeX... AGM/ACE FastRope did look like this: https://www.youtube.com/watch?v=0IPr1yW6NgY https://www.youtube.com/watch?v=1ln1aqG2acg https://www.youtube.com/watch?v=gKXMr7lbJM4 You notice the way to thin ropes? They should look more like this. Yep, thats the unchangable RopeX from BIS. Or how you guys call it: "Sling-Load Rope" Last time I tested AGM Fastropes, it did hurt 50 % of the ropers. -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well, as I said in the same post: Which would cover that direction. As Alex said, they are completly static ropes and since A3 Heli DLC was released, everybody wants RopeX Fastroping. Since ACE Devs continue to postpone their FastRope Scripts, we might use something static until someone has a 100% functioning Multiplayer Compatibile RopeX function. (Hello BIS?! Please let us model the ropes.) I like how the Lifter Fastropes work. Its simple, intuitive and after you check in your decent order, its automatic. So nobody crashes into another fast roper. -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Since you were now multiple times asking the same question. Except the model of the rope there is nothing done yet. Maybe a little brainstorming, but thats about it. As I said previously, there are no reliable RopeX scripts done yet, so until some genius gets one done, we will likely use an old A2 or a static rope model . ACE will be supported, thats a no brainer. But if it has the immersion of AGM's with unlimited rope spamming for sake of simplicity, than I prefer to have a more user operated feature. And a lot of guys don't use ACE (For the records: I'm a happy user of ACE, so compatibility will be there) -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well, Pave Hawks etc are on the wish list, but they are on the backburner until the two brothers of the MH-60 are done... But in the release version, you will have the posibility to make reskins if that makes you happy... -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We will definitly start with the common variant. Pilot (Right Seat) will be able to fire all the forward directed ammunition (M230, GAU-19, M134, M260/261 Rockets) while the Co-Pilot (Left Seat) will handle the FLIR Pod + Hellfire and DAGR. Then we will start playing arround with different configurations. -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah, M-134 are used on the DAP, but they are forward facing and operated by the pilot/copilot. Warlord just didnt put the M134's on the correct forward mount yet (but they are already done also). -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well, the picture also shows the old FLIR Pod and no upturned exhaust system (I know, not all Mike had the UES from the start). A lot of the eletronic countermeasures are missing also. No M-134? Probably an old Lima labeld as a Mike or just an early testing model. -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The nose of the MH-60M is similiar to the Kilo version. The Lima had the streamlined version. IMHO the pictures above look just about right: picture Biggest change in appearence is the FLIR Pod. An another change of course the UES (Upturned Exhaust System). Looking great, boss. :) -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Currently the following is planned for the cargo doors. They are closable by an action. If they are open, there will be FFV seats available, probably arround 2 maybe 3, will have to check the animations for that. If the FFV slots are empty, they can be closed. We will look into the laser pointer. Not only on the DAP, we would like to have the ANPEQ laser usable which is attached to the M134's so the crewmen can use them. -
1stBN/160th SOAR Mod ArmA III WIP
Gruman replied to warlord554's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Littlebird will be delayed. aBates is currently to busy with school. Featurewise it wont a big package. What I can say is that the flightmodel (and AFM) will be at least usable ;-). While fastrope is a importend piece of the puzzle, it wont be featured yet. Simply because we didnt put in any work yet (AFAIK). No big scripters released yet a reliable and MP ready fastrope function with dynamic ropes, so I do not believe it will be here anytime soon. Sorry. Maybe we have to go back to static ropes. -
[MELB] Mission Enhanced Little Bird
Gruman replied to diesel5187's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I do know that it works perfectly with 99% of the mods. Worked flawlessly before... Just curious if anybody catched a specific incompatibility. Just didnt have the time yet to start disabling one after another. But thanks anyway. About the Hellfire aiming. I would probably have it the same way vanilla had it done. So its streamlined. An ACE config could handle the propper behavior with this non AI Focused mod. But thats just my opinion :). Curious about how the devs see this point. Have a good one. -
[MELB] Mission Enhanced Little Bird
Gruman replied to diesel5187's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did anybody encounter any mod incompatibilities with other mods? My unit changed the modpack (without consulting me...) and now when the MELB is included, the server won't load the mission... Maybe somebody encountered something yet. Anyway, I rather stop playing on the dedicated server than missing out on the MELB :D. Looking forward for the Hellfires :) Can't wait. -
Has anybody a solution he's willng to share?