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John Spartan

B01 Developer
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Everything posted by John Spartan

  1. John Spartan

    F/A-18X Black Wasp

    @ToeToe, service menu is like a tailored suit it wont work on any aircraft. But there are at least 4 nods at the moment where we are collaboration to get such feature implemented. @Islefan, I agree, and that's one of the reasons why we believe it's time to retire old Nimitz. Never the less it has served well and Jdog has done an amazing job. @Darkhorse, FA18's were rebuild from ground three times since Arma 2 version 1.2, we keep learning and improving. What Saul meant is the this model is our forth attempt in redoing the model from scratch using the knowledge we have gained from previous projects.
  2. - F version of F/A-18's is is still WIP especially when it comes to WSO seat. We have a concept which will be introduced latter on with our new project and then "back ported" to F model as well. Till that few small issues like the - artillery computer action and few GPS/INS locking problems will be something we have to deal with till next update. - Track IR support and DELIBERATLEY limited FOV is fully dependant on our config, there is no engine limitations on this matter. We had discussion about this in much earlier stage of development and this is how we agreed together on this subject. Reason why this small restriction is implemented is to avoid weird game engine bug where you turn the head and can see inside the neck [model of pilot] what is unnatural, and also since there is no interaction in cockpit such decision was agreed as you lads proposed.
  3. F/A-18 Super Hornet version 1.8 RELEASED CHANGE LOG - new afterburner visual effects - new HUD - sound fix to ensure vanilla ARMA 3 1.24 compatibility - GPS/INS tweaks - small fixes and optimization DOWNLOAD LINKS Full version of the mod [FA18's and the paint schemes with signatures and server key's is available as a single download from Armaholic] F/A-18 Super Hornet version 1.8 FULL [Thanks' Foxhound much appreciated] In case you prefer a simple mod/add-on install and handling then please subscribe to both of the links below to download FA18's and the paint scheme library. Currently due to SW limitation's we can not deliver multiple PBO's in a single subscription so that's why there is two "subscriptions" required. F/A-18 Super Hornet version 1.8 F/A-18 Super Hornet PAINT SCHEMES version 1.8 SU-35 S FLANKER E version 1.2 have fun
  4. John Spartan

    F/A 18 Super Hornet for Arma 2 OA

    @Bjacobs - is it 1.63 update you are using mate. In all fairness we have not recently tested compatibility with the recent A2 patch. GPS/INS feature is actually built in and created by Myke with his GLT Missile Box. I cant promise a quick fix on this one since Saul and me both are really busy with A3. A2 version probably will have to wait till next year for a next update.
  5. John Spartan

