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tractorking

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Everything posted by tractorking

  1. tractorking

    Tractors Arma Missions for SP

    Any feedback?? These are my first uploads but have been rokin OFP and Arma from the start, along with other strategic sims. I am working on either a campaign or a long, long mission and would like to hear feedback on these various scenerios to better my mission making skills... Thanks for playing
  2. tractorking

    Tractors Arma Missions for SP

    Yes single player... Let me know what you think..feedback appreciated Thanks for playing
  3. tractorking

    US Support

    I have uploaded a series of missions on of whoch includes the USSUPPORT. http://forums.bistudio.com/showthread.php?p=1451184#post1451184
  4. tractorking

    Bugs to ruin my arma2 sp day...

    and even then the only stance they copy is prone and standing, they dont crouch when you crouch.
  5. tractorking

    My new youtube page for ArmA 2

    That backround makes the whole page unreadable and arent you supposed to post videos on YouTube
  6. tractorking

    Manhattan - Escort to LZ

    Ive had the pilots show up without the helo...I assume they crashed on the way.
  7. tractorking

    Lowest CPU in use

    We all have seen the threads of what super systems ARMA can run on, but what about the oldest slowest and weakest systems. Dont make rants about optimisation and what not. I just want a poll of how well its running for those with older slower machines. Im running: Windows XP Pentium 4 hyperthreading 3.0Ghz (2cpu) which is really one cpu that thinks its 2 2Gs of Ram ATI Radeon 4850 1G (yes I know big card for weak processor, I upgraded for Arma2 from an Nv 8600GT) Matrox Triple Head 3072x768 in both ARMA settings. This machine is about 6years old. ARMA2 runs between 15-25 fps with all settings at normal but is generally smooth and playable even when FPS drop to 10-20 its still smooth and playable. Dist@2500 Ive done some of the recommended tweaks and use FPS helper but over all not much diffrence in frames (+/- 2-5fps) with or without. Ive actually gone back to letting ARMA settings work it out with good results. The campaign was playable but had a few slow moments. So Im running a way outdated machine with a modern card, not enough ram really and a huge display area over 3 screens. This is fine, I would like to see better but I have seen 40-60fps on the intro carrier scene so I know its all ok and just the limitations of my old machine. The funny comparison is to see people with brand new Quad core processors and 4gigs of ram using SLI who say its upplayable. Not that I am doubting theyre experiences, I would just like to see who is running lower spec systems and how they faired. Let the community speak.
  8. tractorking

    Lowest CPU in use

    Yeah it helps alot, I was pulling my hair out whenever I had fraps on and would see a drop. Stop, Options, setting this...settings that.... Drove me nuts until finally I decided that it was fine and turned off the Fraps. Now I dont notice a thing. Maybe when the JTF smoke and fire is at full glory in the middle town with 500AI. I have been making my own scenerios in the editor and have played the campaign thru with not too much problem. Sometimes in the planes at the very beginning of the mission it freezes but after all the textures are loaded once, its pretty ok. If you change a setting you have to wait a few minutes and stand around in one place to let all the textures load and stabilize before you can really grade the change. When I start worrying about FPS too much I watch this and get a reality check:
  9. I tried to create a hostages on a bus scenerio and it is difficult to get the AI to behave aroundd the opfor. In one attempt I grouped everybody to the bus (civ/opfor) and when the Marines showed up they gunned down everybody. I laughed out loud "No no no thats not right"
  10. tractorking

    Evil Dogs

    I thought one of the movie/preview/cutscenes showed a dog attacking you.
  11. Thats what I was wondering.....I wasent sure if it had any effect on the AI or mission development. What about the location settings, how are these to be applied. If you have a location game logic unit and selcet opfor as owner do you have to synch or group it or is it an area thing. My assumtion is that it would make the AI understand that this object or territory is owned by the enemy. Is this the case and when would you apply it. Ive tried to apply it to civilian vehicles but have not seen the AI reacte any diffrent.
  12. No no web filter, was getting couldnt find server sql blah blah blah, it working now though thanks:)
  13. Cant get to that webpage w/link
  14. tractorking

    Mini Campaign coming...

    Looking forward to it. Thanks for dancing the moderator mine field to get the message to us!:)
  15. tractorking

    Aircraft feel slow?

