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TeTeT

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  1. Guess you need to change 5 to "5" in the AutosyncLoopSleep field. Not sure why this broke, though. Good luck.
  2. And here comes the steam workshop link for the F/A-18E/F 2020 version: https://steamcommunity.com/sharedfiles/filedetails/?id=2131302796 Armaholic mirror is there as well: https://www.armaholic.com/page.php?id=36155
  3. We know we stressed a certain percentage of our beta build users quite a bit in the past weeks. With regular weekly and even multiple daily updates, using the beta build on a dedicated server becomes a bit of a hassle. The constant updates are draining the server admins time. We understand that many groups and individuals are interested in an updated version, bringing in the new features but not the frequency of beta updates. We have decided to publish a new version of the mod, the F/A-18E/F Super Hornet 2020 version. It will be basically a carbon copy of last Fridays beta release (plus a small patch 🙂 ), and get it's own Steam Workshop entry. In fact it already has an entry, but it's not publically available yet. We might fix some bugs found in it, but there will be no features added. The beta build will stay as is, cutting edge and updated frequently. We hope you enjoy the new release, a download link will be made available in the next 24 hours unless we find some critical bugs.
  4. The F/A-18E/F beta was updated once more: Changelog: Implement switches for collision and formation lights, launchbar and a parking brake Implement HSI course feature Improve landing system Add AWW-13 Targeting pod, fix size of ATFLIR Implement taxi/landing lights switch Update video by Acolyte available at Enjoy, TeTeT
  5. Another update to the Super Hornet Beta, https://steamcommunity.com/sharedfiles/filedetails/?id=1552807725 Changelog: front panel rework, thanks for Jaentzen New mechanic - when you press AA or AG button, it switches you mfds to selected configuration autoLock for mavericks Implement AA and AG buttons textures Reduce refuel basket size Fix buddypod refueling Add new refuel basket Massive overhauling of MFDs Drop tanks button Thanks to Acolyte and David Hey for their contributions! Enjoy, TeTeT
  6. Unsung 3.4 Golf is now live on the Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=943001311) and torrent (https://tetet.de/arma/arma3/Download/unsung/@unsung-3.4.golf.torrent) Changelog: Unsung 3.4 Golf changelog June 2020 Added: Vehicles: Improved (read working at a basic level) AFM for helo fleet Fixed: Buildings: Small hangar open now collapses when damaged, no long indestructible Vehicles: Broken textures fixed thanks to pboproject CH-46 fixed face ordering and main light emission CH-47A Ambulance fixed position of main lights, added ambient light prototype Rescue basket passenger is now cargo instead of driver, makes it compatible with ACE loading H-13 cockpit glass transparency improved F-4 improved for better AI usage and more MiG-21 improved for better AI usage, especially ground targeting M-113 engineer tree clearing uses 2d distance now, clearing large tree (t_ficus_big_f) more efficiently M274 typo fixed M113 transport proxies fixed Units: Mines, Satchels and Traps can be placed in inventory again PBR Units now can have shoulder patches Scripts: Replaced more execVM with spawn/call Enjoy, TeTeT
  7. TeTeT