    F/A-18X Black Wasp

    - reserved post for feature intel...
  6. for those who prefer simple and easy mod handling SU-35 S FLANKER E version 1.2
  7. @lala, well spotted, fixed for next update. @Jim, please take a look at pilots manual UI [once you get in the jet, scroll down in user action list and use "Pilots Manual"] if still not working then report please what mods are u using or post me a RPT [A3 log file] file please. @Neptune, ejection sequence automated is only for AI, that poor bastard needs a special training to use this feature. Concept if more than 80% damage is done to a jet AI will eject if still alive. It ads a bit of immersion on this matter. As for backwards flying fix we changed the approach on that. Su35 is using BI solution on this matter, F/A18's will be fully adjusted with same solution in flight model with 1.8 UPDATE. Try to shoot AI flown Su-35E with FA18's main canon or other way around. Also in RL as far as I am aware Suchois family jets indeed have a computer monitored ejection system.
  8. Alright, let's test some now toys. Update 1.7 BETA is a temporary update to fix sound issues with weapons after Arma 3 vanilla 1.24 patch. Full version of F/A-18 mod will be released soon after we all are happy with current function quality. Due to a lot of changes in vanilla game and mod [code/models] we would like to involve our supporters in new feature testing to improve and quicker get to a stable working version. So the game plan: 1. F/A-18 E/F Super Hornet version 1.7 BETA is a public test version before next stable release, so if you spot anything not working from current features included please let us now so 1.8 version is fully stable. We will follow with one more update in few weeks time with all the small stuff fixed. Please don't mirror this version since it will be patched shortly and we would prefer to avoid to much "net noise" with so many versions released in short period of time. This is BETA [pre-release]. We will update first post of this tread with the next stable version once it's ready. 2. PSD templates for F/A-18 skins Saul has created a simple set of PSD templates for those who are interested to create their own textures/skins for this mod. Please see included README file for usage and distribution. Also a example replacement config template is added so it's more convenient to create a plug-ins for F/A-18 mod. If you have any questions about creating plug-ins or publishing matters please PM Saul or me. 3. Future of F/A-18 and Su-35 mods. As Saul already stated we will maintain/patch/update if required by vanilla game patches. After we will finish testing/fixing all the stuff that was affected due the 1.24 vanilla patch we will release a stable version for F/A-18's. Su-35 version 1.2 [stable] is already available via Armaholic or PlayWithSix. As for new features on both of these mods, then all that will have to wait till next year probably. Our real life's and our new project is taking all the time we have. 4. Please keep sending feedback so we can update our to-to list and fix if required current existing features. 5. Distribution, since now steam workshop is supporting add-ons, and once the BI will update A3 Tools [Publisher] to enable the mod support we will create relevant steam workshop pages for these mods so it's easier to access for those who wish so. Armaholic of curse will stay as our primary download mirror. Further info on this will follow. 6. Our next project - since Saul announced our decision to take part in MANW contest, I have been asked what is our next project goanna be. Saul already hinted that it will be an aircraft, all other information will be disclosed latter on so please don ask now for details. Here is onother cool video I was made aware of. Great work NDYZONE, vid's like these inspire to carry with work on these mods. http://youtu.be/HtCAE4M1OY0 [video by NDYZONE] VERSION 1.7 BETA change log: - new HUD [e version fully functional, F version still needs to be finished] - new afterburner effects - fix for weapon and aircraft sounds to be compatible with 1.24 vanilla patch - new fuselage vapour and wing tip effects - updated weapon effects - fixed ejection sequence [was broken with 1.24 patch] - fixed MP auto eject bug [that was an annoying problem caused by a small typo] - GPS/INS function is now allowing to lock on target's from much greater distance [still needs to be updated for F version] - some tweaks on models - some code optimization [service menu/skins page still WIP] - added support for RS mod - geometry on E model updated [F model is still WIP] - recovery/tail hook animation tweaked - some other small stuff I might a missed so early in the morning... ok that's all for now Spartan out.
  9. @Lala, noted and fixed @All VERSION 1.2 DOWNLOAD LINKS SU-35 S FLANKER E version 1.2 [Thanks' Foxhound much appreciated]
  10. @Copsmanup780 - yes it is, it's just a simple GUI with specific functions in background, concept is dead simple. It can be applied to any vehicle/soldier in game if u wish and have time to do so. We are currently working with few community authors to implement this feature, unfortunately lack of time is the biggest problem on this one. Right now now functioning BI tools is slowing down development in all aspects of our projects.
  11. RE: SU35 project SU35 version 1.1 hotfix is available now we are still waiting until Armaholic and WGL mirrors are updated. We also will release it on Steam Workshop once tehnical issues with Arma 3 Tools are resolved. RE: FA18 project update as Saul confirmed will follow on this weekend with a fix and update
  12. John Spartan

    ShackTac Stamina Bar

    +1 on this one
  13. John Spartan

    Legal discussion regarding Steam Workshop

    TRUE - content theft is almost impossible to prevent once you choose to release it anywhere on the public domain AGREE - "§19) Posting addon/mod other content without permission" extend this rules to SW A3 discussions section with a proper moderator support As for IP theft on Armaholic - this is where I disagree, so far I wont go in deeper discussion about this, I'll just say that I have full confidence in Foxhound and his team that it will be dealt with if it happens. Also just got thinking - two scenarios, maybe someone can give me more legal explanation or his understanding of this: Situation 1: content uploaded to SW without original authors permission, violating licence by which content released. If original author files a DMCA takedown request Valve eventually have to take the content down or leave them selves open to a legal liability since person who stole the content did no owns IP and therefore can not transfer it/share it with Valve. Possible outcome within a reasonable period of time stolen content will end up removed. Situation 2: content uploaded to SW without original authors permission, violating licence by which content released. Original author also has uploaded his IP/content to SW by himself. If original author files a DMCA takedown request on illegally modified/distributed content to be removed Valve can react on that as it sees fit since they already have shared rights to use this content IP granted by original author earlier when he agreed to SW terms on conditions. In this case high possibility that original author's rights will be ignored unless BI and SW have a strict policy on such IP theft cases in place. Just to summarize, so far here on BI forums and Armaholic we had this full confidence in moderators that authors rights will be respected/enforced, where on SW moderator team still have a long road ahead to build up such level of trust. What I personally would like to know is BI's policy on how these IP thefts will be handled once they happen, I totally agree that there is no way we can prevent them fully, but at least within Arma community we can limit such behaviour. What I want to know is how this is gonna be dealt with if even possible since SW is legally Valve owned resource and therefore BI is limited in what can be done on this matter.
  14. John Spartan