    I run a flight simulator department and have this encounter with gamers alot. When gamers fly on a simulator they feel no sense of speed because you are high and do not have object rushing by. Also the majority of flying games out there do not really simulate flying and are more gamelike and therefore have that sensation of speed but in general flying airplanes is a tame mundane and routine affair. If you throttle up and scud run a valley at low level you will get that sense of speed as objects wiz by. And the A10 is slow and sluggish, its a tank with wings, its not meant to perform at all. Its designed to fly air support low level, slow and withstand a hell of alot of bullets and damage. Its a slow heavy armored up plane! You cant hit stationary ground targets if your doing Mach 2.0 Its like comparing the performance of the M1 Abrahms to a Porsche. Also, how big is the map. If you are doing 60kt you are moving 1 mile a minute. If you were to fly these aircraft at the real world numbers say 600kts you are moving 10mi a minute or about 18km per min.
  16. tractorking

    Aircraft feel slow?

    I posted a good explaination of lift and load factor here: Example: the F35 max gross takeoff wieght is 70,000lbs and the max positive G loading is 9G's If you are standing still on the ground you are in a 1G environment. When the aircraft banks hard at full speed the load factor..or G's....increase, The JSF is designed to withstand 9G's and so 70,000lbsx9G's= 630,000lbs of load factor or weight that the wings have to carry. We need air over the wing to develop that lift and thats where forward thrust comes in but dont forget about the huge drag being induced at the time of the turn. This is why aircraft lose speed and altitude in a turn, its just heavier overall. Specifications (F-35 Lightning II) General characteristics Crew: 1 Length: A: 51.4 ft, B: 51.3 ft, C: 51.5 ft (A: 15.67 m, B: 15.6 m, C: 15.7 m) Wingspan: A/B: 35 ft, C: 43 ft (A/B: 10.7 m, C: 13.1 m) Height: A/B: 14.2 ft, C: 14.9 ft (A/B: 4.33 m, C: 4.54 m) Wing area: A/B: 460 ft², C: 668 ft²[51] (A/B: 42.7 m², C: 62.1 m²) Empty weight: A: 29,300 lb, B: 32,000 lb, C: 34,800 lb (A: 13,300 kg, B: 14,500 kg, C: 15,800 kg) Loaded weight: 44,400 lb (20,100 kg) Max takeoff weight: A/C: 70,000 lb, B: 60,000 lb (A/C: 31,800 kg, B: 27,200 kg) Powerplant: 1× Pratt & Whitney F135 afterburning turbofan Dry thrust: 25,000 lbf[47] (111 kN) Thrust with afterburner: 42,000 lbf[183] (178+ kN) Lift fan (STOVL): 1× Rolls-Royce LiftSystem driven from main power plant, 18,000 lbf (80 kN) Internal fuel: F-35A: 18,480 lb (8,382 kg); F-35B: 14,003 lb (6,352 kg); F-35C: 20,085 lb (9,110 kg) Performance Maximum speed: Mach 1.67[183] (1,283 mph, 2,065 km/h) Range: A: 1,200 nmi; B: 900 nmi; C: 1,400 nmi (A: 2,220 km; B: 1,670 km; C: 2,520 km) on internal fuel[184] Combat radius: A: 610 nmi; B: 500 nmi; C: 640 nmi (A: 1,110 km; B: 910 km; C: 1,150 km) on internal fuel[184] Service ceiling: A/B/C: 60,000 ft[185] (18,288 m) Rate of climb: classified (not publicly available) Wing loading: 91.4 lb/ft² (446 kg/m²) Thrust/weight: With full fuel: A: 0.84; B: 0.86; C: 0.77[51] With 50% fuel: A: 1.04; B: 1.02; C: 0.95[51] g-Limits: F-35A: 9 g, F-35B: 7.5 g, F-35C: 7.5 g Armament Guns: 1 × GAU-22/A 25 mm (0.984 in) cannon – slated to be mounted internally with 180 rounds in the F-35A and fitted as an external pod with 220 rounds in the F-35B and F-35C.