Jump to content

John Spartan

B01 Developer
  • Content Count

    485
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by John Spartan

  1. @Penguin - I have not seen detailed intel on BI's MFD's on announced planes, but we already have plans to make both jets equipped with nicer MFD's. Saul is slowly updating FA18's cockpit to a HD level, so eventually [not soon] we will get all vanilla + some nice features installed in these bad boys. @Neptune - as for new features then ATM its a no mate. We have RL, families, work and once in a while we like to play with our toys. So all that has been confirmed so far will eventually make in to the game. As for fixing and updating existing features then yes feedback is appreciated and discussion on how to improve is open. So on this subject please give me more detail on: - HUD pitch ladders and FPM giving correct info. (Pitch ladders drift and FPM is NOT really pointing into the direction of flight. Its 1-2 degrees too high) - Lead edge flaps move down when pressing the stick. Should pitch down when PULLING the stick. The second one was discussed before and we all agreed that lead flaps are animated with angle of attack [at least the way how game engine handles it] so now you want me to change it back? @Chorltles - steam is not my native environment mate, so bigger chance catching me here on these forums. And as for Tutorial, once it will be fully done I hope it will help someone to begin creating some cool planes we can enjoy as a community in our favourite game.
  2. @Chortles, take a look at the link here. There is work in progress on a F35, this might answer few of the questions you had on your project [like weapons on pylons/bay anim script]. We are using this as a tech demo.
  3. @All, due to some RL events we are a little behind our promised schedule on next update. We are working hard to get it delivered ASAP to all you lads. Some of features thet will be included/fixed with next releases: - FA18's cockpit animations for pilot - FA18's GPS targeting system on JDAM's - FA18's Fixed pilots uniform bug - FA18's will get Track IR plus support as Feint has advised us - FA18's and SU35 will get a revised/updated missile box [no more locking on ground targets with Air weapons] - FA18's and SU35's will get a full pilots manual - SU35 MFD screens will be added working - SU35 added cockpit animations - FA18's fixed tailhook script error so the Nimitz wire is animated properly - FA18's fixed flickering MFD screens on some video cards - FA18's and SU35's improved PIP settings and mirrors - FA18's and SU35 Gforce simulation effect added as optional - FA18's afterburner tweaked to increase take off length on runway [more realistic] - SU35's few tweaks on flight characteristics Once all final testing will be done update will be out for public to download Thank you for your patience and support John & Saul
  4. John Spartan

    Ivory Aircraft - Mikoyan MiG-29

    @Dezkit, in case you wish to speed up development time Saul and me can offer you a OPFOR missile box from our SU35. in case you are interested DOWNLOAD FROM HERE keep up the good work on this one, with some time and effort this MIG can become a furious adversary to BLUEFOR jets. John
  5. @Xathrodox86 sample load out script is meant for usage with your missions. Lets say if you wish to use your own custom load out in your mission on start-up. So this script is an example how to apply any missiles/bombs on aircraft on mission start [even from other author's missile boxes]. To do so: 1. create mission with at least one FA18 and save it in the editor. 2. in the init line of the unit [FA18] add this code to call the script. 3. open C:\Users\My_User\Documents\Arma 3 - Other Profiles\My_ProfileName\missions\My_mission.islandname folder and copy/paste FA18_instant_loadouts.sqf [from the download of FA18 mod] so on the mission startup script will kick in and rearm FA18 with the magazines specified in the init line. Please see the PDF [README] for all possible clasnames of magazines in FA18's missile box. You can also use magazine names from vanilla game or other mods. The idea of the init line is to pass 19 variables to the rearming script to replace default loadout. Also there is a sample mission with all that done within a FA18 download where you can see how to use these scripts to customize your aircraft on mission startup. Also if you don't wish to mess with all this just place the aircraft near reammo truck/hangar and use arming menu UI to get your desired loadout.
  6. John Spartan

    A-10C for Arma 3

    Nice work Peral and Nixon. Congrats on release, I am glad that this project has made it to public, community needed aircraft of this class in Arma 3.
  7. John Spartan

