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Everything posted by TeTeT

  1. This is Unsung 3.0 Hotel! We've updated the S&S based equipment in Unsung, thanks simcardo!, and fixed a number of long-standing bugs. Jamie provided us with new textures for the liferaft, a new PAVN helmet and a Mao cap. {E-Z}Johnny.D provided more updates to the units, seals in particular. The flight models of C-1 Trader and O-2 Skymaster were improved to make them more manageable. The CH-21 helicopter now sports a rescue basket option. The parachutes and planes and helicopter and radio configuration were fixed in regards to skeleton errors and event handlers. https://steamcommunity.com/sharedfiles/filedetails/?id=943001311 https://tetet.de/arma/arma3/Download/unsung/@unsung-3.hotel.torrent Changelog: The Unsung Team
  2. TeTeT

    USS Freedom dynamic airport

    Hi, not exactly made for the Freedom, but for the Nimitz, feel free to recycle any code from this rather experimental mission: https://tetet.de/arma/arma3/nimitz/experimental/missions/ambianceTest.altis.7z Proof of concept video available at
  3. For the record: The A-1 suspension/wheels is broken, and we added a parking brake eventhandler that prevents the aircraft from rolling via setVelocity. This prevents the AI from ever taking off any airfield it seems. If an initial force is applied to the Skyraider , the parking brake is overcome and, if big enough, the plane will be catapulted into the air. For example put this in the A-1's initbox: T = [this] spawn { params ["_p"]; sleep 2; _p setVelocityModelSpace [0,70,0]; }; Not ideal, but at least gets it airborne. Cheers, TeTeT
  4. 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!
  5. Hello, The update for the MAAS is now live at https://steamcommunity.com/sharedfiles/filedetails/?id=1130385734 Enjoy, TeTeT
  6. This is a preview release of the Mobile Aircraft Arresting System (MAAS). It is not finished yet and the releases primary intent is to find bugs and general problems with the system and the documentation. The MAAS has been created by TheSn4k3 and TeTeT. The MAAS helps to bring a landing plane to a full stop by using the planes tailhook and a wire between two trailers. It is often used by expeditionary forces on make shift landing strips. The system is currently abstracted in Arma 3. A single trailer is sufficient to deploy a complete system consisting of two trailers and the wire. The trailer can be sling loaded by a helicopter for remote deployments. The trailer does not move by itself. CBA is a hard requirement of the mod. Mirrors Being setup Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1130385734 Armaholic: http://www.armaholic.com/page.php?id=33242 PWS: http://withsix.com/p/Arma-3/mods/NeKhfgiZJE2QrnDL8CDk_w/MAAS Arma 3 base: tba Within the download a docs directory contains three files, describing basic operations, known issues and a todo list: README for the Mobile Aircraft Arresting System (MAAS) The system uses keyboard shortcuts to operate, not menu actions. A player that is close to a MAAS trailer can deploy or pack it with Shift-M. A pilot can utilize the MAAS via Ctrl-Shift-M to deploy a virtual or actual tailhook. Once hooked to the wire, a pilot needs to use Ctrl-Shift-M to raise the tailhook and become ungrappled. The keybindings are maintained by CBA and can be changed. The MAAS can be deployed as slingload of a helicopter. The wire model suppports three animations: ani_cable1_wide ani_cable1_long ani_cable1_high The trailer supports five animations: body_source rearPlates_source switchA_source - graphical problems switchB_source - graphical problems switchC_source - graphical problems Known Issues of the Mobile Aircraft Arresting System (MAAS) o It can be packed up while a plane is held by the wire o When deploying one MAAS trailer will actually spawn two trailers and a wire, for sake of playability o Multiple MAAS deployments have not been tested and will most likely not work or spam the system with scripts o Multiplayer and compatibility with dedicated servers has not been tested o No engine sound o Deployment animation is crude, especially the rear plates o Icon needs to be replaced o Artefact at the rear on the ground TODO for the Mobile Aircraft Arresting System (MAAS) o Animate the instrument panel o Create a realistic mode with two trailers and a rolled up wire, supported through some logistic mod o Replace wire with better looking model o Support multiple MAAS deployments on map o Add engine sound, probably make the trailer a carX o Add deployment sound o Replace setVelocity with addForce in ttt_maas_fnc_useWire o Evaluate using tailhook up animation for stopping to brake the plane Old content: A mobile aircraft arresting system, or MAAS for short, is a system that helps to bring a landing plane to a full stop. It is composed of two trailers and a set of arresting wires. The wires are tightened between the trailers. A plane's tailhook can catch the wire and the braking system of the MAAS will slow down the plane rapidly. In Arma 3 the system is currently static, it needs to be deployed on the runway from the editor. It can help landing on very short runways or alternative runways. The aircraft currently needs to be equipped with a tailhook and have a like named animation and memory point. With the extended tailhook the braking system will be started when a wire is caught by the tailhook. The plane will come to a stop within a few dozen meters. Vendor link for reference of the real system: http://www.scama.se/arresting-systems/aircraft/mobile-systems/ Some screenshots from testing the script with Huron containers instead of a MAAS trailer. Keep in mind that the final system will have just one wire, the four wire setup is legacy from the Nimitz :) Old Screenshots from the very first prototype:
  7. Welcome to Unsung Redux - the Unsung story continues. With the creators DLC S.O.G. Prairie Fire being released today, we want to stress that Unsung is not going away. Quite the contrary, with Unsung Redux we will provide a Prairie Fire compatible version of Unsung, reducing duplication of assets and taking advantage of the premium assets now available. First Unsung Redux Dev build will be made available on Steam Workshop and later Unsung Redux Stable. The Dev build is intended for developers and testers primarily, while the Stable release is targeting the general player base interested in the Vietnam war. Of course Unsung itself will continue to be available as the total conversion mod it is. Steam Workshop URL for Unsung Redux DEV: https://steamcommunity.com/sharedfiles/filedetails/?id=2479495652 It will be unstable and work in progress, so expect frequent breakages.
  8. This is Unsung 3.11 Golf! Through the work of {E-Z}Johnny.D most of the uniforms in Unsung have now been updated to S&S uniforms. He also added a new unit, 1st Cav. Jamie provided the PAVN with a new pith helmet! Further some more unit patches have been introduced. Finally for the units, the problem with camo faces on regular infantry units has been fixed. The combat support radio now supports the ability to call in Napalm strikes, a feature pretty high on the wishlist of Unsung players. More fixes for vehicles: the Mule with M60 MG can now be entered as gunner, the M35 trucks inventory is accessible from the outside and the CH-46 now has contemporary Vietnam equipment, rather than modern. Enjoy the update and if you own the S.O.G. Prairie Fire creators DLC consider checking out the dev build of Unsung Redux on the steam workshop. Mirrors: https://steamcommunity.com/sharedfiles/filedetails/?id=943001311 Armaholic: TBD torrent: http://tetet.de/arma/arma3/Download/unsung/@unsung-3.11.golf.torrent Release Video: Changelog:
  9. TeTeT