    Legal discussion regarding Steam Workshop

    @Dwarden - what I would suggest since you are the author behind the SW implementation and BI spokesman maybe it's time to clearly state BI's policy on these concerns. A lot of the addonmakers here expressed their concerns about their IP and this particular case where it ends up "stolen" by someone else. Having a full clarity on BI's plocy how you are planning to deal with such cases in future would make a big diffrenec, since some of the people who have some good quality mods are keeping them private just to protect their IP and there is no clear statement on this one just speculations. As much as I don't like to admit I am like dinosaur and I am trying to adjust to ARMA being steam only, which was my main concern about lack of choice of platform. And now I don't want to put community users that like the mods Saul and me have done in the same situation I disliked myself - with no choice - Armaholic.com ONLY or no deal. But to continue and release more work for public [for free] I would expect this clear statement from you on this subject. Since the first message you sent to HJ [person who stole OpticalShares IP] is very "soft" and did not have a great impact since his friend is the one who two days latter releases Saul's and mine IP modified without any permissions. Such stamen/action plan in these IP theft cases will make t much easier for modders to decide; - release the mod and accept that whatever happens, happens - release content to small group of trusted people - stop making mods at all on this platform this is my personal opinion on this discussion, we will se how SW project turns out in this case, hope better than GTA or skyrim community pages.
  15. John Spartan

    Legal discussion regarding Steam Workshop

    Ok I would like to add something to this discussion. Yesterday it was Optical Shares great Blastcore mod that was stolen and uploaded to SW without his knowledge/permissions. Today I found a mod that contains Saul's and mine SU35 and FA18 modified and original PBO's modified/uploaded without any permission. Besides many concerns that have been discussed here my point of view on all this - is mainly upon someone else stealing IP by uploading modified content to SW. I personally don't think that VALVE would ever really steal assets from mods published, there are many ways how they can obtain legal permissions to acquire content if they see good business in it. So lets see how does it takes for SW moderators team to process a DMCA takedown notice on this case. It's not that Saul or me are against publishing our work on SW, when we started first project on A3 platform we already were fully aware of SW implementation for addons [the only thing that surprised me was the long time it took for BI to implement that]. Eventually we will release a ORIGIAL versions of our work on SW so they are available to everyone, and just because few new "modders" have no respect towards others work does not mean that all others have to be punished and restricted/forced to no choice how to obtain the content they wish/like [some will stick with Armaholic some will use SW]. We do this for fun and this legal thing actually overcomplicates a simple thing - sharing work with others within community. What I would like to suggest maybe it's time for BI to add some guidelines and HOW TO publish your work on SW [i mean in the launcher, or within the addon builder or even within a game manual, to send a clear message abut the policy regarding IP rights of original content authors] Someone says why use SW? There are really some benefits that eventually can be quite useful for the ARMA player base as long as the ARMA SW pages are moderated and organized well by BI and SW moderator's. The general idea of having all centralized is not bad. Once all features are delivered it can be useful platform for community if BI finishes the process they have started. The execution is poor. Companies like VALVE don't plan to invest much money in to moderation/assuring quality of this feature, they just need it as an "extra value/feature" to attract customers to their publishing platform so they can make more sales - pure business - and in fact one very smart business model. What we can do - is to help BI and SW moderators to flag the IP right violations and also help educating people who wish to start doing they mods how to do a simple thing like a replacement config based on dependencies. - it is easier to share and deliver updates with SW [depends of course how often you wish to release updates] - it is easier for new players to use/download community content
  16. @All - we are already finishing 1.7 version, once tested fully it will be available to download, please a bit of a patience.
  17. John Spartan

