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John Spartan

B01 Developer
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Everything posted by John Spartan

  1. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    Yes Wiki, the useraction will be availible aswell for afterburner.
  2. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    OK, since only few people expressed they ideas about keys used as shortcuts for functions and after successful testing "seagullfastforward" key as a burner action shortcut key, I have decided to use the same key binding for vannila arma version, also for targeting system other spectator movement keys will be mapped. That’s a good news to people who wanted their vehicle turbo intact so they can use both burner and turbo. What we found out that even if in ACE version we define ACE_afterbuner_key as shortcut we can’t map that to external joystick, where any vanilla ARMA supported key mappings are possible to bind to joystick. Also in MP tests spectator keys showed no conflicts even though you have them defined twice (like ACE burner - shift, and seagullfastforward - shift). Also with using those BIS provided spectator key functions user has a full customization over which key on keyboard he wishes to map as certain functions.
  3. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    Ok we have a slight update version 0.91 for BETA test. This is not yet a release so dont mirror this. All issues you encounter please report back to me, I'll realy apriciate that. Again we have two separate configs for vanilla ARMA 2 and ACE compatible version. In ACE version afterburner action key is "SeagullFastForward", since I did not manage yet to implement default ACE afterburner key as a triger for this action. If anyone knows how to do it let me know please. Updated GUI for changing loadouts and skins. ALTFLIR is not yet implemented, thats still work in progress. Classnames stay the same so it wont brake up any created missions, and the same for ACE version. Ok here are the links. REMOVED
  4. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    @Quite_morish, this is new to me are you using any mods man? If anyone else has this issue, please let me know. @Flatch94, this is not a release, lets call it a public BETA 0.9, so my apologies for not yet updating all aspects of readme. Regarding loadouts, there are 6 for each plane, to activate in init field of unit use: possible strings are: Also the same thing for the skins, in units init field put: and possible strings are there is a BETA version of loadout selector GUI built in. If aircraft parked on Nimitz deck, near reaamo truck or any hangar, action menu “service menu†should become available.
  5. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    @victim913, thanks for feedback man. The issue with team swith is something new to me, i'll definetly look in to it. Are you using any mods or this with vanilla ARMA? Any feedback apriciated
  6. You are right, just now noticed, I posted in wrong section. Moderators please delete or move this post. Thank's
  7. Hi everyone, right now I am working on port of Franzes F/A18 to ARMA 2. And since a lot of people been asking for alternative ACE config I need some advice since I am not really familiar with creating configs for this popular mod. Also I looked up sixbrowser configs and some other threads but i did not find all the answers i was looking for. 1. How can I assign ACE_afterburner key (whatever user maps it for him) to my user action in config. Like in vannila arma I used "vehicle turbo" as entry in my config and it works Ok. Where ACE additional settings are not well documented (could not find any) 2. Is there any good guide on weapons classes in ACE since I cant get LGB's and Mavericks (custom weapon) to lock. How Ace is handling all that. 3. has any one tried to edit points/position for refuelling probe in ACE to math his addons model? Any help on how to make ACE compatible aircraft would be appreciated. Thanks in advance THESE ARE THE BITS I MANAGED TO GET WORKING
  8. Any ideas? There must be someone who has converted addons for ACE.
  9. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    there always is an option of two separate configs - one with one without - mapped key. ---------- Post added at 05:12 PM ---------- Previous post was at 03:16 PM ---------- Pilots from Gryphon Company of TFB BLACKJACK have made one more awesome video. Thank's to PFC J.Cline and CWR4 Don Welch for helping with testing this addon.
  10. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    I am aware that BETA 0.7 is not ACE compatible, as I said since a lot of users asked for it, it will be included, but not earlier than in next two or three weeks with 1.0 version coming up. If you do your own custom loadout try out ACE default weapons/magazines it will work fine, just remember about loading magazines first in correct sequence, see readme with proxy numbers on model mate.
  11. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    @Giorox, have you added all GLT launchers instead of default ones (weapons not only magazines). In vanilla ARMA with no ace, GLT missilbox should work. At least noone reported any bugs earlier. if problem persists let me know I'll look deper in to it. Or just PM me with a version of rearm script you are using so I can see where the problem is.
  12. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    @Girox, mate you are talking about ACE compatability - as stated earlier patiance it will be added in 1.0 version. GLT will be up to user to add. I'll provide script base for custom loadouts with tutorial, and model already supports any possible loadout. As for ACE then default ACE weapons will used in that version. I would like to keep this addon standalone but compatible. Lets say if you use ACE, then besides ACE core you dont need any additional downloads, this is something I decided talking to quite a lot of mission makers and I agree to the point having less dependancies as possible.
  13. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    @Wiki, I know man, that's why I brought this up cas i'm on it and wanna fix it. I can always unmap "vehicle turbo" and leave it with action menu only. BTW is there any key thet noone uses, like from BIS keybord settings defined?
  14. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    Ok, we had a decent progress towards 1.0 version. First of all for thouse who wanted the "cookie" so badly, the ACE version is on it's way together with 1.0 update. Also pilots from Task Force Blackjack, Gryphon Company have spent a lot of time helping me test this bird in MP/COOP enviorment. Special thank's goes to D. Welch, person who offered his advice and joined this project bringing in a real life USAF pilot expiriance to create more realistic flight model and advised how to improve ACE version. One of lads from Gryphon Company has made a awesome demo video check it out ---------- Post added at 11:01 PM ---------- Previous post was at 10:37 PM ---------- I totaly forgot, i recently had a conversation with my friend about AFTERBURNER function. Currently to engade afterburner in vanilla ARMA 2 version "vehicle turbo" key is mapped, where my mate pointed out that he would prefer to activate burner thru action menu and also have an option to accelerate with default "vehicle turbo". Any ideas and suggestions, this is the point where you as a end user of addon can suggest a better way of doing it. (ACE version will have it's default afterburner key mapped).
  15. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    Has anyone seen some good example of ALTFLIR in ARMA 2 on fixed wing aircraft? The solution I am able to script is a simple one. Franzee came up with some decent ideas, but I was wondering has enyone done it already.
  16. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    @Wiki, HD textures is still in progress, but the ones I updated after merging all small textures looks much better (set the texture quality to high you will see). There is a small test mission for you mate, let me know if you spot any bugs - JS_FA18_BETA_v085_test_mission - managed to merge textures in to couple of big ones (reduced addon size from 25Mb to 14Mb) - fixed a lot of small issues - added CAG and LOW vis color schemes - loadouts corrected and currently working on user friendly GUI dialog for rearming if lets say near hangar/nimitz - ALTFLIR is my biggest strugle still working on scripts, Franze gave me couple of good ideas so truing to build something out of it - LOD issue should be fixed now - Integrated animation for refueling probe, butt this option is a bit dependent on Feints progress with his Aerial Refueling Module + ACE config is slowly coming aswell
  17. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    Some new updates on work in progress
  18. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    Wiki, well spoted, indeed there was this akward bug, removed the "Fold Wings" action once engine is started.
  19. John Spartan

