sakura_chan
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ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well the c130 has the guys jumping from the front door and not the back. It also seems like the are appearing inside the model before being placed at their ejection point. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well I did some work on the c130 color templates. I did some paradrop testing as well...very disappointing. Tons of strange behavior, dead soldiers, ejecting from the wrong positions, much stuttering as well probably due to the crappy airplaneX class. A3 also lacks a decent drop chute, the steerable chute is the only option and it takes forever for a unit to reach the ground :( just about finished the cleanup and fixes on the osprey. Just going to do some livery work and go back to the c130, which needs some cockpit work to be usable. I did some color tests with the c130, so i should start cranking out some nice liveries soon. I would be satisfied with releasing it with some basic faction colors and add more later, I would also like to include other people's recolors if they wanted to submit something. To start I would at least want US marines, USAF, NATO and RAF with the fuel probe. I realize its been a while since I posted any screenshots so I should crank some out in the next few days. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The exhaust effect ignores the animation, just like it does for position/collision lights. Vtol aircraft are the only vehicles I can think of that would have moving exhaust ports, maybe BIS didn't bother coding it in. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah i will have to do without the exhaust, the flir turret is simple enough. The door requires the maxvalue to be around 8 to ten otherwise it opens and closes too fast -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks and Merry Christmas! I am going to base them on current Nato liveries, so probably a greyish color. I suppose greenfor and opfor should get some too. My favority c-130 colors are nam era ac-130 with green and brown camo and a black belly -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
its gonna be a great addon, simple and error free, no weird script bugs to deal with. I like features, but I'm not packing it full of a bunch of unproven stuff. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I added all that stuff. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm sorry too... heres some pancakes :) **edit sausage too! I'm hungry and I hate my job :( -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Considering how much you've crapped up my thread about it, no. That would be a dick move 110%. In fact you can't even change it for your personal use. I'll write a script that detects the cargo capacity, and if it isn't 32 it will uninstall A3. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Its okay no one is being rude...a minor issue was discussed...examples cited...a conclusion drawn...options offered. Time to move on -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah flir is already integrated on the left most screen. Its 100% necessary as the pilot sits in a way that you cant see much of the ground. I dont want to tie the pip for the pilot into a copilot controlled turret because in mp some jerk would always be spinning it around when you need it for landing. Still working out a few things like that. I find that arma transport pilots are the best guys ever and should generally be given full control of the chopper. I might add a feature that would let the pilot activate the copilots control of the camera, as in real life it would be used for cargo loading and landing so one fixed position wouldnt be very helpful. I decided to go with the max troops...its an open project so if someone wants to make their own version with 24 seats you are welcome to do so. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I assume it will be possible. Haven't looked into the code for that yet. I know i will have to set up the copilot as a "turret" to be compatible with A3 -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I tried it. It is actually pretty awesome because you can change the flight characteristics easily. If you were carrying a humvee you could change how it feels and also change the center of gravity accordingly. I dont know if its a bug or what, but on the osprey increasing the weight actually improved the handling and reducing it made it worse. It might be a special case with the osprey's flight model being mostly hardcoded. Regardless of the weight its vertical performance was unchanged. Just another little update, i managed to get some awesome lighting effects working without any scripting. It now has positional and collision lights with realistic blinking frequencies. It was impossible to use the default lighting because you can't animate the position of lights, and each nacelle has a positional light and a formation strip. I found out that there is an animation source for when you turn on your collision lights, so i was able to make 3D light flares and formation stripes and have them come on at the right time. Its sweet because you have realistic lighting effects without scripting that are also visible in the daylight and the AI use them too. So far the only scripting i've used has been a custom action to extend or retract the fuel boom. So far you have to be outside in order to move it, as that is something the ground crew would do. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Its a tough call...24 would be the "official" capacity, due to the use of safety equipment. It's maybe along the lines of 'it's safe to carry 24, any more will be at your own risk'. The other soldiers would be sitting down on the floor, their safety in a defensive maneuver would be severely reduced and would also be likely to injure the seated soldiers. An example is the infamous recovery of a fallen soldier by the marines, who rode in on the wings of an Apache. I guarantee that scenario wasn't in any flight manuals or references. ArmA doesn't simulate anything even close to simple crew safety/danger so you can fly around upside-down all day without any penalty. In that scenario, increased crew capacity is more plausible. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