    GPS script create dialog

    It's relatively simple, you will need to add dialog configuration in your CONFIG.cpp [if addon base is used] or description.ext [if mission pbo is used] and then writing couple of functions to make it behave as u want. Example to pull a map dialog:
  18. @BusterBlader - no mate no more two seater's mate. Enough with one F/A-18 F. It's a double work to make aircraft like that. We still need to finish the F version of F/A-18. @Audrey - that is Su-30MK trainer/CAS version built for indian AF as an export. @Dorph, we will test the issue with MCC and see what can be done there.
  19. The deal with the holes in Nimtz model deck is misaligned GEO lod. If u check sample model of A2 LHD then BI made a clear example how to split the model properly and then build it together with no gaps and units not falling thru it. You can have even a 3 times bigger model, but it has to be remodelled. Nimitz by Jdog is currently split in 4-5 parts, if u remodel it and use 10-12 parts in length, then correctly create relative GEO lods it will work flawlessly [+ PhysX lods as well] A lot of work but it can be done.
  20. @Blackadder - in case you want to switch the paintschemes in mission startup use the modeule provided with the addon [Modules/Object Modifiers/SU35 Init module] or as for texture paths used:
  21. @Frank, you are right its setvelocity that has been broken since last 1.2 A3 patch. I was mistaken thinking that - _Pilot action ["eject", _SU35]; is the broken part. That line in the script is used to slow down the ejection seat before separation in case of inverted ejection. Otherwise with mass of ejection seat being heavier than pilot and velocity faster in case of collision pilot gets killed. Normally if script runs smooth you don't even notice that being executed [unless you put game to a slow motion]. Ok so there is a ticked to be created for a broken stevelocity script command.
  22. @FoxHound - thanks' mate. @Rages123 - at the current stage we have no plans to add "Bitching betty" warning system to any of our aircraft. But if someone wish to make one it can be done on plug-in base, by creating a separate addon with such feature. @Tuna - afterburners are still early stage WIP, and there is few issues and features we will add latter on regarding this subject. As for tiny things you mentioned - atm we don't have time to fix, maybe latter mate. Also please understand that SU35 project was never even meant to go that far. Original idea was to have something to shoot down by F/A-18's and that's it. @Zukov - place the plane on the map in editor [CSAT/AIR/SU-35 Flanker E] and once you hit preview before you start the engines scroll down in action menu till you find - PILOTS MANUAL - that will answer your question man. @Ramius86 - we are aware about this random behaviour which started with A3 1.20 patch [script command action/Eject is broken] we are looking in to workaround to solve the issue. @P_Siddy - no, AAF already have it's air force kitted out [buzzard's] @Sanguinius51 and Jcinto23 - no SU35 is meant as conventional air force version. No navy derivatives planned on this one. @Kecske - I remember you mentioning such tweak about mirror visual appearance, maybe with latter updates, but cant promise. @Xendance - until BI will release a proper tutorial how to get them full HD [we have sample models only atm] we will focus on more important stuff and come back to this latter mate. @Vasmkd - i think I spoke to SoulAssasin [RHS] about a compatibility between mods. Once you lads get a decent BETA out we can create a separate class and embed it to work with the whole Russian military mod.
  23. [screenshots by Jezza] FULL INTEL ON UPDATE ON FIRST PAGE DOWNLOAD LINKS SU-35 S FLANKER E version 1.2 [Thanks' Foxhound much appreciated] SU-35 S FLANKER E version 1.0 [Thanks' to GoodKill] Thank you and have fun. Spartan out.
  24. @Neptune, as for auto-eject it's a script bug on my side in MP code, I have a fix on that one, but the whole update for the pack needs to revised so it's stable with the new game patch. So don't worry on that subject it's fixed. @All - please report all the features that have been broken with the latest patch on STABLE branch so we can track them and prepare a next update with the best possible quality.
  25. @RoadRunner - ok thanks for this one, I'll look in to a fix fort that too. One more job added on my TO DO list.
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