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Everything posted by TeTeT

  1. Welcome to Unsung 3.0 Golf! This is a major release upgrade. In the past months the Unsung team was busy preparing this new Unsung version. http://steamcommunity.com/sharedfiles/filedetails/?id=943001311 Now onto the changes: We removed some sounds and music to maintain steam workshop viability, and added a new feature to allow for custom sounds in missions to be played back in helicopters and boats. See this PDF for details: https://tetet.de/arma/arma3/Download/unsung/docs/The Unsung Custom Sounds and Music.pdf Londo was very busy in this release cycle and brought to us: new huts, a beta of the PT-76B tank, a M-40 recoilless rifle equipped Mule. He’s also involved with the CH-46D from Odyseus, which we were allowed to port into Unsung. Quite a few uniforms showed the wrong uniform model and texture in first person view. This was fixed. The A-1 Skyraider no longer explodes when turned in Zeus deployment mode. The E-2 Hawkeye radar is now functional. The PBR boats saw quite a number of updates, one that severely impacted FPS when multiple boats were deployed at the same time on Phuoc Tuy. The handling and speed of the Sampans were also improved. Londo created a new fuel consumption script, which can be beta tested on the PBR boats and the M-274 Mule vehicle. Excessive smoke development when firing the super bazooka and other related hand held launchers was fixed. Release video: The UNSUNG Team wants to thank everyone from the public players to the communities for an excellent 2019 and we hope to leave you this update with wishes for you all to have a very Merry Christmas and Happy New Year!
  2. With JDog's kind permission here comes a preview release of the Nimitz in Arma3. Please download the mod from: http://www.armaholic.com/page.php?id=23049 [Update 2020-05-06] New release video: [Update 2018-03-30] New release video: [Update 2017-01-21] Jacky created a tutorial and documentation video on the Nimitz that explains the carrier operations: The curent version is 0.103 and available on Armaholic and Steam Workshop. CREDITS KNOWN ISSUES WORK AROUND Changelog Enjoy, TeTeT
  3. Not really. The code you need to adjust is: { private _maxDistance = (getArray (_x >> "sound")) # 3; if (_maxDistance isEqualTo 0) then { _maxDistance = 1000; }; [_helo, [ format ["<t color='#199bf0'>~ %1</t>", getText (_x >> "name")], "[_this # 0, _this # 3 # 0, _this # 3 # 1] call uns_mbox_fnc_remoteSay3D", [configName _x, _maxDistance], 1, false, true, "", "alive _target and player isEqualTo driver _target" ] ] remoteExec ["addAction", 0, true]; diag_log format ["Added music %1", getText (_x >> "name")]; } forEach uns_customMusicConfigs; This is best placed in a postInit function where uns_customMusicConfigs is already present. _helo needs to be the helicopter and you need to adjust the condition to something like 'alive _target and player in crew _target'. Good luck, TeTeT
  4. Yes, hitting the deck is not a problem, but then they at times drive left and plunge into sea. It's not the end of the deck, it's over the side. I primarily tested with F/A-18 2020 build. I haven't had probs with autopiloting, it's the AI on it's own using: [this, true] spawn TTT_fnc_arrest; this landAt (Nimitz getVariable "JDG_dynamicAirportNimitz") With the carrier being named 'Nimitz' and this in the init box of the plane or via script. Cheers, TeTeT
  5. Hi Vengeance, thanks for your suggestion, but I'm afraid the dynamic airport system I use works differently from the ils waypoints on a map. E.g. only the def above plus the inherited taxi pos from the Freedom are available to the AI pilots. Cheers, TeTeT
  6. Hi, thanks for the kind words. Right now the music playback is only available to the pilot: "alive _target and player isEqualTo driver _target" There is a good reason for this: if I allow any crew member to play the music, I need to add some mechanism so only one song is being played. Not sure how to implement this, as it's not quite clear to me how to check if the say3D that is being used is still running or not. In other words: I see your want in SP missions, but I do not know how to make it work reliably in MP. Cheers, TeTeT
  7. This is a call for help. The Nimitz uses a dynamic airport configuration, derived from the Freedom, so AI can land on it. Unfortunately the AI still loves to fall overboard after landing, in my tests it was as bad as one plane in four. The test config we use is: class DynamicAirport_01_F; class JDG_dynamicAirportNimitz: DynamicAirport_01_F { ilsDirection[] = { 0.1392, 0.08, -0.9903 }; ilsPosition[] = { 5, -160 }; // 150 }; I toyed around with the ilsPosition, but either the planes fly straight into the bow, or the problem that they frequently go overboard stays. Any ideas how to fix this situation? Cheers, TeTeT