    Prarie Fire discussion

    If you're bored with Ash&Trash, I recommend to check out KP Support Cam Lao Nam: https://steamcommunity.com/sharedfiles/filedetails/?id=2478749192 It's quite dynamic and picking up squads in the middle of nowhere is a bit of a challenge - at least to me.
  10. TeTeT

    Unsung Redux

    We're discussing it internally, but chances are slim for splitting the mod. Anyway, it's still some time to go til we hit stable.
  11. Hi, I think you best post this severe problem on the feedback tracker at https://feedback.bistudio.com/ Good luck! TeTeT
  12. TeTeT

    Unsung Redux

    We went ahead and pushed the current development build to steam workshop, to provide an open development experience for the mod. Expect problems and bugs 🙂 We know this is at a very early stage of the mod. Steam Workshop URL: https://steamcommunity.com/sharedfiles/filedetails/?id=2479495652 TeTeT
  13. TeTeT

    Unsung Redux

    For now we will use the S&S donated uniforms and equipment whereever possible. Weaponry will be from the DLC, if available. Some further progress, ROK Patrol on Dak Pek:
  14. Not quite. We hope to release Unsung 3.11 Golf next week, then we will update the S&S supplied uniforms and equipment and eventually this might become Unsung 3.0 Hotel. But that's pretty much future talk and definitely no ETA. For the record, on this forum it's considered bad style to ask for mod updates. They come when they are ready is the generally accepted wisdom on the subject 😄
  15. I believe Eggbeast and HCPookie did the badges, not sure though. I would also think that all the m113 parts graphics are for the western side. And:
  16. @gc8, have some doubts that such a list exists, sorry.
  17. @gc8 brought to my attention that quite a number of Unsung plane types self destruct when used with the vanilla CAS module and weapon type 1, missiles. Background is that the CAS module launches all weapons of type missile against the target. This unfortunately includes the air to air missiles as well, which, even more unfortunately, track the launching plane for lack of other targets and hence explode it. As we've copied the original vanilla CAS module to Unsung years ago, I've patched it further: weapon type 4 is for missile to ground attacks now in uns_ModuleCAS only weapons with ammo that is not air to air only (airLock = 2 setting in the ammo config) will be used Once Unsung 3.11 Golf is released, the following snippet will launch a CAS strike with the F4J with AGM loadout that doesn't explode: private _moduleGroup = createGroup sideLogic; private _unit = "uns_ModuleCAS" createUnit [ getPosATL player, _moduleGroup, " this setVariable ['vehicle','uns_F4J_AGM']; this setVariable ['type', 4]; this setVariable ['BIS_fnc_initModules_disableAutoActivation', false, true];" ]; Further we look into the fuseDistance parameter for the air to air missiles to prevent it from the Sidewinder and Sparrow to explode right after launch. Cheers, TeTeT
  18. Yes, the basket object is stored in the uns_basket variable in the helo. You need to assign the AI passenger as cargo and then move into cargo. Not tested, but something like this should work: private _helo = ...; private _unit = ...; private _basket = _helo getVariable ["uns_basket", ObjNull]; if (isNull _basket) exitWith { "No basket deployed" call bis_fnc_error; }; if (_basket distance _unit > 10) exitWith { "Move basket closer to unit" call bis_fnc_error; }; _unit assignAsCargo _basket; _unit moveInCargo _basket; _helo vehicleChat "Unit in basket, hoist!"; If you want to have a more complete example, there are two rescue missions for the standalone CH-46D which use the same system on my workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=2030960722 f.e.). Good luck, TeTeT
  19. Thanks for the bug report and kind words! Artillery is a bit of a mystery to me, so not sure this will be fixed soon. You wouldn't have any hints on what to look at for this to be fixed?