"Oh no! We can carry too many players in our aircraft!", said no one ever. Everyone needs to remember that there must be a focus on useability when making an addon. Restricting cargo loads only sounds good on paper, in actual usage it is much better to have it carry as many as can graphically fit in there. The benifit is that servers/mission makers can CHOOSE whether to use the full capacity or restrict it by filling the extra seats through scripting. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I've been working on this between holidays with family and work, so far I've gotten the seating animations set up, and the units now use the back cargo ramp. All this lighting stuff is possible, but right now I am working on the cargo seating, increasing it to about 34 troops including the loadmaster. 12 units per side on seats, 8 sitting down between them (this would be very tight and uncomfortable IRL), one between the first cargo seat and the bulkhead, one loadmaster on the ramp, a pilot and co-pilot comes to 36 capacity, and there really isn't any extra space. The inside of the Osprey is equivalent to a school bus being about 2 meters wide. I still have to sort the issue of two guys holding hands and another couple are cheek to cheek lol. One thing I was going to do is remove the upper door hatch, I've seen them fly in that configuration. However, if you have the rear ramp down wouldn't that blow a ton of wind in the cabin? I'm also working on the sounds, got some decent samples from youtube. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Haha we have all done that long wait for the chopper to return. I will increase the capacity, i think it is at 24 by default. -
Looking for Arma 2 Upgrade Team for USAF C-17, C-5, KC-135 and B-1B to Arma 3
sakura_chan replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I would like to help, but i have a lot of stuff going on right now. given the size of these models it would be a lot of work to get everything working. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah they slow down, tilt the rotors back, drop the flaps and land vertically. I was worried that some of the vtol code had been removed but it seems to be working just fine. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
More good news: the AI can use these very well now. They seem to have no more trouble flying it than anything else. I completed the coloring templates for it today and modified the materials quite a bit, fixed the windows, fixed some texture and geometry errors. I've been flying it for two days and it is officially my favorite aircraft to fly... its easier to land than a chopper because it isn't twitchy, it can reach 300+mph easily and on the ground you are able to taxi unlike a helicopter. -
So glad it wasn't me who released this haha good job!
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ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just a little update, the osprey now has a walkable interior! Turns out it already had one, it just needed a little tweak so you didn't need to crouch to get in, and I added the missing "roadway lod" that was preventing people from walking in there. Funny story, the roadway lod, (which defines the surface of an object that soldiers and vehicles can move on) was already in the model, it was just listed as an 'edit' lod instead of the roadway. It really is a hidden jem, the model is set up and animated very well, there are tons of cool little things that are turned off in the A2 model for some reason. For example, the side crew door now opens and closes when the pilot gets in and out, the cockpit engine angle indicator had an error that stopped it from working, non-functional cargo ramps etc. Another thing I changed is the rotor speed, so now they don't spin as fast. The pics! please note that I've done very little to the textures and materials at this point. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
No, it was apparently just a case of BIS using generic data. They just inherited the airplane class data and didn't bother to fix it. I now handles almost exactly like it does in these videos. -
ArmA 2 C-130J and MV-22 Redux
sakura_chan replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
well today I got to take the osprey out for a while in A3. It handled exactly like it did in A2. I am happy to report that I was able to increase the hover-mode maneuverability greatly. I realized why it had such bad handling...basically the geometry lod determines its maneuverability in both heli-mode and plane-mode. In order for it to fly like a heavy transport in plane-mode, it made it stiff and heavy in heli-mode. The solution is that there are actually 2 lines of code that can change the plane-mode handling, which the A2 osprey DIDN'T USE! So I made the geometry 'smaller' until I could whip it around in heli-mode, then adjusted the plane-mode code so it didn't handle like a fighter jet. It is really cool, the Osprey has amazing rudder authority now even in plane-mode. I use an XBOX360 controller, and I was poking the refueling boom into windows.