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TeTeT

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Everything posted by TeTeT

  1. This is a major update for the SU35 aircraft. The plane was updated to use the aircraftX simulation, sensors framework, dynamic loadouts and support for Firewill's AWS missilebox, hitpoints and a new afterburner script. Further the old module system was hidden and is considered deprecated in favour of Eden and dynamic loadouts. There were also a number of other changes. Foremost the MFD is now in Russian, as are most if not all of the cockpit textures. The standard sonic boom effect has been added. The cannon now has a more rapid rate of fire, making it more alike to it's real life counterpart. Thanks to Firewill support for ITGT and his missilebox was added, as an optional choice. Vanilla weapons are supported through the pylon system. Please see the Changelog for further details. KNOWN ISSUES - the intrinsic SU35 weapons are merely copies of vanilla weapons, will be changed in a later update - the ejection seat does not work at 0 speed, 0 altitude - the fuel tank and buddy refueling system is broken - on some maps the aircraft position is not displayed correctly on the map MFD - slight stuttering when the afterburner is deployed - pylons can hold all weapons, will be change in a later update Changelog: Mirrors are being updated now. Play With Six: http://withsix.com/p/Arma-3/mods/plgNZFxx4xGCkgAVF72WTA/su-35s-flanker-e Armaholic: http://www.armaholic.com/page.php?id=24024 Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=743108251 Arma 3 base: pending
  2. What does original music mean? Hopefully non copy righted :)
  3. @WurschtBanane, your message does not come across as rude, it is pushy (aufdringlich). Development on neither the SU35 nor the F/A-18 has been stopped, it continued. However, not much progress has been made throughout the summer as this is now the 13th straight week I'm travelling for work. This leaves a few hours on the weekends for modding at most. Feel free to donate to the TeTeT's gaming laptop fund ;) I'll happily carry around a 3rd laptop on my travels ... not. Also the mods do not depend on my time alone. None of the mod team members has time in abundance right now, so this is a limiting factor on any testing and further development done and hence the feedback cycle is long as well. But before curiosity kills the cat, here the current changelog:
  4. TeTeT

    [UNSUNG] River Run [SP]

    Just tried this, very fun mission indeed! Was it inspired by the Vietcong mission where you also head down a river and shoot at anything moving? Really well executed, I had no problems whatsoever during the mission. Though halfway down the stream I was deaf. Need to read up upon those ACE earplugs again :)
  5. TeTeT

    Faces of War [WW2]

