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tractorking

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Everything posted by tractorking

  1. tractorking

    US Support

    Sorry I need to be more clear... I am using the SECOP version and SECOP is active however the frequency at which the call is too often. ie: I am inserting via parachute and I am still in the air and they are calling me to divert. Happens about 1min after starting and about every 3 mins or so. Typically they will call you at a critical time and you cannot give your unit commands until the dialog is complete. Also the radius of the secops missions are huge. They ask me to divert to an area 20km away and are trying to convince me that they are "in my area" With the regular SECOP the missions were in a much closer range. I will take a look at the inf. I have perused that thread but not in great detail so Ill go back and see what I can find. Really, just reducing the mission call interval would solve this.
  2. tractorking

    Aircraft steering

    The Helos fly nothing like the real thing. They turn and fly like fixed wing planes not helicopters. For the game its ok as most people use keyboards and the amount of small tactile input to keep a helo stable would drive you insane tapping keys. In the book "Chickenhawk" he describes flying Hueys like "standing on a football and juggling at the same time" and the Hueys are really stable helicopters. The worst part is the rudder/tailrotor/yaw/pedal turn. If you push the rudder key the aircraft yaw about 10 degres and that it. you should be able to turn 360s with pedals all day long. Also remember the tail rotor is a counter torque rotor that offsets the forces of the main rotors so if you add more power you should have to add more pedal or the torque would make the Aircraft yaw. This is not modeled at all. All the aircraft use way too much angle of bank to make turns. The AI throw the C130 into a greater than 60 degrees of bank turn, the nose drops they pull back agressivly add power and make potatoe chip turns in the sky and ussually crash into a tree or mountain while trying to recover. A steep turn in Aircraft is 45-50 degrees and I believe 60 is considered aerobatic flying (high load factors). You will bleed off lots of speed in steep turn and stall speed doubles at 60degrees of bank, so yes it does require alot of power to maintain or recover a steep bank angle and tight turn radius. To scratch the surface....Lift is always pointing out of the top of the wing, when you bank you change the lift vector from straight up to say 30-45 dgrees using some of that lift to pull you sideways in through the turn. SInce your using some of that lift to turn the nose will drop and the aircraft starts to decend. At this point you apply back pressure on the controls (pitch nose up) but when you do that the combination of forces cause the plane to be heavier (load factor) and you are inducing more drag with the higher angle of attack(AoA) required to maintain altitude. If you do not add power the drag will slow you to a stall and possibly a spin condition, you must add power in the turn to maintain a safe flying airspeed. Thats why the AI fly potato chip turn profiles, because the never learn that the nose drops when they bank so they are always correcting behind the action as opposed to making control inputs prior to the nose dropping etc. to keep a nice level turn. If you would like to see what happens with excessive load factor, google/youtube that CDF C130 doing the forest fire drop. His wings folded like a mousetrap. *(no not Chedaki Defence Force...California Dept of Fire.....lol... I saw some CalDeptFire trucks on the highway and laughed because all I could think about was the Chedaki. I mean, they have CDF decals everywhere on theyre trucks) Acctually..Here it is... http://www.youtube.com/watch?v=4bDNCac2N1o On the good side, the have really captured to atmosphere of flying low level. The Helos and Aircraft look great both in and out and the sounds are cool. I watched Bear Grills jump from a hind and was amazed at the detail in game after seeing the cockpit of the real one. (I love the fans) Some bank limiting and more pedal turn capability would make the AI fly better and certainly add more realism to the flight model. Having said all that, its not a flight simulator and I do play this to get away from the Flying Work that I do so I dont fly too much in A2. I think if a few minor things were sorted its a very fun flying experience, but not realistic in flight model.
  3. tractorking

    US Support

    Awsome work, I will be using this in some custom mission for upload if you dont mind. This really adds that sense of being involved in the bigger picture when using the Secops version. I am not good at scripting so this has also opened a whole array of new mission ideas and should fill in the blanks on some missions I have already created. Thanks for all your hard work and time! You Rock! EDIT: Can you guide me to a way to change the SECOPs settings in your script.. I would like to reduce the number of SECOPs or to say it another way to have them call me less frequently. They bug you alot and distracts you from the Primary mission sometimes. Alternatively, if there was a way for the SECOP to become active once the primary objective was complete would be another good option.
  4. So Im cruising around doing patrols for the secop when they ask me to go check out a camp thats being attacked. I hike for a few clicks and come across the camp to find this!!!! :butbut: It was awfully cute. I dont think anyone told them we were coming. They carried on for quite a while! :j:
  5. tractorking