    Welcome back Ivan & Martin!

    Welcome back lads, this is great news for them and their families.
  20. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    @Wiki, that was the idea initialy, but till Meatbal gets them updated we will stick to BIS one. ---------- Post added at 05:11 PM ---------- Previous post was at 04:54 PM ---------- @soldier2320, that's great. It's an interesting idea for E/F plane pilots and WSO's to have different uniforms, but are they actualy so different? I mean besides squadron markings is there any difference. Also I would kinda like to keep this initial 1.0 release BIS style, plane nd pilot - so lets avoid squadron markings (something generic) just like rest of ARMA units so they fit in better. And then when Meatbal will update his mar_pilot we can usi thatas an realistic replacement.
  21. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    @soldier2390, Dave, regading pilot retexture I would realy apriciate help, I am aware that you cant change BIS pilot mode. Only setobjectexture or binary edit of model options is availible. Thats what i have done so far using default OA pilot just added in config: hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"js_fa18\tex_pilot\us_navy_pilot_co.paa"}; the only thing i ws dissapointed thet BIS newer thought about custom helmet textures (for user retexture). So if you can help me just making as realistic as possible NAVY pilot skin/retexture that will be only apriciated and speed up my 1.0 release (your name wont be forgotten in credits off course) regarding LOD issue, then that is one of the BETA release bugs I am aware, thats fixed and with 1.0 wont be a problem (but what i have noticed it also is depending on your PC specs how lods are shown, if game forces lowest res lod straight away that means - check the settings) John
  22. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    @gatordev ok, noted, thnks for feedback mate, all this research sometimes can slow down the progress a lot.
  23. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    @islesfan186 - thank's mate, good idea to look for some footage in youtube or check out some of old classic movies (i have Behind Enemy Lines in my DVD collection, i'll just whatch now with different aproach).
  24. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    thats what i thought, but there is a lot of info about their parade uniforms and squadrons itself but not that much covering combat uniforms, or in some of them the gear is covering patches so you cant actualy see them. If u find any good one drop me a link.
  25. Lads has anyone have a decent Intel on naval aviators (NAVY figter pilot’s) combat uniforms. What I am most interested is on which shoulder does the flag go, where and what squadron/unit patches are applied. Any feedback on this would help to create a bit realistic pilot texture. Thank’s
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