    Congrats on getting the carrier model together! For the geo and road lod you unfortunately need to create different p3ds of roughly 40-50 meter size and place them via init script. The geo lod is responsible for vehicle collision detection, e.g. that a plane or helo or car or tank can drive on the carrier flightdeck, or a boat collides with the hull. The road lod is responsible for units walking on the surface. Take a look at https://community.bistudio.com/wiki/LOD for more information. For the init script you need to know a little SQF and how Arma 3 constructs objects. The config.cpp for vehicles and the init line is explained in https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#init As starting from scratch can be a bit intimidating, feel free to use the scripts from the Nimitz or the Freedom carrier as a base. You can find the Freedom scripts via the config and function viewer tool in the Eden editor. On the Nimitz init system, that has been overhauled and modernized by Leshrack: In config.cpp the init function is called via: class EventHandlers { init = "_this call TTT_nimitz_fnc_init"; }; The main init function defines the carrier parts and calls either eden or default init: params[["_nimitz", ObjNull]]; private ["_parts"]; _parts = [ "JDG_carrier_nimspots", "JDG_carrier_nimlights", "JDG_carrier_nimlightsInternal", "JDG_carrier_island", "JDG_carrier_deck_0", "JDG_carrier_deck_1", ... "JDG_carrier_hangar_9", "JDG_carrier_hangar_12r", "JDG_carrier_hangar_34r", "joe_nauticalbridge" ]; _nimitz setVariable ["carrierParts", _parts, true]; //if in eden call eden init if(is3DEN) then { _nimitz call TTT_nimitz_fnc_edenInit; } else { //else call default init _nimitz call TTT_nimitz_fnc_defaultInit; }; The main assembly function part in default and eden init looks like: ... _parts = _nimitz getVariable ["carrierParts", []]; //assemble the parts { private ["_part"]; //create part at the nimitz position _part = _x createVehicle _nimitzPosition; // tie the part to the carrier spawner _nimitz setVariable [_x, _part, true]; // same in reverse _part setVariable ["TTT_NimitzParent", _nimitz, true]; _part setDir _nimitzDirection; _part setPos _nimitzPosition; _part allowDamage false; //alive compatibility _part setVariable ["ALiVE_combatSupport", true, true]; } foreach _parts; ... If interested in this, please get a de-pbo tool (I recommend getting familiar with Mikero's tools if you're seriously interested in Arma 3 modding) and look at the mod unpacked. I'll try to answer any questions you might have best by PM.
  6. Thanks for the test! I hope that the old vehicle simulation classes are the culprit. If you have some testing time left, could you check if your test mission works with some M113 and Jeeps on map? These vehicles use the tankX/carX simulation, which hopefully work better with the 64bit server.
  7. There's a 25% chance for a hot lz when someone exits the chopper: GetOut = "_this execVM '\uns_air\functions_uns_uh1\HOTLZ.sqf'"; The ambush is not happening when the resource module is not set: //exit if the unsung resources module is not loaded in mission if (isnil "Ures_vecmods") exitwith {}; if !(Ures_vecmods == 4) exitwith {}; With ures_vecmods being set in uns_weap_c\config.cpp automatically: init = "Ures_vecmods=4;"; Maybe @eggbeast can shed some light on the use of this variable, it seems to be either 0 or 4. My current understanding is that the rearm and repair scripts won't run if it's not equal to 4. TL;DR: Try setting Ures_vecmods = 0 in a post init function and the HOTLZ script won't run.
  8. @dragon01 testing sounds good, but I'm afraid currently there's no development to test as everybody is pretty busy with real life tasks. Hit me up on our discord at https://discord.gg/tSJRQkw - not sure if the Dragon member is you there? @farside I'm afraid the TGP is not added by any of the instant loadout scripts used by the populate function of the Nimitz yet.
  9. Can you please be specific on which parts of the video are outdated? I reviewed it back in winter and I didn't notice. I agree that the number of modules is high and can be confusing. Unfortunately I have no idea which modules are used by whom for what purpose, so I cannot hide some of them.
  10. TeTeT

    POOK SAM PACK (May 2022)

    While this approach works, the problem seems to be that BI considers the old simulation as dead code. E.g. it will not be maintained and subsequently changes to the engine might break it. Worst case are random crashes then.
  11. Indeed the rescue module is strictly not needed for getting aboard the carrier any longer, but I found the ladder to be brittle. Even more so than other ladders in arma. E.g. you swim up there and hope to find the sweet spot to get the action. If you don't find it, you're stuck. Also swimming from fore to aft to the ladder is a bit of a boring exercise, hence the rescue boat approach. Of course the best approach would be to call a rescue helo that hoists you out of the water after a splash ;) Any scripter willing to take that challenge? On the modules and which ones you may need and which ones are integrated, best check out the tutorial video by Jacky:
  12. @avibird 1 , the new rescue system was just a simplification over the old system and I was interested in how it works out. I've never got much feedback on the rescue system itself so I changed it to my liking. Currently there's no way to spawn different boat types from the boat room, it would be a nice addition, though. I guess the boat sync module could be initialized with an array of boat types and at the boat room a gui for selecting any type might pop up when requesting a boat. Unfortunately I won't have any time to implement this in the foreseeable future, any takers?
  13. In the Unsung mod I face the problem that the BTR-152 gunner goes flying when exiting the vehicle. I've tried to change the getin points but it's of no use. When changing the animation to a standard vanilla gunner anim, the exit works fine. Any ideas or suggestions on what to look for in the animation that breaks the getout of the vehicle so badly? Here's the rtm open with the sample character model of a3:
  14. TeTeT