    Aircraft steering

    The nose wheel dosent move on the C130, it just using rudder steering like an old PiperCub. The C130 should be able to turn on a dime if the nose wheel worked,, in fact thats true for most large aircraft as the nosewheel turns greater than 90 degrees ussually, otherwise a taxiway would be more like a Nascar track in size. Also, Aircraft have independent braking for right and left wheel so by tapping or holding the brake on the inside of the turn wheel you initiate a tighter turn like a tank or catapillar tracked vehicle. So the short answer is, its not your doing and BI needs to add nosewheel steering and independent braking to make a plane like the C130 stay on the taxiway. FLAPS -Flaps allow you to decend at a faster rate without increasing airspeed(Drag) They also reconfigure the wing allowing more surface area and greater camber(curve) thereby increasing lift and lower the aircrafts stall speed. For Take off -1 increament of flaps is ussually sufficient to provide the extra lift and lowering stall speed to allow for a faster(shorter distance) lift off. Most Jets use flaps for takeoff as the wing shape (plan/form) is desigened and optimised for the higher speed of cruise flight. You should probably start rotating(Vr)(bring the nose up) at 140kts, get the nose wheel off the ground but dont force it...the airplane will fly when its ready, probably at 160kts Once airborne and safe speed and altitude are gained the flaps will be retracted to reduce drag. For Landing -Introduce the flaps one step at a time as speed deteriorates until you have deployed full flaps about 1 mile of final apprroach. For most of the Arma planes a starting speed of 160-180kts for the approach and reducing airspeed with flaps and gear (drag) down to about 140kts with full flaps. If you put the C130 at limited speed you will notice extensive use of flaps to stay slow and flying.Without flaps the plane would have to fly with a high angle of attack (pitch/nose high) and full power to maintain a slow airspeed. This is the back side of the power curve and you are "hanging" on the prop using thrust to maintain altitude. By introducing the flaps the aircraft can fly at a more normal pitch attitude (level) and since the stall speed is lower with flaps you can fly at lower airspeeds and since the flaps add lift we dont need as much power. Hope that helps, You can find out all you want to know at FAA.GOV in the learning section, all the materials are posted for free. If you have anymore aviation related questions feel free to ask.. I am a flight instructor when Im not killing things online. Oh and BTW-Helicopters are not even close to real in ARMA and Planes are easier than Helicopters in real life. But they still look cool in ARMA
  6. tractorking

    So Im out on Patrol and.........

    No scrpiting involved, I was as suprised as you....and so were they. That was the first time I acctually saw some units sitting, never the less on each others laps. I watched for a while (Vouyer) and they were chating it up, whispering in eachothers ear and giggling. Now I am from San Francisco so this was not quite the shocker it could have been, you get used to seeing this sort of thing. But I thiought the military had a clear "Dont ask Dont tell" policy and fraternization in general is looked down on. Welcome to the Modern Military! :)
  7. I agree with the OP. The editor needs more drop down menus and less scripting, its not hard to do, but that not my job either. I Love ARMA OFP.. yadda ..yadda. I Use the editor, it works well but reqiures too much scripting for the average user and most forum tutorials and posts assume you know how to script so they are some help but you get lost at times. As far as it being the easiest editor to use...not even close. Its good, but the scripting rules out any use of the word easy. Ive created lots of content on many other sims and have used editors that create complex strings and environments with out typing on letter, all drag and drop and dropdown menu options. As an example, lets take the Artillery Module. This should be pretty straight forward. Set down some guns, synch or group it to a unit or Commander, hit preview, select a target and request artillery strike. Similar to "target that house" or "go to..." It should be that simple, but its not. yes there is a tutorial and I will learn it but it will probably take an hour of tinkering just to learn that one simple command. It should be easier. Everyone owe's a big thanks to the community as they are the ones that have made the editor what it is. The 3rd party addons and tools are awsome and easy to use...... The big question is, why hasent BIS put these things into the editor themselves. (ie:missionbriefing editor). MS Flight Sim has one of the largest 3rd party communities ever. When addons and utilities were created by end users MS would try to integrate these new features into its next release. Why hasnt BIS taken a note from the community and added these easy to use features to the stock program. Its not a rip on BIS or ARMA or anybody to say that it could be more user friendly and the only people defending it are the ones who have been scripiting for a long time since OFP because they put alot of time into gaining the knowledge. Scripting is not fun. Playing the mission youve created is the whole point of the editor and fun, not the scripting part. Think back, DOS was not fun, thats why windows was so succesfull. To be fair there is validity in both arguments and, yes! there should be more accesable drop down menus for basic things (ie: Land At command) and if you want to create a more complex scenerio scripting is the answer. But I do not agree that this editor is the easiest to use although it is a very powerfull tool in capable hands... Once again, thanks to all the community mentors/creators for filling where BIS left off. And to BIS, great software just needs a little tweak here and there. Cheers All:yay:
  8. Thanks guys, Yeah I saw that thread but was really trying not to make a whole set of custom dialog. Very very complicated process to do a simple thing...Seems like most of the AI dialog is some sort of speech engine, except for the movie like dialog scripts. Seems like it should be easier to access this, but i havent looked into BI editing suite. Guess Ill have to hear myself talk for now.
  9. Well this is irritating. I know this may seem basic and stupid and I did do the searches and found lots of stuff but not the simple answer.... Where are the sound files located??? All I want to do is have the unit say "Alpha" when I radio Alpha. Seems simple yet I cant find this out, I can play birds and dogs and music but there is no drop down for basic voice commands and I cant seem to find a thread that points out where the ogg files are to copy and paste into my missions. This seems like a huge ommision from the editor...or maybe I am missing something. When I do go into Effects and look at voice or sounds..there is a large portion of the menu that is blank but if I scroll down I come across all the files for the Campaign but absolutly nowhere do I see any ability to make a basic voice command via the effects option. I mean really BI, you have a great program a good editor, but the editor is not finished, all these scrpiting commands could easily be implemented with drop down menus, I just cant believe you didnt develop this further for Arma2. Without the third party addons ARMAEDIT, ARMAII BRIEFING MANAGER, it would be very frustrating to make a good mission if your not a code and script freak(I am not). I like the updates with ARMAII but you should have really improved the editor as well. It shouldnt take 3rd party addons to do basic stuff when you have included an editor in the package. Anyway, thats my rant any help is greatly appreciated.
  10. tractorking