    Aircraft skins

    You open the Eden Editor and place a plane. The use 'Edit Vehicle Appearance' with right-click on the plane and there you can change the liveries or object states. Good luck, TeTeT
  8. It's part of Unsung, http://armanam.eu . Sabre also has a C-2 and E-2 in Military Planes.
  9. Another update for the experimental build of the Nimitz: 2020-05-27 scripts - use CBA keyhandler for launch (ctrl-l lower launchbar and shift-ctrl-l for salute) - transition launch process to events, see Scripting the Nimitz google doc - reduce debug output for landing statistics 2020-05-23 scripts, config - remove debug message for c1shuttlestart - fix sidewalk texture in hangar - fix dimensions missing for AA assets The transition to the event based launch system is described in Scripting the Nimitz, https://docs.google.com/document/d/1duUuO-0xLfjT57EidFdM6__GaNjChdp-HBV7xv2laqs/edit?usp=sharing Quote from there: The new event based launch As of late May 2020 a new launch system for the catapults was scripted, using scripted event handlers. This allows mission makers with scripting knowledge to tie in their own code in the launch sequence. Currently the following events are available: "ttt_nimitz_lowerLaunchbar" - initiated by ctrl-l (lower launchbar) on the catapult "ttt_nimitz_launchPlane" - initiated ctrl-shift-l (salute) on the catapult "ttt_nimitz_planeReadyForLaunch" - called from fn_launchCrew2.sqf when the cat crew is ready "ttt_nimitz_planeLaunching" - called from fn_launchPlane.sqf when the shooter has played his animation and the plane is catapulted "ttt_nimitz_planeLaunched" - called from fn_launchPlane.sqf when the plane is airborne The events ttt_nimitz_lowerLaunchbar and ttt_nimitz_launchPlane are triggered by CBA key events (ctrl-l and ctrl-shift-l by default). A scripted event handler can be used on these events, for example to display Yanko’s weight board: [_nimitz, "ttt_nimitz_planeReadyForLaunch", {(_this # 1) spawn Yanko_fnc_calcWeight;}] call BIS_fnc_addScriptedEventHandler; There are three arguments passed to each event script: params ["_catName", "_plane", "_nimspots"]; If you need to access the carrier object itself, it’s available via private _carrier = _nimspots getVariable "TTT_NimitzParent"; The function fn_catEventsInit.sqf defines all the regular event scripts for launching a plane. If you want to extend the launching process, let me know and I can provide some pointers how to do it. Cheers, TeTeT
  10. Had to push out a patch right away, foremost for problems with the shuttle geo and launch script: 2020-05-22 scripts - fix launch script - reduce debug output for crane 2020-05-21 model - reduce geo lod of shuttle - improve hangars Steam workshop updated: https://steamcommunity.com/sharedfiles/filedetails/?id=1697731012
  11. The Super Hornet beta is updated once more: https://steamcommunity.com/sharedfiles/filedetails/?id=1552807725 Changelog: Feat :: FA18 :: Make full tracer loadout to m61 and increase capability Feat :: FA18 :: Disable auto flare, when distance between plane and shooter Feat :: FA18 :: Implement TFAR Compat Feat :: FA18 :: Set up AA and AG buttons, allow change radar mode with it Feat :: FA18 :: Add target boxes on HUD and HMD Feat :: FA18 :: Implement Nose Wheel Steering Hi Feat :: FA18 :: Working Latitude and Longitude on HSI - DATA display Feat :: FA18 :: Increase GUN dispersion, because it's not a laser Feat :: FA18 :: Remove weapon info from SMS after firing and no ammo PS: There was a problem with the upload in today's morning, it's been corrected now. Enjoy, TeTeT
  12. TeTeT

    US Navy Units

    Thanks, your crew is now supported on the experimental Nimitz build 🙂 I'm only missing a red shirt (weapons/ordinance handler), otherwise it's complete now! Cheers and thanks a lot for considering my request! TeTeT
  13. An update to the experimental build, https://steamcommunity.com/sharedfiles/filedetails/?id=1697731012 Unfortunately the shuttle launch did not work reliably and had to be pulled. A video for the update: Changelog: 2020-05-20 scripts - attach shuttle in Eden - make shuttle invulnerable - disabled shuttle launch support, did not work correctly 2020-05-19 model, config - make shuttle a plane - change geo lod of shuttle - change shuttle dampers 2020-05-18 scripts, config, model, textures - applied new hangar textures by bludclot - removed cat shuttle as it caused CTD - re-added Nimitz radar 2020-05-17 scripts, config, model, textures - add TheSn4k3 catapult shuttle to carrier spawn - integrate catapult shuttle in start sequence - remove NormalMap shader from bridge rvmats - split internal nimlights into 9 p3ds, each max 6 lights - add buoyancy lod and named attribute to nimtech aa 2020-05-12 scripts - add support for Massi's US Navy units as deck crew Enjoy, TeTeT
  14. Unfortunately crash to desktops happened with the catapult shuttle, when it was spawned aboard. I had to pull it from the experimental build for now.
  15. When starting the Nimitz in the diagnostic exe, a load of errors and warnings are shown. Yesterday was all about fixing those. And changing the hangar light somewhat. Not sure if to go with white or orange here:
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