[47] Hardpoints: 6× external pylons on wings with a capacity of 15,000 lb (6,800 kg)[47][51] and 2× internal bays with 2 pylons each[51] (Total weapons payload of 18,000 lb on A and C models.)[186], Missiles: Internal: 4 air-to-air missiles, or 2 air-to-air missiles and 2 air-to-ground weapons. External: 6 air-to-air missiles, or 4 air-to-ground weapons and 2 air-to-air missiles[55] with combinations for the following missiles: Air-to-air missiles: AIM-120 AMRAAM AIM-132 ASRAAM AIM-9X Sidewinder Air-to-ground weapons: AGM-154 JSOW AGM-158 JASSM Bombs: Mark 84 general purpose bombs Mark 83 GP bombs Mark 82 GP bombs Mk.20 Rockeye II cluster bomb Wind Corrected Munitions Dispenser capable Paveway-series laser-guided bombs Small Diameter Bomb (SDB) (Quad launcher counts as a single air-to-ground weapon above.) JDAM-series ---------- Post added at 08:55 PM ---------- Previous post was at 08:55 PM ---------- AV-8B Harrier Specifications Accommodations: AV-8B DA/NA/Radar Aircraft: Pilot only TAV-8B Trainer: Two seats Performance: Maximum airspeed: 550 KCAS Range greater than 142 nautical miles high speed/low altitude combat radius Maximum range: 900 nautical miles Countermeasures: Not applicable Armament: One fuselage-mounted 25 mm gun system Standard Air-to-Ground (A/G) load: Six Mk 82, 500 pound bombs Standard Air-to-Air (A/A) load: Four AIM-9L/M Sidewinder missiles Provisions for carrying up to 9,000 pounds of ordnance on seven stations Mission and Capabilities: The AV-8B single seat Vertical/Short Takeoff and Land (V/STOL) aircraft is the primary close air support/intermediate range intercept/attack mission fixed-wing aircraft for the USMC and the Spanish and Italian navies. The AV-8B can carry and deliver an assortment of conventional stores such as the Mk 83 1,000 pound GP bomb, GBU-12 500 pound LGB, GBU-16 1,000 LGB, CBU-99/100 Cluster Bomb Units, and 2.75" and 5" rockets. The NA configuration includes: night vision goggle-compatible cockpit controls and displays, a wide-field-of-view HUD, a Navigation Forward Looking Infrared (NAVFLIR) system, a Digital Map Unit (DMU), and an Angle Rate Bombing System (ARBS) with laser spot tracker, which provides first pass day or night target strike capability at low altitude/high speed. The Radar aircraft retains all night attack capability but integrates the AN/APG-65 radar system to extend the tracking capabilities of the aircraft for A/G delivery and A/A defense modes. V/STOL capability allows the AV-8B to be deployed with ground units using amphibious shipping and/or forward basing for rapid close air support response. Program Summary: All three variants of the AV-8B are in service with the USMC (deployed in WestPac and the Mediterranean). The Spanish Navy has DA/Radar AV-8Bs. The Italian Navy has Radar AV-8Bs only. The U.S., Italy, and Spain are partners in a collaborative international program. The original DA AV-8B was replaced by the NA variant in 1990, which incorporated the F402-RR-408A engine and expanded night fighting systems such as NAVFLIR, DMU, night vision goggle capability, and wide-field-of-view HUD. In 1993, the Radar AV-8B was fielded with the full night fighting capability and an AN/APG-65 Radar set to improve A/G and A/A tactical effectiveness. In 1994, the U.S. began a remanufacturing process to convert DA AV-8Bs to the Radar configuration (REMAN); deliveries began in 1996. Currently, a NA/Radar AV-8B upgrade program is underway to