    Do You find ArmA Infinite Land Spooky?

    You could watch your shadow and make a sundial/suncompass. I wonder if the stars are accurate?
  11. Right, ok Im with you. Ive been doing the OFP Arma and II since the start but I am new to the editor and yes it is awsome, love it no doubt. I am also not new to the world of AI handling and editing/modifying games and such, I run a Flight Simulator department for flight training. Used AI for many things PC sim based ...yada yada...you get the idea. My only rift is that they have a great editor but with a little tweaking it could be an all in one easy to use package. There was nothing really upgraded from Arma to II. I agree with you and use and do all the things youve said however most of the wiki and posts assume you know where to place the strings an threads. So I am humbly asking for help again. Can someone direct me to a post or assist me with finding the speech sound files within Arma to be used for radio commands so I can activate them via Triggers and Waypoints. I have searched and read the Wiki but cannot find a simple direct answer to my querry. Thanks for the help signed...lil frustrated added: Oh and for the "old schools" you have to remeber that with ever new release there will be newcomers to editing, they are not bad people and most do search the threads before posting. Its not helpfull to just say search the threads or look in the wiki. You have to be the teachers for the future great mission and object editors, it only benifits us all.......Any way, thanks to all those that help a brother out :) Peace ---------- Post added at 12:26 AM ---------- Previous post was Yesterday at 11:55 PM ---------- Oh and yes I have the: (rickjames) say ["alpha",5] command but do not know where the sound files are kept to add to the mission folder.
  12. Ok So like some others have said there are somegreat tutorials here but for someone who has no prior knowledge of editing scripts and OFP its not obvious enough. Lists are cool but I am unsure of what to do with the info. Ive read the guides and searched and tried many ways but cannot get this to work so............. When adding smokeshells to the unit via the initialiation bar... Ive added: this addweapon "smokeshellgreen" I can see it in my inventory in game but there are none availible, Ive tried various combinations of strings to try to get 2 smoke shells but nothing worked......Ive used every trick in the tutorials and forum and cannot get them to show up in game... Help a brother out. The Editor is cool and bringing new life to an old love (ARMA) Also...is the editor in ARMA2 more user friendly?
  13. tractorking

    Your questions to the Devs regarding the expansion

    cool thread! -Will the mission editor get updated to a more user friendly, drop down menu for scripts/actions rather than scripting. -Is there any development on the mission editor as it hasnt seen any changes since Arma 1 -Is there any development twards the slow loading textures and CPU heavy AI on campaigns. (seems like maybe code issues, heavy textures in citys and AI combine to crush fps and smoothness/gameplay)
  14. ok so Ive figured out alot of stuff from the armaedit, but most of it on my own through trial and error. So how do I make a ai unit throw a grenade. Or a tank brigade fire on something?
  15. Thanks for the quick help but..... How does one add multiple items? say I want 3 and not one? also, how do you make a unit throw smoke using a trigger or waypoint. ie: designating a landing zone Yes I did the search and read the Wiki and no apparent answer was availible. Most of the documents assume you already now the basics. wich I dont, sorry, Im a Newb at mission editing. Thank you again.
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