    Error with animation

    @dexkit - there is nothing wrong with your custom made RTM [or vanilla car drivers animation] issue lies within the planes steering wheels animation. - your crew animation is static and by itself is just a pose in which pilot is sitting ad is defined in your cfgvehicles config as: which is a name of previously defined animation- once in your cfgvehicles you add code to animate pilot/driver with the motion of the planes steering wheel with: game engine links the relevant anims together but built in animation of steering_wheel [name of selection in all LODS for the animated surface] is what determines how the animation will be played [crew skeleton will follow it] FIX go to your cfg models of the vehicle you are animating and look closer in to steering wheel animation itself. as Redstone said size of steering wheel, position of it and also the position of memory points used in animating that mesh/selection has to be tweaked. Once that done model.cfg of vehicle is the last stop to get it behave smooth and nice.
  8. @Feint, we have trailed your discoveries to make it Track IR friendly. And as you mentioned its the pilot lod, model needs to be redone. HUD is not an issue, with some tweak's in parallax section it can be fixed. Thai main issue would be actually that weird head movement where you can see pilots models neck, we are working on fixing that on F model for gunner but with setting like that it just looks really weird. So we need to do some more trails on this + remodel the cockpit's, not only the FOV, the whole model proportions need to change slightly because of A3 engine rendering ways to look properly. We will discuss this with Saul, he is goanna make a final call, since he uses Track IR, I don't, so if he will say that he is happy with other glitches this causes as a side effects then we goanna add it with future updates.
  9. @All - First of all as mentioned by Saul and correctly noticed by few then release version of SU35 carries "BETA" in its description. At this point there are three scripts WIP [afterburner, stall, braking]. Since the treads discussion has been derailed a bit, lets turn it back to something we can all benefit from. Speed of aircraft in Arma 3 and Arma 2. Lets go back to A2 first when we released the first version of FA18's. In A2 vanilla aircraft F35 and SU34 [by BI] are set to default speed around 900-1000 speed units. Why I am calling them speed units, not km/ph is because of small similarity I have noticed and observed behind BI logic of creating flight model. In real life bouth of jets mentioned have similar Mach 1.2 to Mach 1.6 cruise speeds, and if we look up values for those in m/ph not km/ph they will make more sense since they start matching with a slight inaccuracy. Also game engine and performance + gameplay is taken in account. Also to compare if we place a F35 on the map and allow it to fly over in cruise speed and latter try to find similar vids on youtube it looks similar visually. It's not a match but close enough for a simple flight model we have. I would tend to belive that A2/A3 fixed wing speed units are more likely displayed wrong [mph instead of kmph]. For me it feel like any other vehicle speeds are in kmph and scaled properly where for fixed wing the speed should be displayed in mph without a need to change anything in config. I might be wrong - correct me - observations and ideas? Also performace if speed set to actual RL km/ph the map is to small in first place, also performance is affected on "low end " pc to unplayable, and finaly in game flight model starts playing fun jokes. So based on that decision was made to scale speed for these jets. F/A-18, top speed on afterburner 1100 [aprox], landing speed 160-175 [aprox] SU-35, top speed on afterburner 1450 [aprox], landing speed 120 -130 [aprox] with such values gameplay is maintained and also we have some feeling of speed without significant performance drop or issues. There are things that probably we wont be able to simulate, even thou with new setmass commands we can attempt to manipulate models behaviour with or without weapons loadout to a bit more realistic manner [still concept] a small video about SU33 and it's capabilities on low altitude we have not jet found a solution to simulate this. As far as we know then Su35 has two modes for a fly-by-wire system built in to separate low and high altitude behaviours and this is also something that has to be taken in to account - this aircraft indeed is extremely manoeuvrable and agile on high and low speeds. So this will take us a while to get to a final flight behaviour. Also it depends what BI is planning to do with fixed wing class in general. I would like to believe that something big is coming down the pipeline with feature updated of Arma 3. @Myke - thanks mate.
  10. I believe this should work better Lt has asked for permission to try implement his sounds on FA18. As Saul and me released the mod with Creative Commons Licence [Attribution-NonCommercial-NoDerivs] then we agreed that a replacement config would be the best solution if anyone wishes he will have choice in which way to play the game.
  11. @Numuerllen - I think the mission was created using old 1.0 version of FA18's. With 1.2 and higher version that clasname was updated and is JS_JC_FA18F. Open your mission.sqm file in your documents and manually replace it with new classname, that should fix the error mate.
  12. @Tuna, look in to your C:\Users\MyUser\AppData\Local\Arma 3 and try to locate the latest *.*.rpt file [by date and time]. Its an error log that Arma engine generates and can be viewed in notepad easily. This is the best way to trace the error's origin.
  13. @Phoronk, we are looking into better compatibility for track IR, had a brief discussion with Feint on this, but his setting values are not really fitting FA18's or SU35's. When I'll have more time and priorities will be done I'll get on to that as well. Thanks' for reminding mate. @Oddie, I remember this question being asked. Sorry if we forgot to cover this, yes at some point there will cluster munitions, but again we want to sort out basic missile box first. If some other mod creates something earlier then it's an easy way to equip any other weapons on this model, it's designed customizable easily for a user/mission designer. @Tuna and Hockeyfan, I looked at the specific error, it's definitely not FA18's. Since we have no custom FX for weapons used. We inherit all default effects for missiles and bombs from vanilla, and besides sounds we had no plans to tinker with effects. As far as I know in A3 the effects are defined in two or even three versions to match your video quality settings, what it might be is the overhaul mod having all definitions on high, but some lower quality are 'forgotten", try changing all effects settings to max and see is the error still there. Also do you have similar error with buzzard? If yes then speak to blast core devs. Also if you would allow to look at your A3 RPT file I can see a bit more than just from initial post and try to figure it out. @Negah, I cant promise mate, we had an initial idea of making a whole SU27 - SU35 range and A2 A3 versions, but now due to time running out, we cant really promise A2 version. Also A2 has already Gnats SU33's which are updated quite recently and are well made. Maybe mate.
  14. @Eric and Phoenix - F/A-18's will receive one more final model and texture update [uV layouts will change]. Once that will be done we will release PSD templates for people to create their art/skins. Also a full documentation how to apply them will be added. We are looking to get a big update on both projects out in next few months.
  15. SKINS for SU35 - yes there is a plan with next release to create a CSAT skin and use that as a default other skins will be optional via paint scheme library. WEAPON LOCKING - this is the key priority right now I am working on for both FA18's and Su35. Plan is to stick to BI default system as much as possible to reduce script performance load on users machine [in MP larger battles its important]. On helmet HUD is on the way but not as you lads thought, or as Chortles used BI default "movable" HUD display code. unfortunately game engine restricts missiles to locked in certain angle so off-bore sight lock [battlefield as example] currently is not possible [to my knowledge] without scripts. But there is some information that pilots will receive on helmet HUD to help navigation and target acquisition. INTERACTIVE COCKPIT - as nice and cool it might seem, but we done some trails on this [based on what Franze has shared with me] and it's a massive resource drag for a fast air unit. We will consider [and we want it] this function to be added as one of the last to make sure performance is maintained. On rotary wing or slower planes its not as bad [map around player is rendered in slower speed] but if you add on frame based handler on jet that can go 1000-1200 speed units, on map like Altis, not many PC's will be able to use it without a significant frame rate impact. We would like that every one can play this with this mod and also be able to customize to suit his preference. Also I am positively looking forward to the next BI's patches with NATO and CSAT jets. I would like to think that with all this time invested in developing them there is something new coming down the pipeline for fixed wing. I am not expecting stuning models or best jets, but what we are hoping is weapons locking, flight model and damage system improvement's on fixed wing. We will see.
  16. John Spartan

