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Everything posted by TeTeT
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Two more screenshots, showing the work on the cockpit by @londo19 :
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And two screenshots by @jeza :
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The Unsung Vietnam War Mod 3.0F - Foxtrot Released !!!
TeTeT replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We also have an update video available on youtube: -
Boat sits on top of the water
TeTeT replied to HptFw. MoinxDGamer's topic in ARMA 3 - MODELLING - (O2)
Maybe fix the named property. The value is 1, that is not part of the name as in your pic. Also you can gain some real estate screenspace by arranging the small windows. Good luck, TeTeT -
Boat sits on top of the water
TeTeT replied to HptFw. MoinxDGamer's topic in ARMA 3 - MODELLING - (O2)
Hopefully this wiki page will be of assistance: https://community.bistudio.com/wiki/Arma_3_Ships_Config_Guidelines You need a Buoyancy lod and declare that fact in the named properties buoyancy = 1 Cheers, TeTeT -
Preview release: Nimitz for Arma3 (0.103)
TeTeT replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, I've wrote a sample mission that I eventually plan to put in as 'flight ops' module to the Nimitz mod. I'm looking for some feedback and how well it runs on different computers. Working title is 'taxi': https://www.dropbox.com/s/mnrbu1ycfo7a93z/taxi.Tanoa.7z?dl=0 Mods needed are the Nimitz experimental build, CBA_A3 and the F/A-18 release (not beta). Landing is not done yet, as well as there is a bug in the turn code that I have not been able to fix yet. Cheers, TeTeT -
Work in progress video by londo: You can see we're and especially londo is very busy updating the Phrog further.
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Best you look at the arma 3 samples from steam workshop and how it is done there: define a proxy for each crew member in the model, use the crew and related fields in config.cpp to assign the correct animations for them. Good luck.
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Video for the update: Mods used are Legacy CH-46, RKSL Studios Airfield Support Tug, Lesh's towing and CBA_A3.
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An update has just landed. Model and textures overhauled greatly by londo. Zeus support should be working, Lesh's towing as well and a eden attribute for starting with folded rotors, as well as eden attributes to set the helicopter number, AFM was enhanced as well. Still way to go before calling this final, but meantime Enjoy. Mirrors: SW: https://steamcommunity.com/sharedfiles/filedetails/?id=1843698134 Armaholic: http://www.armaholic.com/page.php?id=35434
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yes, @fingolfin there is a chance that this will land for the CH-46E. But no promises right now, it's far down the development pipeline. We now have the new uv map in place, with the preliminary skin from londo. The AFM has been optimized further, but is still not perfect. The default configuration for the CH-46D is now cargo ramp level and upper side window stowed, as this was used most often for regular flights. We got some rescue basket from Flanders and work on integrate this as well, though the winch still needs to be adjusted to reflect a CH-46 winch. Work is progressing, though not as rapid as in the past weeks. We might push out another developer update soonish.
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londo has created some basic textures for the new uv mapping he created. First results are: In the latest build for our internal testing the AFM has been further improved, Zeus compatibility is added. We look forward to an update to the developer release soonish. Cheers, TeTeT
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Thanks to @LordJarhead we now have a compat mod for JSRS available at https://steamcommunity.com/sharedfiles/filedetails/?id=1852962036 Thanks to @foxhound we have an Armaholic mirror as well: http://www.armaholic.com/page.php?id=35462 Enjoy, TeTeT
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Unfortunately my test this afternoon was not correct. What seems to have helped is now changed the center of gravity and the blades position: <CenterOfGravity x="0.0" y="-1.75" z="-2.16"/> Fwd Rotor: <Position x="0.0" y="2.5" z="4" /> Rwd Rotor: <Position x="0.0" y="-4.5" z="6" /> Next problem is that auto hover keeps the helo at a forward speed of ~10 km/h. Oh well, another riddle 🙂
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Good news, seems tailBladeVertical=0; fixed the drift left issue. Thanks @ANZACSAS Steven for the suggestion to look more closely into the Huron config!
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Nope, have done neither of these, good ideas. I will test it out later. Meantime londo has finished the first part of the re-making of the uvmap and parts of the model. A first work in progress video shows some results: Cheers, TeTeT
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Hello, to anyone knowledgable with the AFM: The Phrog now drifts to the left when using AFM. I changed the Huron based AFM xml in regards to power and coordinates, and now the helicopter drifts constantly left and basically makes a wide circle without control input. I put the XML up here: https://tetet.de/arma/arma3/stuff/RTD_CH46D.xml Really looking for some recommendation to debug this problem further and eventually fix it. And then I create a mission based on @woofer808 indicam and the scripting ability he showed me. If you enjoy watching an air assault on Malden with the CH-46 and RHS troopers, the mission is at https://tetet.de/arma/arma3/CH-46/missions/airAssault.Malden.7z I've also put a video up, showing angles of the assault made from 3 plays: Cheers, TeTeT
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Right now we're focusing on two areas: UV map for texturing and the AFM. Both made some progress today. For the new UV map to have an impact we will need to create some textures as well... The AFM is much better already (e.g. no more front wheel under ground and random explosions - at least I believe so 🙂 ) , but it's still based on the values of the Huron mostly. With the machine guns from @wld427 we have made a good step forward to see an armed CH-46E eventually. But this is really future talk, I don't expect the CH-46E to be around before autumn.
