Schancky
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Posts posted by Schancky
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KTS and feet. I think that if you are going to put so much effort into all the details of your aircraft and make them look so realistic, then at least the systems in the aircraft should be as realistic as the outside and flight models that you've made. :)
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Hey Mondkalb
Just wondering if you where still working on the ATLAS? Was looking very promising!
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The detail on the bushmaster is fantastic. Really looking forward to this! :)
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Looking forward to it rock!
Just wondering how the seakings are coming along? I think I remember seeing some images of them on Armaholic a while ago, they looked fantastic!
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FANTASTIC NEWS!!! Cannot wait!!! :)
Just wondering if the ArmAII pic on the merlin is optional or always on the model?
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Looks brill eddyD!
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Looks brill crash! I'm really looking forward to the release! :)
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Woah! Looks fantastic kiki!
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expected release window by any chance yet?I woulden't ask that if I was you... ;)
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i don't mind too much, just really liking the looks of the mod, it's gonna make Australia proudAnd New Zealand ;)
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Looks great darkhorse!!!! :)
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Looks great! Downloading now
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Looks very nice there! Looking forward to seeing some more :)
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Looks fantastic. Looking forward to the release!
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Looks very very nice there! Looking forward to it :)
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Wow!!! Nice work eddie!!! they look fantastic, will be using them in my missions :)
Just wondering if the carts are going to be made towable? With the tug or somthing?
Schancky
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Looks fantastic rock! Just wondering if the targeting pod will have some functionality to it?
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Here is the current config.
// config.bin - 13:20:24 05/02/10, generated in 0.03 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled class CfgPatches { class anzac_air { units[] = {"usaf_c130"}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"CAAir"}; }; }; class CfgFactionClasses { class USAF { displayName = USAF; priority = 100; side = 1; }; }; class Turrets; // External class reference class MainTurret; // External class reference class NewTurret; // External class reference class CommanderOptics; // External class reference class ViewPilot; // External class reference class AnimationSources; // External class reference class UserActions; // External class reference class CfgVehicles { class Air; // External class reference class Plane; // External class reference class usaf_c130 : Plane { scope = 2; displayName = "C-130H Hercules"; cost = 20000000; model = "\usaf_c130\usaf_c130.p3d"; icon = "\usaf_c130\textures\icon_c130_ca.paa"; picture = "\usaf_c130\textures\picture_c130_ca.paa"; driverCanSee = 1+2+4+8+16+32; brakeDistance = 200; side = 1; crew = "USMC_Soldier_Pilot"; typicalCargo[] = {"USMC_Soldier_Pilot", "USMC_Soldier_Pilot", "USMC_Soldier_Pilot"}; cargoIsCoDriver[] = {1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}; camouflage = 10; audible = 6; accuracy = 0.2; supplyRadius = 8; vehicleClass = "Air"; faction = USAF; driverAction = "Su34_Pilot"; cargoAction[] = {"Su34_Pilot", "Su34_Pilot", "Su34_Pilot", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02", "UH60_Cargo02"}; threat[] = {0.1, 0.1, 0.1}; transportMaxWeapons = 500; transportMaxMagazines = 2000; transportVehiclesCount = 2; armor = 80; armorStructural = 2.0; class HitEngine { armor = 0.8; material = 60; name = "vrtule hit"; passThrough = 0; }; class HitHull { armor = 1.0; material = 50; name = "hull"; passThrough = 1; }; class HitFuel { armor = 0.4; material = -1; name = "palivo"; passThrough = 0; }; armorHull = 1.0; armorEngine = 0.8; armorFuel = 0.4; armorLights = 0.4; fuelCapacity = 3000; damageResistance = 0.00485; maxSpeed = 648; landingAoa = "rad 7"; laserScanner = 1; landingSpeed = 210; wheelSteeringSensitivity = 4.0; secondaryExplosion = 1; flapsFrictionCoef = 2; aileronSensitivity = 1; elevatorSensitivity = 1; noseDownCoef = 1; gearUpTime = 4.5; gearDownTime = 3; transportSoldier = 20; ejectSpeed[] = {0, 0, 0}; soundGetIn[] = {"ca\sounds\Air\C130\close", 0.316228, 1}; soundGetOut[] = {"ca\sounds\Air\C130\open", 0.316228, 1, 