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John Spartan

B01 Developer
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Everything posted by John Spartan

  1. @Knight - we are not angry, don't worry about that brother. If you have noticed then one of the reasons why these mods have shaped so nicely is the community feedback. we are open to criticism and suggestions. Some of the features were created/added and polished just based on community feedback. So regarding your question. When Saul and me decided to do a first major overhaul to the model back in A2 days, polycount mattered a lot due to engine specifics. Now we have rebuilt it 3 times already and probably one more mayor update is ahead. When - cant confirm. We are busy with our MANW entry, and next project in line is announced USS FREEDOM [CVN 83] - Ford class supper carrier. As for exhaust's then I recon you meant these - and Saul already is way ahead with a beautiful new model. @Nourisseptianto and Dragon - when we started SU35 project A3 engine and flight model was early WIP [only jet available was that "buzzard"]. So flight model was based on existing tech. Right now BI has added more complex flight model, which we still need to master and utilize in our mods. Maybe in not so distant feature SU35 will get an updated flight model, and hopefully we will be able to teach AI some cool tricks as well. But all that only after our current project's are done. @All - please be patient with updates and additional features with existing projects. Right now SU35 and FA18's are at working condition with no mayor issues. So now Saul's and mine main focus is shifted in to creating our new masterpiece F/A-18X Black Wasp [Advanced Super Hornet] to better fit in new A3 environment. After that we will need a new home for all these naval beasts, so carrier is our next main job [which is a personal favourite since I love naval stuff in ARMA]. We have not forgotten/abandoned our releases and we will keep working on them. But game plan was made and we will stick to it.
  2. @All, FA18's will have a small hotfix [v1.9 released in November] - F version will have a new targeting system [no more annoying head movements] - small bug fixes that we have received on E/F models - compatibility with some other user made plugins @Taku, even easier - look in editor for a module that will allow full setup like via service menu, but instantly on mission start-up. Please read the EDITOR section in pilots manual in game.
  3. Old video, but still one of my favourite's
  4. @Undecived - you have missed BI's statement regarding this issue. Publisher is not fully functional = true; but please read this and contact BI directly.
  5. John Spartan

    Not LOAD textures in UV map

    @Arerenaba, textures to be available for preview in bulldozer and O2 Uv mapping interface must be .paa or .tga [auto convert textures ticked in options], also make sure that your work folder is on P:Drive instead of desktop. Also importing models from external modelling software sometimes causes issues with UV sets. Try re-exporting model is such case. Arma 3 tools in general are still WIP by BI, so use A2 tools to confirm that issue is with your model, if model and UV set Ok, then you will know for sure where is the issue and can take it from there.
  6. John Spartan

    Fixed Wing Flight Model (dev branch)

    I would like to add regarding the atorudder dispute - it's worth keeping it as an optional thing via unit cfgvehicles config [autorudder = true/false;] many todays airframes, especially modern fighter jets have sophisticated fly by wire systems, that heavily monitor and if setup adjust pilots input. So for this reason alone I would like to see such feature optional. As for other parts of flight model, then to me ARMA is a combined arms game with a high level of authenticity, if I want simulation there are other platforms [but with no combined arms aspect]. I would be more happy to see fixed wing simulation to be complimented with additional features, rather then just a flight model, it's more or less ok for game as ARMA, but collision for instance or targeting could use some polish. FEEDBACK: Flight model params: these new values seems to be doing what they are meant to, regardless of airplane/airplaneX simulation. Maybe a better documentation with some vsual images on BI WIKI could help people to understand and use it in the mods. Can we have some detailed intel on how this value is tied down to speed, and stall speed. To me it still behaves a bit awkward, maybe just my messed up config. In general with the set of confing entries we have we can recreate an authentic behaviour, problem is lack of knowledge that turns people away. I ended up spending few month's on basic flight model setup's and still I am not happy with result. Documentation please. Collision PhysX: with airplaneX class landing on another object is impossible [boooom]. Airplane simulation still allows this. PhysiX support for helicopter simulation is way advanced. See Gnat's landing ship. A movable ship, helo lands while ship in motion, no explosion. Player can disembark [via scripted solution but that's fine] and helicopter will still remain "attached" to the deck of moving ship - bravo. Same deal with few vehicles - it works. Can the same be done for fixed wing simulation? That would mean a movable carrier in ARMA [even without an infantry being able to move around deck while in motion, I would consider that as a major achievement] Miscellaneous All carX simulation class vehicles have newly added brake/throttle animation sources. Used for crew anims [like accelerator pedal and brake pedal]. Heli simulation has it, can it be added to fixed wing? Reason - possibility to acquire players input with out scripted workarounds when thrust/brake engaged to simulate more authentic afterburner effects if needed. That would allow a dynamic intensity to be added to afterburners.
  7. John Spartan

    US Helicopters (HAFM OVerhaul) MOD

    @Gerald, Airateoffire and airateofFireDistance are values that will affect delay between shots at given distance. So for instance with your config posted above AI will wait 5s between taking a next shoot at 4km. That's how I understand it. I also don't think that these values are affecting Ai's choice of weapon to be used. Values like cost [target/ammo], hit, armor on target, weapon range settings will make that difference to give priority of choice. Do a test take away all other weapons, leve AGM65's on, is AI using them? if yes then it's just about finding that sweet config balance [look into target vehicle's configs cost].
  8. John Spartan