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indiCam - independent camera mod
TeTeT replied to woofer808's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi @woofer808 thanks for the indi cam script, I used it successfully manually for a CH-46 video lately. I would like to capture some more AI action with it, but would like to do so more automatic. Is there a way to call different actors and start the cam script automatically without GUI? My naive attempt here failed: [] spawn { [] execVM "INDICAM\indiCam_core_init.sqf"; sleep 1; [phrog_1] call indiCam_fnc_actorSwitch; sleep 10; [phrog_2] call indiCam_fnc_actorSwitch; sleep 10; [phrog_1] call indiCam_fnc_actorSwitch; }; -
Thanks, but the AFM kudos goes to the BI developers and the Huron, we merely hi-jacked that AFM xml file for now. The reason why it doesn't work well in take off and landing situations are most likely differences between the CH-46 and Huron setups. Hey @wld427 , that would be grand. We plan to have an armed version with the CH-46E. Your M240 guns would come in very handy. Cheers, TeTeT
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Just created a short video for the release:
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Legacy CH-46 resurrected Odyseus, shadowviper and TeTeT have been working to get the CH-46 from Arma 2 into Arma 3. With help of Snake Man (VTE) we secured the mlods which were originally created by sfc.itzhak. Some work in the past weeks has been done to get the unarmed CH-46D version in game. In the future we want to create an armed CH-46E variant as well. Currently we hope to improve model and textures further for a first public alpha release. Unfortunately we cannot give any timelines for this, as this is a hobby project and time is a real constraint. So far we published two videos on the project on my tetet.nimitz channel: https://www.youtube.com/watch?v=7S5WA3wzQCU https://www.youtube.com/watch?v=qyBTFGzM3lc From the current readme.txt: CH-46 Sea Knight ================ Based on an arma 2 model from sfc.itzhak and Snake Man. Special thanks to Snake Man for sharing the model with us. Presented by the CH-46 mod team, consisting of Odyseus shadowviper TeTeT The mod is currently under development and not finished. We aim for early releases to capture some player feedback and improve the helicopter gradually over time. This project does not follow a strict timeline, so time of future updates are essentially unknown. Remember that we all have a real job and life and do this in our spare time. You can contact the mod team on discord or at tetet.nimitz@gmail.com From the current license.txt: This mod is licensed under Creative Commons CC BY NC SA From wikipedia https://en.wikipedia.org/wiki/Creative_Commons_license CC = Creative Commons BY = Licensees may copy, distribute, display and perform the work and make derivative works and remixes based on it only if they give the author or licensor the credits (attribution) in the manner specified by these. NC = Licensees may copy, distribute, display, and perform the work and make derivative works and remixes based on it only for non-commercial purposes. SA = Licensees may distribute derivative works only under a license identical ("not more restrictive") to the license that governs the original work. (See also copyleft.) Without share-alike, derivative works might be sublicensed with compatible but more restrictive license clauses, e.g. CC BY to CC BY-NC.) Please note that NC especially means monetized servers in the context of Arma 3 multiplayer servers. For full license texts on the above, visit https://creativecommons.org
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Hello, some updates: Odyseus is back and has added an exit to the floor, which we quickly used to add fast roping support for ACE: For the use with the interaction framework we got some outside help and have now this awesome switches box, which will enrich the cockpit experience in a short while: Another skin is in the making by Odyseus as well: There are still many problems in the model, but it's quite enjoyable as it is right now. We will probably go for an early alpha release soon, fully knowing that the bug hunters among you will have a feast. But we already have a full agenda, so you can probably save the time writing, taking screenshots and videos on issues 😉 Cheers, TeTeT
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Don't get your hopes too high, there's plenty to do and little time. Not likely that we for example overhaul the cockpit and textures completely before the first alpha. However, we're having some fun modding it right now. While londo was busy to create a side door (animated), shadowviper looked for a suitable font for the marines logo and odyseus is busy in real life, I created a video with a half baked skin for the CH-46D on Tanoa 🙂 It was a rare occasion that there were no crashes between the AI flight and the marines aboard the Phrog didn't jump into thin air either. So you can count this video as a complete success for the AI pilots - albeit some doubts remain. More seriously, with londo's work on the side door, we can now offer full control over it - forgive the texture or lack thereof please: 1) side door completed closed 2) side door completely open 3) Upper half open 4) Upper half stowed 5) Side door stowed 6) Current action menu entries, will be usable via interaction framework as well: The next days and week(s) will see us getting a new uvmap in place and hopefully starting on some new textures. Cheers, TeTeT
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Some further information on the CH-46 under development: We are integrating the Interaction Framework from Yax and RiverX (https://forums.bohemia.net/forums/topic/223859-uh-60m-blackhawk-interaction-framework-exterior-model-update/) to allow some basic interactions from pilot an co pilot with the helicopter. As the cockpit is far from finished, I have just placed a couple of buttons and one lever for: engine control, light control, formation light control, side door control, ramp control. There are placeholder 'buttons' in the cockpit that can be turned on and off via action menu right now, to be able to find the correct spot. Eggbeast and Londo from Unsung have been supportive of the mod and helped with evaluating the mesh, spotting weak points in current model and config. Also Londo will contribute to the model and config further down the road, we welcome him to the team.