  8. It has been a long journey. John and me with all of your support managed to build some really cool aircraft for our favorite game. This development process was demanding, interesting and even rewarding at same time. John & me are currently busy with some other projects that remain G14 classified however we have found a new owner for our mods. Please welcome TeTeT - he will be looking after the future updates for F/A-18E. As promised this mod will stay free and available to all community to enjoy. Special thanks' for assistance in development to: Franze, Gnat, Vengeance1, Iceman77, Rock & Lord Jarhead This is not goodbye or us stepping down - this is us move on to new secret projects and regrouping before next battle... Saul ===== Change of Guard It's been quite a while since John_Spartan and Saul handed the development of the F/A-18 and SU-35 over to us. I remember how Leshrack did fix the broken configs and scripts which were caused by successive updates to Arma 3 over the years. MoonChilD and Jones did a tremendous job in testing the changes and we were able to push out a Super Hornet and Super Flanker that was no longer hindered by out dated configs. Over the years we got reinforced by Farquharson, J. Smith, Jaentzen, Rockapes and Rusk Rusk. Jaentzen did a great job by delivering many liveries for the whole US Navy fleet squadrons of Super Hornets. Rusk Rusk created Russian text for the SU-35. And all of us did a fair bit of testing. Earlier this year (2018) two new contributors entered the scene: RiverX with a brand new approach to the F/A-18 cockpit, and Yax supplementing the new graphics with top grade scripts and configs. They both advanced the Super Hornet in many ways that formerly was deemd to be impossible or at least very hard to implement. With these great steps forward to the advancement of the Super Hornet and Super Flanker, I'd like to inform you that we've decided to place the leadership of the project onto Yax capable hands. Good luck with the project! I will still own the Steam Workshop pages and be part of the mod team, but team leadership passes on as of now. ===== The focus on this release for the SU-35E and F/A-18E/F is the integration into the Eden editor. You can now use a simple dropbox for selecting a loadout and changing the paint scheme within Eden. Further a problem with the GBU-38 and derived bombs was fixed, the autoSeekTarget option was removed as it caused massive slowdowns on Altis and Tanoa. Also the new ballistic computer settings for CCIP was added to the planes. Finally we integrated the values needed for Lesh's towing system. The changelog for the F/A-18: The changelog for the SU-35: Su-35 http://www.armaholic.com/page.php?id=24024 http://steamcommunity.com/sharedfiles/filedetails/?id=743108251 http://withsix.com/p/Arma-3/mods/plgNZFxx4xGCkgAVF72WTA/su-35s-flanker-e http://arma3.de/include.php?path=download&contentid=901 F/A-18E/F http://www.armaholic.com/page.php?id=22594 http://steamcommunity.com/sharedfiles/filedetails/?id=743099837 http://withsix.com/p/Arma-3/mods/inYY6HIf4xGhSwAVF72WTA/f-a-18-super-hornet http://arma3.de/include.php?path=download&contentid=65 [Edit: Added steam and torrent links] [Edit2: Added PWS links] [Edit3: Updated Saul's post with updated download information and new info] [Edit4: Update for 2.0.1 and 1.5.1] [Edit5: Added arma3.de mirror]
  9. Guess you need to change 5 to "5" in the AutosyncLoopSleep field. Not sure why this broke, though. Good luck.
  10. 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
  11. 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.
  12. 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
  13. 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
  14. 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
  15. 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
  16. It's part of Unsung, http://armanam.eu . Sabre also has a C-2 and E-2 in Military Planes.
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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.
  23. 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:
  24. A short video on updates to the experimental build lately:
  25. Nimitz experimental build updated: https://steamcommunity.com/sharedfiles/filedetails/?id=1697731012 Changelog 2020-05-12 scripts - add support for Massi's US Navy units as deck crew 2020-05-08 scripts - fix _despawn arg for arrest, no longer errors on landing - increase Catapult Launch.ogg volume - reduce volume in playSound3D for Catapult Launch.ogg to max of 5