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xeno426

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Everything posted by xeno426

  1. IIRC Mando Missile is only compatible with ArmA2 or CO, not ArmA2:OA stand-alone.
  2. What Goss said. That mod (which is actually based on a similar mod that Mando already has up, the difference between his and mine being that I added the stationary MANPADS launchers) essentially turns off the standard missile's ability to lock onto anything while simultaneously changing the lock sounds (LockingTargetSound[] and LockedTargetSound[]) to be completely empty and silent ({"", 0, 0}). All of these are parameters that cannot be changed without config edits.
  3. I was actually planning on updating my version of that mod with the increased NLAW lifetime.
  4. I know, but it's something I could do to improve its performance on the TGW servers (for people using that particular addon, anyway).
  5. Couldn't that be fixed by making a config that increases the lifetime of the missile?
  6. It is rather sweet how it does that.
  7. Though it does have ranging radar, for accurate target speed and distance calculations, to assist with target aiming. That's what the giant dish on top is for.
  8. xeno426

    TGW Vehicle Fixes

    New update. See first post.
  9. Are you, or any of your friends, running mods? If so, is there any difference between the mods you are running?
  10. I would advise against simply removing those entries. Instead, set the discretteDistance to be only one value (300 normally, 100 for red-dot, 200 for G36 scope) and set discreteDistanceInitIndex to 0, e.g. discreteDistance[] = {300}; discreteDistanceInitIndex = 0; What text are you talking about? The "Zeroing" and following number in the upper right corner (like in this picture)? That should be removed by the weaponInfoType = "RscWeaponEmpty"; entry. If it's not, then you either have weapon inheritancies wrong, you inserted the line incorrectly, or you have another mod putting them back on.
  11. That is very good to know, thank you.
  12. I believe your use of the word "pilot" is throwing me off. That would suggest you must manually control the missile itself, either flying from the POV of the missile or from the launcher POV. The latter would be precisely what MCLOS entails. This is what is also throwing me off; if it intercepts your LOS and then follow it, the missile will eventually impact whatever you are looking at, which is what SACLOS does. Wire-guided merely means there is a wire attaching the missile to the launcher to provide the missile with flight information, and is independent of MCLOS or SACLOS designations. The 9K11 Malyutka is an example of a wire-guided MCLOS missile, while the BGM-71 TOW is an example of a wire-guided SACLOS missile. This is also more descriptive of a SACLOS system where the missile rides a "beam" of some sort--be it a radio beam (Kh-23), radar pulse (9M120 Ataka) or a laser beam (9A1472 Vikhr). If you move the beam away from the missile too quickly, the missile will lose its track. Missiles that home on the reflection of a laser or radar beam--like the AGM-114 and AIM-7, respectively--are not considered "beam riding" as they plot their own intercept course to the target. Laser-guided bombs are likewise not considered "beam riding." Hopefully this has cleared up any misunderstandings, and I'm sorry if I come off as an ass.
  13. Ah, so it's basically MCLOS (like the 9K11 Malyutka/AT-3 'Sagger') and SACLOS (like the 9K115-2 Metis-M/AT-13 'Saxhorn-2').
  14. Hmm. I might have to just remove that feature. Didn't work the best, anyway. [EDIT] Well, there's the problem. I disabled that feature but forgot to mention it in the changelog. Does anyone actually find it useful? Should I put it back in?
  15. What's the difference between the 3 wire guided modes? I'm a little fuzzy on this. What do you mean? Is this the problem where you couldn't guide ACE2 Javelin missiles because ACE2 replaces the Javelin launcher after you fire with an "empty" weapon? If so, I'd like to suggest a similar fix for the INKO Disposables mod which does something similar with the NLAW.
  16. Which version are you using? Vanilla or ANZINS-compatible?
  17. Are the files updated on your site? The Missilebox version there is still 3.4
  18. The Civilization IV community is hands down the best I've encountered. I really wish more communities would follow their example. Well, there's a blast from the past. I played that mod quite a bit, though not as must as Infiltration. I still love all the bot names. :D @Myke: did you get the PM I sent you?
  19. That's part of it, I'm sure. The other part, I think, is so that the pilot can fire the cannon while the gunner can simultaneously fire the CRV7-PG rockets.
  20. Hence the little emoticon I used to denote a silly joke.
  21. For one, they weren't designing it for Mando's benefit. :p As a vanilla vehicle, it works fine and is pretty cool.
  22. The problem with the Wildcat is one Mando can't completely fix without directly editing the AW159 config file. The issue is that the pilot normally cannot use the CRV7-PG rockets, and thus the "manual mode" is not enable in the config. Furthermore, the pilot has his own specific weapon, which interferes with the way Mando normally works. When the pilot of any aircraft in Mando enters the MMA, the script automatically turns on manual mode. With the Wildcat, since this mode is normally disable in the config, you are not able to exit the mode when you leave MMA. Goss and I have tried to fix this in the Gossamer Warfare mod, but had to eventually abandon the Wildcat completely due to the inherent issues with it. The best alternative we came up with was to make a special case in the MMA script so that manual mode was not engaged automatically when the Wildcat was used. Additionally, since the pilot already has a weapon of his own, entering the MMA with either cause both the MMA weapon and the normal pilot weapon (cannon in the Wildcat) to fire, or it will only fire the pilot weapon. This is an issue shared with any mod aircraft that has separate weapons for the pilot and copilot/gunner, such as mods that place helicopter rockets under direct pilot control. While I haven't played around with the STI pack, I imagine the problems are similar.
  23. Given how often that gets asked, I'm surprised it hasn't found its way into the readme yet. :D
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