    US Helicopters (HAFM OVerhaul) MOD

    @Gerald, maxControlRange = 11000; manualControl = true; are not really AI friendly features, I noticed that AI will avoid usage of weapons with such cfgammo setup Also scripted missile path adjustment's are quite expensive solution, considering MP environment desync issues already, do you really want to add to it, maybe creating a fake target and letting the game engine guide the missile where you want would be another workaround to archive similar behaviour.
  9. @Wolf, we promised, we will deliver you full freedom over loadout and visuals of the aircraft...
  10. John Spartan

    US Helicopters (HAFM OVerhaul) MOD

    To tell AI what weapons to use against which targets, try playing with the values in the cfgammo for missiles/guns. https://community.bistudio.com/wiki/CfgAmmo_Config_Reference cost = 100; for example is a weapon that has a high chance to be used, also cost value in the target units cfgvehicles is taken in to account. AI is simple, and not always hard to manipulate.
  11. Just to illustrate with an example - http://forums.bistudio.com/group.php?discussionid=876&do=discuss and here http://forums.bistudio.com/showthread.php?168988-AirplaneX-Sinking-into-ground that tutorial is far from done, but the sample model of the working F35 is there, have fun.
  12. @Carloss, here is an working example of a bit different approach - sample mission here
  13. John Spartan

    Repsawn In A Flying Jet, Help!

    ok, got carried away with some other stuff, here is the working example with all bit's of code explained to make the start easier. DOWNLOAD THIS SAMPLE MISSION Quensi welcome to mission editing and scripting - it's addictive :) hope this will help, have fun Spartan out
  14. John Spartan

    Repsawn In A Flying Jet, Help!

    Lets make a working example to illustrate this case.... wait for it....
  15. John Spartan

    Repsawn In A Flying Jet, Help!

    Hi Quensi, idea to accomplish your goal is relatively simple. 1. create the aircraft you would like to respawn 2. add a eventhandler or a script to units init so it kick's in when the unit is killed 3. in the code that is executed once aircraft is killed you just need to add a few desieredd params and create a new vehicle and pilot [player/ai], move the pilot in the aircraft Take a look at this old mission I had made for A2 warfare. This will give you a basic idea how to start on this one. Also a good reference would be to look at A3 scripting commands list. createvehicle and moveindriver are two commands you will end up using + some conditions and setpos [setposasl/agl] to position the units via script. Or here is another small piece of code that can be useful:
  16. John Spartan

    UTS-15 Tactical Shotgun

    @BlackPixel, great weapon mod mate. really fits the A3 setting and looks cool. Well done as well, worked fine for me. Really well done for a first addon, I'll add you to my list of favourite "virtual arms dealers".
  17. @Odie, yes we have that in works for regular FA18's, it was delayed with last update due to FA18's arming system being more complex than Su35's. There are few other things we have on our TO DO list as a priority once we get back on the FA18's E/F. When - more likely next year after release of carrier since that would require a total overhaul of all jets to make them compatible with what we have planned.
  18. @Sniper, I think that would be a shame to have such a big MFD screen without a functionality... @All - Saul and me have gathered all the intel we cold about the RL counterpart of Black Wasp and we have a goal to recreate it in Armaverse with all it's advertised features.
  19. John Spartan

    Titan Warfare Pack .2b

    What OP here is trying to do is create a downloadable pack of his favourite mods in one collection for his mission/server. Maybe tread is mislabelled somehow, that creates confusion about authors rights and permission's being stolen. From Saul's and my point of view it's not a problem [with FA18's and SU35 PBO's] as long as person who creates such collection is not changing/modifying original PBO content, and distributes that with same licence as it was released [Creative Commons Licence: Attribution-NonCommercial-NoDerivs]. I can understand that some people are suspicious straight away, but in this particular case author of this idea shows initiative with a right approach. We created these mods so people can have fun, and if someone creates a mission with these mods and mods are conveniently packed as one download why not. @Dread, looking forward to a warfare style mission, I always lowed CTI mode.
  20. @Velox, we have plans to create a conversion to A2 for SU35, but it's on hold due our current projects taking all our time. It's not as simple as juts config bro, all code and stuff was made deliberately to fit A3. So to get it fully functional with A2 would be similar to rebuilding it from ground. When? - cant confirm ETA at the moment. @Neptune, just tested BI vanilla respawn module with and FA18's - no RPT spam, vanilla game [sTABLE, 1.28] with latest update no other mods. I'll need your RPT to find the issue mate.
  21. @Terell, right now there is no added shortcut to extend/retract refuelibg probe. Use a sqf script to execute animations: _FA18 animate ["fuel_probe",1]; to extend refuelling probe _FA18 animate ["fuel_probe",0]; to retract refuelling probe So it's like an external app on the phone or tablet? If you need a help with a list of animations on the model, drop me a PM. keep up the good work.
  22. @terell - interesting concept, and Siri as a "bittching Betty", not bad. I am interested where this concept will go. Is this goanna be a standalone PBO that can work with any aircraft or its a set of scripts that need to be placed in mission?
  23. Give this one a try - https://community.bistudio.com/wiki/lock depends on conditions and final goal but might be a solution.
  24. John Spartan

    F/A-18X Black Wasp

    @MistlyRonin, I know it's annoying to hear bro, but you will have to wait to see the concept in game...
  25. John Spartan

    F/A-18X Black Wasp

    @All - yes it will have nice big working screen...
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