40}; soundDammage[] = {"ca\sounds\Air\C130\int-alarm_loop", 0.562341, 1}; soundEngineOnInt[] = {"ca\sounds\Air\C130\int_start_1", 0.398107, 1.0}; soundEngineOnExt[] = {"ca\sounds\Air\C130\ext_start_1", 0.398107, 1.0, 700}; soundEngineOffInt[] = {"ca\sounds\Air\C130\int_stop_1", 0.398107, 1.0}; soundEngineOffExt[] = {"ca\sounds\Air\C130\ext_stop_1", 0.398107, 1.0, 700}; envelope[] = {0.0, 0.2, 0.5, 1.5, 3.1, 4.3, 4.9, 5, 4.4, 2.8, 1.6, 0.8, 0}; class Sounds { class EngineLowOut { sound[] = {"ca\sounds\Air\C130\ext_engine_low", 1.77828, 1, 900}; frequency = "1.0 min (rpm + 0.5)"; volume = "camPos*engineOn*(rpm factor[0.85, 0])"; }; class EngineHighOut { sound[] = {"ca\sounds\Air\C130\ext_engine_hi", 1.77828, 1, 1100}; frequency = "1"; volume = "camPos*engineOn*(rpm factor[0.55, 1.0])"; }; class ForsageOut { sound[] = {"ca\sounds\Air\C130\ext_forsage_1", 1.41254, 1, 1500}; frequency = "1"; volume = "camPos*engineOn*(thrust factor[0.5, 1.0])"; cone[] = {1.14, 3.92, 2.0, 0.4}; }; class WindNoiseOut { sound[] = {"ca\sounds\Air\C130\ext-wind1", 0.001, 0.6, 150}; frequency = "(0.1+(1.2*(speed factor[1, 100])))"; volume = "camPos*(speed factor[1, 100])"; }; class EngineLowIn { sound[] = {"ca\sounds\Air\C130\int_engine_low", 1.0, 1.0}; frequency = "1.0 min (rpm + 0.5)"; volume = "(1-camPos)*(engineOn*(rpm factor[0.85, 0]))"; }; class EngineHighIn { sound[] = {"ca\sounds\Air\C130\int_engine_hi", 1.0, 1.0}; frequency = "1"; volume = "(1-camPos)*(engineOn*(rpm factor[0.55, 1.0]))"; }; class ForsageIn { sound[] = {"ca\sounds\Air\C130\int_forsage_1", 1.41254, 1.1}; frequency = "1"; volume = "(1-camPos)*(engineOn*(thrust factor[0.5, 1.0]))"; }; class WindNoiseIn { sound[] = {"ca\sounds\Air\C130\int-wind1", 0.001, 0.6}; frequency = "(0.1+(1.2*(speed factor[1, 100])))"; volume = "(1-camPos)*(speed factor[1, 100])"; }; }; memoryPointLDust = "levy prach"; memoryPointRDust = "pravy prach"; leftDustEffect = "LDustEffects"; rightDustEffect = "RDustEffects"; leftEngineEffect = "LEngEffects"; rightEngineEffect = "REngEffects"; class AnimationSources : AnimationSources { class CargoDoor { source = "user"; animPeriod = 5; initPhase = 0; }; }; class UserActions { class OpenDoor { displayName = "Open Ramp"; position = "actions"; radius = 15; condition = "this animationPhase ""Cargo_ramp_1"" < 0.4&&(getPos this) select 2 < 10;"; statement = "this animate [""Cargo_ramp_1"", 1];this animate [""Cargo_ramp_2"", 1]"; onlyforplayer = 1; }; class OpenPara { displayName = "Open Ramp"; position = "actions"; radius = 15; condition = "this animationPhase ""Cargo_ramp_1"" < 0.4&&(getPos this) select 2 >= 10;"; statement = "this animate [""Cargo_ramp_1"", 0.40];this animate [""Cargo_ramp_2"", 1]"; onlyforplayer = 1; }; class CloseDoor { displayName = "Close Ramp"; position = "actions"; radius = 15; condition = "this animationPhase ""Cargo_ramp_1"" >= 0.40"; statement = "this animate [""Cargo_ramp_1"", 0];this animate [""Cargo_ramp_2"", 0]"; onlyforplayer = 1; }; }; class Damage { tex[] = {}; mat[] = {"usaf_c130\textures\c130_1.rvmat", "usaf_c130\textures\c130_1.rvmat", "usaf_c130\textures\c130_1_destruct.rvmat", "usaf_c130\textures\c130_2.rvmat", "usaf_c130\textures\c130_2.rvmat", "usaf_c130\textures\c130_2_destruct.rvmat", "usaf_c130\textures\c130_3.rvmat", "usaf_c130\textures\c130_3.rvmat", "usaf_c130\textures\c130_3_destruct.rvmat", "usaf_c130\textures\c130_4.rvmat", "usaf_c130\textures\c130_4.rvmat", "usaf_c130\textures\c130_4_destruct.rvmat"}; }; }; };
It shows up in the editor, but its under US Airforce, Air, where as I want it under RAF, Air. Also I'm not sure on playing with the classes, because when i try to change them it dosen't show up in the editor.
Thanks for the help :)
Schancky
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Just a little bit of an update. The C-130 is finished, but i'm unable to release it becuase I'm having trouble with the config side of thigs. Anyone who could help please feel free to PM me :)
Also I'm not doing the apache anymore as there is already an RAF re-textured apache out. I am still planning on doing some RAF/RN Harrier textures and the RAF Griffin HAR2 re-texture on the UH-1Y (untill a more accurate model comes along).
Schancky
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thanks guys for the continued Support :D we are working hard to bring you another update ASAP either small or big.Sounds good to me mate. Looking forward to it alot! :)
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they will show stuff when they have new stuff to show, be patient, these kinda things take a lot of time and effort.He wasen't talking about showing stuff, he asked if they had a new eta = estimated time of arrival.
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Those textures are qualiy topas! Fantastic work :)
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Fantastic work guys!!
Generation kill mod
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
Looks fantastic ebanks. Really looking forward to the map and the mod!