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John Spartan

B01 Developer
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Everything posted by John Spartan

  1. John Spartan

    RH M4/M16 pack

    Mr. Hammer, you just made my day. Been playing with these nice looking toys all morning. Excellent quality on models and textures.
  2. @Everyone - Armaholic link will be back with the next update, within a day after next BIS ArmA 3 patch, when campaign will be released on STABLE branch. Since there is a chance that this mod and its functionality might be affected/broken with next update and we promised and released recent updates, which we will need to update again in a week to avoid to many different versions hosted on Armaholic and here we decided to keep only one download link here for now. Armaholic link will be back so and updated with latest version, don't worry lads. @T1DSecure, do you have resolved the issue? This is the first time we see error like this. I can guess that its something with how mods are set up. Mission is calling for right calsnames and script paths, its just not there, so maybe checking is the FA18 mod installed [see the readme with download] and activated thry the options/expansion in game. Let me know if you can acces FA18's in editor but the mission still gives you this error. @Penguin - patience and it all will be done, check Sauls confirmed features list on first post
  3. Two options: 1. if Ai is already in mid air with loadout to support mid air refuel - once you get to 100 m distance use action "Request refuelling", wait unti AI automatically deploys drogue and then use action "Refuel at buddy pod" 2. Set up AI plane where in its init script again use - with this dual command in AI plane init script it will be flying already with drogue extended and only thing you need is accurately close in on 100 m distance and call action "refuel at buddy pod"
  4. @Ramius - we will need some more specific info of conditions where it fails. So far as long as you are pilot in F model, you can equip a "Buddy Pod" + few extra fuel tanks. Action "extend fuel drogue" should be available once in mid air. Other pilot [regardless e/f model] has to extend his refuel probe, close in on distance of 100 m and use action "refuel at buddy pod"; That's the easiest way to trail it or use code in few posts above to set up AI tanker to refuel from. Let me know how it works for you, thanks for feedback
  5. @Trauma, no not meant to be used in such way, but with a slight script in your mission [based on attach to command where memory point in end of fuel drogue is "refuel_drogue"] you can attach a "fake" invisible targetable unit call it FA18 so when it appears on enemy radar and is attached to FA18 it kind of covers/shields the real one and will be 'tab locked" as priority. In that way even if missile hits it only its indirect hit will affect real FA18.
  6. BTW I did not thought that ejection will be so important feature when it comes to ARMA and this mod. Maybe we should open a Flight School:)
  7. I believe this video will give a better illustration of RL ejection sequence [at least we am aiming to simulate this as far as we can within ARMA]
  8. @Rory wreck clasname in game is - JS_JC_FA18Wreck @Pro, please see confirmed features list. We are goanna focus on all that first and all others stuff you mentioned is more likely not to be implemented, at least we cant give you any promises on that. I understand that you would love to see a DCS level model/simulation in Combined Arms environment, but there are limitations not only game engine. Also SU35 we are putting a lot of focus now is taking a lot of our time. @GranolaBar, interesting idea, I have thought about something like Carrier service menu, but at the moment we will stick to the game plan mate. @All - to set up an AI or human controlled F/A-18 F as a support [4 external tanks + buddy pod] use following code in units initialization field: [F model only] place AI support unit, reduce initial fuel on your plane and you can practice mid air refuelling's.
  9. Regarding front flaps - this is how game engine handles AoA control, once aircraft gets on some gap on carrier it animates it. That was the reason why in A2 we disabled this feature. Lets see what we can do and how bad is it, if it will end as a major game breaking thing we will revert it, we need some tests in MP on this. Ejection will be fully functional with next update, and tweaked once A3 Tools will be released.