    Jets DLC Terrains

    Such a map size does not really work in the arma 3 engine. From what I know the practical limitation of a map size is less than 200x200km, probably the sweet spot is at 120-150km.
  15. There are certain limitations to peripheral LOD sizes in arma3. E.g. the road lod cannot be longer then 40-50 meters, the geo lod cannot be composed of a single lod beyond that limit. So nowadays you probably want to create a resolution LOD of the complete carrier first, then add several p3d objects with the geo and road lod, which are limited to 40-50 meters size. For constructing the carrier in game, take a look at the functions for the Freedom, the CUP LHD or the Nimitz. Good luck, it's quite a task. And just in case this is your first arma project, I would encourage you to start with something more limited in scope first. Like creating a rescue boat. Or a simple locker or box to stow stuff in on the carrier. The time spent there will not be in vain when tackling the carrier finally.
  16. Thanks for the feedback, @corporal_lib[br] I'll added a card for the increase of the radar range to 12km and widen the radar detection arc, should be there when there's an update to the F/A-18E/F. On the sonic boom, anyone knows how to configure it or which vanilla or released mod planes have it already? Mean time we started upgrading the SU-35 for dynamic loadouts, supporting Vanilla and Firewill AWS weapons so far, and a community provided MFCD texture in Russian!
  17. The 1250 is hard coded in the original afterburner script. The sonic boom was not implemented, maybe we get around to add it in the future. The radar is intentionally less powerful than the F-181 and other latest 2035 generation fighters. Now we're open to suggestions to increase the 8km range to 12km for example, but we intentionally want to keep the performance of the Super Hornet below that of the last generation fighters in the DLC and slightly above the vanilla ground attack planes. We have some hope that the new addForce command (https://community.bistudio.com/wiki/addForce) will help with the jittery when the after burner is applied. Seems that the times for setVelocity are over (https://community.bistudio.com/wiki/setVelocity) albeit it served us well in many different cases - from afterburner scripts, through automated plane taxi scripts, onto catapult launches. Unfortunately I cannot spend that much time in the cockpit as I would like to, so I haven't experienced any random stalls, but would be interested to know when they happen. The envelope at lower speeds was changed indeed to help landing - with the old values and the new patch the Hornet was floating on 150-160 km/h for endless time without any loss of altitude. Landing was deemed to hard that way and we hence made the plane less 'floaty'. Not sure what not wanting to target targets means, we didn't change the weaponry at all. So it might be induced with the arma3 1.70 patch and the new sensors systems for weapons? TeTeT
  18. TeTeT

    Airfield Logistics

    I think your best bet is currently to use Lesh's towing mod with the tractors from the logistics pack.
  19. It's on the todo list for the next update, but I'm quite limited on time right now. Not sure when it will be finished. islesfan186, check the README pdf on page 7 for the tailhook binding: - Tail hook Up/Down shortcut is “seagullback” key
  20. It works as intended, the helmets of that era simply didn't have much protection. Please re-read eggbeasts reply. It's a known issue that's been fixed already. One of the latest patches (I believe 1.68) somehow changed the getIn memory points radius and they only work now if placed flat on terrain. The A-6 (and other non Unsung planes) had the getIn memory point defined 50 cm to 1 m above ground, hence they stopped working.
  21. TeTeT

    Jets - Wheel/Suspension PhysX

    I haven't experienced that yet, but it seems that shifting weight in geo lod can have quite some effect on the airplanes. Maybe try to lower the overall weight or distribute it with the center between rear and fore wheels.
  22. TeTeT

    EA-6B Prowler

    Yes, once the Unsung EA-6B is finished, we look forward to provide a stand alone modern variant as well. But this will take some time, do not expect any release before autumn or even end of year.
  23. Are there any other mods running that might add to this problem? Are you on version 1.70? We did quite some testing on different systems but haven't experienced this shaking. Though the plane can be a bit jittery when the AB is on.
  24. The F/A-18 is using the airplaneX simulation now, no longer the old arma 2 airplane simulation. This should be the core reason why the plane behaves differently now, especially for the afterburner script. There do not seem to be any easy fixes around, so better get used to the new handling for now. Further time is quite limited for me til mid of July, so do not expect any sudden updates. sammael, are the frame rate drops a kind of stuttering or are the frames constantly low on your system when the Super Hornet appears?
  25. This is a major update for the F/A-18E/F. The plane was updated to use the airplaneX simulation and uses the new sensors. Dynamic loadouts and hitpoints had to be left out of this update and will be delivered some time in the future. Please see the changelog for details on vanilla TGP support vanilla ejection seat support new afterburner mechanism, deploys at 90% throttle and above vanilla auto wing folding support new gun ballistics computer added laser to F/A-18E add sensors support add USS Freedom tailhook support add throttle indicator to HUD A new pbo can be found in this release, containing community contributed skins: js_jc_fa18_contrib_squads.pbo KNOWN ISSUES suspension is broken, wheels float 5cm above the surface frame rate drop when looking straight at the engine Mirrors will be updated soon: PWS: http://withsix.com/p/Arma-3/mods/inYY6HIf4xGhSwAVF72WTA/f-a-18-super-hornet Armaholic: http://www.armaholic.com/page.php?id=22594 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=743099837 arma.de: TBA Changelog:
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