incorporate an Automatic Target Handoff System (ATHS) and Global Positioning System (GPS) capability into the aircraft. ATHS allows direct digital target/mission data exchange between the pilot and ground units. GPS integration improves navigational and weapons delivery accuracy. The AV-8B has seen service in the Persian Gulf (Desert Storm), Somalia (both U.S. and Italian AV-8Bs), and Bosnia (peacekeeping operations). A total of 51 Radar Aircraft are authorized for procurement by the U.S., Italy, and Spain. The U.S. has a planned procurement/delivery program for 73 REMAN AV-8Bs (FY 1996 - 2002). External Dimensions: Wing Span 9.25 m Length overall (flying attitude) AV-8B 14.12 m TAV-8B 15.32 m GR. Mks 5/7 14.36 m T. Mk 10 15.79 m Height overall 3.55 m Tailplane span 4.24 m Outrigger wheel track 5.18 m Areas Wings, excl LERX, gross 21.37 m2 LERX (total): Pegasus 11-21 0.81 m2 Pegasus 11-61 1.24 m2 100 percent 1.39 m2 Ailerons (total) 1.15 m2 Trailing-edge flaps (total) 2.88 m2 Ventral fixed strakes (total) 0.51 m2 Ventral retractable fence (LIDs) 0.24 m2 Ventral airbrake 0.42 m2 Fin 2.47 m2 Rudder, excl tab 0.49 m2 Tailplane 4.51 m2 Weights and Loadings (Single-Seaters, Except Where Indicated) Operating weight empty (including pilot and used fuel) AV-8B 6,336 kg GR. Mk 7 7,050 kg TAV-8B 6,451kg Maximum fuel Internal only 3,519 kg Internal and external 7,180 kg Maximum external stores Pegasus 11-61 6,003 kg Pegasus 11-21/Mk 105* 4,899 kg Maximum useful load (include fuel, stores, weapons, ammunition and water injection for engine) Vertical takeoff Approximately 3,062, kg STO More than 7,710 kg Basic flight design gross weight for 7g operation 10,410 kg Maximum T-O weight 435 meters STO 14,061 kg S/L VTO, ISA: AV-8B/Pegasus 11-61 9,342 kg GR. Mk 7 8,700 kg S/L VTO, 32°C 8,142 kg Design maximum landing weight 11,340 kg Maximum vertical landing weight 9,043 kg 205 kg less in TAV-8B Performance Maximum mach number in level flight At S/L 875 knots At altitude 0.98 STOL takeoff run at maximum takeoff weight: ISA 435 m At 32° c 518 m Operational radius with external loads shown: Short takeoff (366 m, 12 Mk 82 Snakeye Bombs, internal fuel, 1 hour loiter) 90 nautical miles Hi-lo-hi, short take off (366 m, seven Mk 82 Snakeye Bombs, two 300 US gallon external fuel tanks no loiter 594 nautical miles Deck launch intercept mission, two AIM-9 missiles and two external fuel tanks 627 nautical miles Unrefueled ferry range Tanks dropped 1,965 nautical miles Tanks retained 1,638 nautical miles Combat air patrol endurance at 100 nautical miles from base. 3 hr. "G" force limits +8/-3 ---------- Post added at 08:58 PM ---------- Previous post was at 08:55 PM ---------- [/color]Type: Su-17 Function: attack Year: 1969 Crew: 1 Engines: 1 * 9600kg Lyulka AL-7F-1-250 Wing Span: 13.66 m to 9.64 m Length: 16.42 m Height: 4.96 m Wing Area: Empty Weight: 10090 kg Max.Weight: 16950 kg Speed: 2150 km/h Ceiling: 16300 m Range: 1450 km Armament: 2*g30 mm (80rpg), 3000 kg ---------- Post added at 09:18 PM ---------- Previous post was at 09:15 PM ---------- Theres more to it than just speed! But I also see alot of performance questions in the forums so I figure this will be availible data in the future to compare. "Give a man a fish and he eats for a day, teach them how to fish and they eat forever!" But oh yeah, Im a flight instructor so I am a little more detailed when thinking about this stuff.
  17. tractorking