  10. VERSION 1.49 RELEASE Refer to original post and README file for all major information. DOWNLOAD LINK REMOVED - NEWER VERSION RELEASED Change Log: v1.49 - Updated 27-10-13 - texture's and rvmats updated - fuel drop sequence added - aerial refuelling possibility added [from F/A-18 F equipped with "buddy pod"] - IGUI with custom icons and info - Ejection function placeholder added [will be fully updated with next release] - compatibility with JDog's & TeTeT Nimitz mod for ArmA 3 added - small bug fixes/code optimization - some small weapons config tweeks - custom pilot added with more realistic gear [Fighter Pilot under NATO/Man] - HUD crosshair alignment fixed [now spot on for dogfighting] - Small tweaks on pilots and gunners animations So as promised we are delivering our next update on this project. Please note that this version is STABLE VERSION ONLY. It will not function properly with DEV build. Next Friday when next BIS official patch will be released we will update it again if necessary [it looks like it will be needed, from what I saw on DEV built] Also some of the features like ejection script is still WIP so please post feedback and we will update the functions and make them more realistic and in game style like. PLEASE DONT MIRROR THIS VERSION, NEXT STABLE UPDATE EXPECTED ON 31.10.13. Enjoy !!!
  11. @13isLucky - BTW during development of ejection feature trails it happened on 0 altitude ejection - "goose" effect - WSO hits the canopy, PhysX collision kicks in and his seat is not high enough to deploy chute... , now its fixed and in most cases ejection will be safe for bout pilots. But yes download "danger zone" track and soon you will test it yourself.
  12. @all, next update is to be released this Sunday morning. - new aerial refuelling feature added [from buddy pod] - fuel drop sequence added [equipping fuel tanks have a meaning now] - updated in game UI with visual ID of tail hook/burner status - some tweaks on weapons config and behaviour - animations and small tweak's in both pilot and gunner views - tail hook becomes fully functional [not dependant on A3 version of Jdogs Nimitz by TeTet] - few animation tweak's on 3rd person view - HUD crosshair misalignment fixed [now spot on for dogfights] - ejection sequence is added as a built in feature - PIP settings auto detect built in [no longer black mirrors if PIP disabled] - pilots gear revised [bit more realistic] - Service Menu now accessible from Nimitz deck and hardened hangars on Altis
  13. @TheLog - check your in game controls settings. gear is binded to default in game gear control @James - not at the moment "Buzzard" and any upcoming aircraft from BI is not considered in any of our projects. Latter we shall see.
  14. @SixOfficial - There a lots of videos on FA18's on the web where you can see high-G manovers with a loaded aircraft [ ]. Also as Saul correctly stated game engine limits certain aspects of simulation. At this moment this is as close we can get, to a RL flight model of FA18 based on knowledge and feedback we have [by former US NAVY aviators]. Also you mentioned F22 and SU37 can you drop me a link where I can download those mods, might a missed them. I would love to test compatibility/compare flight models. @Pete - both aircraft will receive upgrades to blend in with BI created A3 atmosphere. So CSAT camo it is. Also I can assure others who might be concerned - that this flight model maybe with slight collision upgrades is here to stay, we discussed it way back and now it wont be changed unless BI changes the simulation level for fixed wing in general. When it comes to our new project then that will get a flight model that represents actual real life advantage of SU35 over FA18 in manuvrability to create more interesting gameplay.
  15. @Jack & Warlord - lads download this sample mission. This is an easy way to get the custom FA18's in mission. Also regarding custom skins remember that you need a second PBO called js_jc_fa18_squads.pbo [the one with all the actual skins in it].
  16. @CyclonicTuna - regarding Su35 designations then we can compare the both you mentioned to US Block I and Block II upgrade stages on aircraft. For NATO SU35 with latest upgrade is still carrying a designation name "Flanker E". That's the one we are doing, as Saul already confirmed. And pretty much all the features you saw in that video will be with the add-on eventually.
  17. John Spartan

