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xeno426

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Everything posted by xeno426

  1. [EDIT] Boy, do I feel like a tool. Mods, please delete this post; I placed it in the wrong thread. :/
  2. Interesting, I'll have to try those other vision modes to see what they're like. I'll post screenshots afterwards.
  3. Thanks, but I still can't figure out what the values after "huds\mando_hud_ka52_gunner.sqf" do.
  4. I'm guessing the OpticsIn and OpticsOut allow you to set discreet zoom distances rather than the analog zoom the game uses by default.
  5. I've been trying to figure out what the different values in the setup files do, and I'm at something of an impasse. Could someone give me the function and purpose of the following highlighted sections of code? [["Ka52Black", "Ka52"], [color="Red"]1[/color], "[color="Red"]sight[/color]", [color="Cyan"][4], [4][/color],[color="Green"] 15, 15, 0[/color], [4,3,-2.5], mando_missile_path+"huds\mando_hud_ka52_gunner.sqf", [color="Red"]0, 0[/color], [[[color="Red"]-7[/color],"VikhrLauncher"]], [color="Red"]0[/color]]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";
  6. You've got my problem backwards. I'm trying to use the KAB-500 on the BIS Su-25 model.
  7. So is there any way to hotfix it, like telling the game to zero the proxy model a little lower than normal?
  8. I've tried putting the KAB-500s on the Su-25, but they sort of hang below the hardpoints with a fair gap. Is there a way to fix this in code without doing anything to the model? On a side note, I found a nice image from the KNAAPO brochure that shows the various weapon loadouts the Su-35 is capable of. The updated Su-33M would be capable of operating many of the guided weapons listed on the card, in addition to the RVV-AE (R-77). The image can be found here. I do not know what the second "Long-range air-to-surface missile" is supposed to be (the first is the Kh-41), but the "Long-range anti-radar missile" would be the Kh-58 and the "Air-to-ship missile" would be the Kh-35. The "LGB-250" is the KAB-500L, and the various bombs of 250kg and 500kg represent any bomb of those weights (RBK-250, RBK-500, PB-250 retard bomb, ODAB-500, BetAB-250, BetAB-500, BetAB-500Sh, ZAB-500, and ZAB-250). It would also likely be able to carry lighter bombs like the FAB-100 and SAB-100 candle bombs. The weapons of real interest would be the Kh-31P or Kh-25MP (for SEAD mission), PB-250 (for low-altitude attack), ODAB-500 ('cause fuel-air explosions are cool), the RBK bombs and perhaps the ZAB incendiary bombs.
  9. There seem to be a few new entries for turrets as well. Under MainTurret, turretInfoType = "RscUnitInfo_AH64D_gunner"; discreteDistance[] = {300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200}; discreteDistanceInitIndex = 2; This code, obviously, comes from the AH-64D. It can also be found on tanks, like the M1A1. turretInfoType = "RscWeaponRangeZeroing"; discreteDistance[] = {600, 800, 1000, 1200, 1400, 1600, 1800, 2000}; discreteDistanceInitIndex = 0; I am guessing this is related to the new weapon range adjustment function. The discreteDistance[] is probably the specific distances you can set the weapon to. As for the turretInfoType and discreteDistanceInitIndex I am not so sure. The AH-64D shows additional changes for the optics system. Still under MainTurret, we have class OpticsIn { class Wide { opticsDisplayName = "W"; initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.466; minFov = 0.466; maxFov = 0.466; visionMode[] = {"Normal", NVG, "Ti"}; thermalMode[] = {0, 1}; gunnerOpticsModel = "\ca\air_e\gunnerOptics_ah64"; }; class Medium : Wide { opticsDisplayName = "M"; initFov = 0.093; minFov = 0.093; maxFov = 0.093; gunnerOpticsModel = "\ca\air_e\gunnerOptics_ah64_2"; }; class Narrow : Wide { opticsDisplayName = "N"; gunnerOpticsModel = "\ca\air_e\gunnerOptics_ah64_3"; initFov = 0.029; minFov = 0.029; maxFov = 0.029; }; }; class OpticsOut { class Monocular { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 1.1; minFov = 0.133; maxFov = 1.1; visionMode[] = {"Normal", NVG}; gunnerOpticsModel = ""; gunnerOpticsEffect[] = {}; }; }; Obviously the new FLIR is placed in the visionMode[] entry as "Ti" and likely needs thermalMode[] = {0, 1}; to function, though I do not know what affect changing the values values within thermalMode[] would have. Otherwise these probably work like the regular ViewOptics and ViewPilot entries.
  10. Now you're touching on the large realm of airborne electronic and weapon systems. I could go at length about the various capabilities of modern combat aircraft--like their radar, RWR, countermeasure systems (including various ECM systems) and missile guidance--but those things are so advanced and specific it's unlikely you'll find them anywhere outside a dedicated flight sim.
  11. Why the Kh-22 "Kitchen"? The giant missile that the Su-33 has been seen carrying is the Kh-41/3M80 Moskit, which I would think would make more sense to add. On another note, are you planning to add other weapons like the Kh-25ML/MR/MT/MTP or the S-25 rocket (which can be carried in pairs on hardpoints 3&10) or any of the RBK bombs? I'd really like to see the Kh-25, as it's sort of the Russian equivalent to the AGM-65; the Kh-29 is more like the GBU-15 or AGM-123. I really like that you added the KAB-500 bombs. OPFOR needed something they could pull out the laser designator for.
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