    Aircraft feel slow?

    Sry. Double posted see below.
  18. tractorking

    why no respitartors

    To be more precise there is not less oxygen at altitude but the molicule particles are spreadout farther and so the air is thinner but still has same amount of oxygen. FAA recommend oxygen use above 5000ft msl for day flight and 3000ft msl for night (your eyes use lots of oxygen, more at night) and mandate pilots above 12,000ft msl and all persons provided with ox above 15,000ft msl. I think if you go to 15,000 in ARMA you wont see a thing cept fog. Also, Harriers are a low level attack aircraft but the F22 should have ox.
  19. Well its almost October and I still cant find a good explaination of the Game Logic unit. What it does, how to place it, is it synched. No document really availble. Lots of references telling you what to synch to but no why or whatfor....... ie: Any updates...anything Thanks
  20. tractorking

    US Support

    Hey there. I was able to get things working with the secop, seems the previous code wouldnt work for changing the interval of SECOPS. For some reason the settings were not working with th previous lines. Heres the code with the settings for a long delay in Secop requests. This is what works in my support_inti.sqf about 15-20mins for 1st call and then maybe every 30mins or so. Gives you that feeling of being part of something bigger but not bothersome when you are focused on the task at hand. respawn_west = createMarker ["respawn_west", position ussupport]; respawn_west setMarkerType "Faction_US"; respawn_west setMarkerText " HQ"; respawn_west setMarkerSize [1.2,0.7]; respawn_west_1 = createMarker ["respawn_west_1", getMarkerPos "respawn_west"]; respawn_west_2 = createMarker ["respawn_west_2", getMarkerPos "respawn_west"]; createcenter sidelogic; _grp = creategroup sidelogic; coin = _grp createunit ["ConstructionManager", [0,0,1],[], 0,"none"]; [coin] execVM "lkscripts\othr\coin.sqf"; coin2 = _grp createunit ["ConstructionManager", [0,0,1],[], 0,"none"]; [coin2] execVM "lkscripts\othr\coin2.sqf"; UAVmod = _grp createunit ["UAVManager", [0,0,1],[], 0,"none"]; UAVmod setvariable ["name","RQ-1 Predator"]; UAVmod setvariable ["rules",[west]]; logicSOM = _grp createunit ["SecOpManager", [0,0,1],[], 0,"none"]; logicSOM synchronizeObjectsAdd [player]; //Configure SOM module with custom settings. Must run during the first 2 seconds of a mission. private ["_pool", "_hq", "_callsigns", "_initialDelay", "_autoReinforce", "_secOpSpacing", "_randomActivation", "_secOpDistances", "_settings"]; //List of secops. //Default: ["ambush", "attack_location", "defend_location", "destroy", "escort", "patrol", "rescue", "search", "trap"] _pool = ["ambush", "attack_location", "destroy", "escort", "patrol", "rescue", "search", "trap"]; //Enable or disable HQ. //Default: true _hq = true; //Team text, team speech, H.Q. text, H.Q. speech. //Default: ["ALPHA", ["Alpha"], "H.Q.", ["HQ"]] _callsigns = ["Anvil", ["Anvil"], "H.Q.", ["HQ"]] //Delay in seconds before starting random SecOps selection. Only seems to affect the first secops. //Default: 30 _initialDelay = (+ 300); //Should an automatic Reinforce be triggered when there are casualties? //Default is true. _autoReinforce = false; //??? Delay between sec ops? //Default: 30 _secOpSpacing = (+ 300); //??? From 0 to 1. 0 means no secops starting. With 1 they do start. Some kind of chance variable? //Default: 0.7 _randomActivation = 0.3; //Min Max distance of sec ops. //Default: [300, 700] _secOpDistances = [250, 1200]; _settings = [_pool, _hq, _callsigns, _initialDelay, _autoReinforce, _secOpSpacing, _randomActivation, _secOpDistances]; logicSOM setVariable ["settings", _settings]; hint "USSUPPORT and SECOPs availible" nul=ussupport addAction ["Base deployment", "lkscripts\Dialogs\Respawn_Dialog.sqf", [], 3, false, true, ""] armor = true; inf = true; heli = true; lavhq = true; mvhq = true; som = true; para = true; thuse = false;
  21. 1. IS there a way to call up SOM with trigger ie: I want to use the support features thoughout the mission without SECOP missions. Once the primary objective is destroyed I want SECOP to start sending me mission. I know theres an easy code to this but I cant find it. The other part is, I am using the Secop version of USSUPPORT so the script is generating the module, it is not placed via the editor so the script/code must be in the init.sqf not a line in the physical module. Or probably in them trigger. 2. What is the maximum duration for first call and interval in the secop settings. I would like to be called about every 10 mins but it seems that any number greater tha 299 (sec?) defaults to 30 even though it should be random. I dont want to be constantly bothered but I do like the atmosphere created between SOM and ACM. Its make the mission diffrent everytime and creates a bigger theater of war. UPDATE: sorted it out buy putting the whole script instead of the code, all the settings seem to take affect when adjusted now. Still would like to know how to active midway through the mission though
  22. Hey guys havent used ACE before but sounds very cool. Might have to reinstall A1 and give it a whirl. I went through threads and probably missed it but when can we expect an initial release for A2. I wanna be exhausted too.
  23. tractorking

    US Support

    Thanks lucilk I think that will do it, really appreciate all the work and support. Guys like me need more guys like you :) This will definatatly benifit the community and turn out some great missions. I wall be uploading a pack of about 6 mission in which at least one will use your scripts but may add it to another one I can think of. Any idea about the briefing? THanks again I quoted the text from your PM so this could help others in the future track down these settings. UPDATE All this info is rock solid, works like a charm!
  24. tractorking

    US Support

    Ok Thank you, Ill try to sort it out. Ive read the thread but no straight answer on the SECOP, something about a variable but I am not sure how to set it. Also, Im not a great scripter but can you explain how to make my briefing show at the beginning of the mission. I see you have the line: null = [] execvm "briefing.sqf"; and if I add the: [] execVM "briefing.sqf" The ussupport module does not work. Not sure if Im doing something wrong but it seems as though its one or the other. I have the .sqf and html files and have tried a few methods with no luck. Anyway Thanks for your help, great script!
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