    Mirage F1 Release 1.0

    @W4lkn, great work on this one. I like the idea of Takistani camo. Takistani air force was lacking a fighter like this. What is CBA for in this addon adding, like I personally don't use it, so I can run it, but what features are CBA dependant?
  18. @CyclonicTuna, by us being short of time I mean actual time I personally have on my hands to complete the goals I have set for myself regarding these projects. I have no issues with all the fuzz about that, just truing to explain the game plan and confirm the earlier made "confirmed features" list statement. My real life will have a change next year, so I wont be able to spend that amount of time on the "modding" projects. So adding more and more features, which I personally believe should be implemented by game developers at some stage, is less likely. Me and Gnat had a small discussion about the features we would like to see in A3 [since OFP times], will it happen? We shall see maybe eventually BI will upgrade game engine and all that will be possible, till that will have fun with what we have.
  19. - Rearming main cannon and flares will be fixed thru user interface. With update. - Complex dmamage model? Do you lads think that we should do BI job? So far all our work is more or less based on features within a vanilla game engine. All complex things can be done, like proper weapons targeting and damage model, but it will take time that we are running short, also SU35 project + one more we are involved in is taking all our time to deliver new "toys" fox Xmas. What I would love to see as a game features in vanilla game [not the models/content, we can add that] - proper flare simulation, only IR tracked missiles are spoofed - chaff simulation [only radar guided missiles are dodged with a certain chance] - proper weapons lock simulation [radar, IR, GPS, laser + ground and air target separation on config level] with in "tab lock" - proper afterburner particle effects - external fuel support - ejection simulation - and most important is a camera/turret simulation with ability to lock and auto follow selected target for easier designation with these features fixed wing gameplay could be brought to a new level, but as I mentioned for us to find a solution and workaround will take time and we are not BI, we do this for fun. If you have a script/idea how to get it all done - join in - I'll only appreciate initiative and help. Till that its on backburner as Saul already stated. This is a compromise at the moment. Idea is to get FA18 to certain stage we all are happy, get SU35 out and add an Xmas bonus. Only then if our small team will have time we will look in all these upgrades. I hope that BI by that time will upgrade some features within game engine as well.
  20. In real life F model has a option to carry a "buddy pod" to support other planes with fuel. Both models will be able to carry up to 5 external fuel tanks, and F model will have a functional buddy pod to enable aerial refuelling between FA18's. In longer MP missions on map like Altis it is a useful feature. All this will be implemented with next weekends update.
  21. John Spartan

    Smoke effect

    sleep 3; is the value you want to change, to increase the time smoke particles are generated. You can replace it with some condition to be met before deleting the particle source. I would not advise to allow it to be infinite, its a resource drag.
  22. John Spartan

    Smoke effect

    that goes in your objects init [object that will have smoke attached] What exectly is the error, maybe syntax, but I know it works, I use similar system in my ejection scripts.
  23. John Spartan

    Smoke effect

    Maybe this can help you. As far as I have noticed then a lot of default effects are saved as a config entry instead as a script to have performance improved, You can go thru the list pick the one matching your need and spawn it in game. list of all the predefined particle effects can be found in \data_f\a3\data_f\ParticleEffects\CONFIG.cpp
  24. @Rory mate README online version is here [all the code lines to set up these aircraft are there] @Fletcer, the code line to initiate RAAF skin at mission start-up is: It's exactly as in README. Only thing I can think of why "no texture" error is appearing - second PBO - js_jc_fa18_squads.pbo? Did you installed that as well. That's a separate paint scheme library archive. FA18 can be used fully without it, but all these additional skins are found in there, so make sure you have both. @Erazeri Yes there will be all mayor features will be bonded to keys so you can use keyboard/joystick only [no action menu]. BTW in vanill ARMA there is "Q" if I am not wrong to start engine already mate. Check ARMA manual/settings. Time to come clean, I guess. Saul and me had a chat about this misunderstanding where we kind of ended up teasing people with what's coming. FA18 Project with next update [ETA 2 weeks] - aerial refuelling - fuel drop sequence - fixed some of Air-to-Air weapons settings [no more shooting tanks with AIM120] - Some other weapons tweak's - USS Nimitz compatibility [built in tail hook & service menu on deck] - Ejection, realistic and animated - Improved visual effects - Fixed HUD misalignment and rvmat issue [darker better visible] - alternative mirror textures if PIP not used Planned latter. - fully updated animated cockpit - Afterburner with a nice animation - GPS targeting system - Fully working and improved UI "Service Menu" Maybe ...- advanced weapons simulation OPFOR Opfor counterpart was somethong we thought a lot of. By the time the discussion was initiated here on forums we already had a pick and project roling. So OPFOR will get ... SU35 Flanker E, generation 4++ very agile fighter with multirole capabilities in same quality as FA18 with similar features + built in HOTAS for better dogfighting performance. ...some will say another SU. Do you have a SU35 on ARMA 3? Gnats ARMA 2 version as outstanding it was, originally dates back to ARMA 1. Also Gnat has contributed to this upcoming project so I can assure it will be ARMA 3 worthy. Beautiful and powerful aircraft as SU35 must be in ARMA 3. Also I have read some interesting treads about Russian faction addons, so here we are CSAT + Russian camo. Any other aircraft.... Lads we have girlfriends, families and real life, I think two aircraft will be enough. Go and pick on BIS why there is only one "Buzzard". Or wait until awesome RKSL Eurofighter is released. There will be many other if ArmA 2 sample models are released by other authors.
  25. @Fletcher, can you please post a screenshot of that error message, I would like to see that. We will fix it, next update within a weeks time will add some cool new stuff and fixes.
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