    button texture

    - Hitzone is the definition of are where the button can be activated by clicking it - Shortcutpos is the area which on roll of a mouse will display a hint/description of your button regarding textures, what is the path to your custom textures, is it a new addon pbo or you are trying to get them ingame within a mission pbo?
  17. John Spartan

    button texture

    - similar, open up BI's configs and you will see the difference. ui_f\a3\ui_f\config.cpp is the file in game that contains all this info. Arma game engine handles only .paa files for textures, but there is no issue converting tga/png files to paa with BI's tools.
  18. John Spartan

    button texture

    edit/create a config entry for a new button with properties' you need and inheriting the vanilla values you don't want to change. put something like this in your config cpp of your addon class RscControlsGroup; // External class reference class RscControlsGroupNoScrollbars; // External class reference class RscText; // External class reference class RscProgress; // External class reference class RscIGProgress; // External class reference class RscHitZones; // External class reference class RscIGUIValue; // External class reference class RscIGUIText; // External class reference class IGUIBack; // External class reference class RscFrame; // External class reference class RscPicture; // External class reference class RscCombo; // External class reference class RscButtonMenu; // External class reference class my_RscButtonMenu : RscButtonMenu { animTextureNormal = "\My_addonpath\my_button_normal_ca.paa"; animTextureDisabled = "\My_addonpath\my_button_disabled_ca.paa"; animTextureOver = "\My_addonpath\my_button_over_ca.paa"; animTextureFocused = "\My_addonpath\my_button_focus_ca.paa"; animTexturePressed = "\My_addonpath\my_button_down_ca.paa"; animTextureDefault = "\My_addonpath\my_button_default_ca.paa"; colorBackground[] = {0, 0, 0, 0.8}; colorBackground2[] = {1, 1, 1, 0.5}; color[] = {1, 1, 1, 1}; color2[] = {1, 1, 1, 1}; colorText[] = {1, 1, 1, 1}; colorDisabled[] = {1, 1, 1, 0.25}; }; for more information I would advise to look at Iceman's awesome tutorial on UI's
  19. Great job Gnat. Voted all the tickets, you have picked up the right issues to be addressed.
  20. We have thought of it. YES it is possible with a little bit of imagination you can have a vehicle which in certain service areas can have its weapons/ammo changed, armor added or skins changed. I am surprised that BI never touched this idea. Since we have soldiers gear customazation a next logical step would be to get it implemented with any unit in game, till certain realistic extents off-curse. If you wish to give it a try drop me a PM and I'll explain the concept how to get it done.
  21. SUKHOI SU-35S FLANKER E BETA RELEASE End of the year, and as promised Santa have brought some new toys we would like to share. Hope everyone had nice Christmas and is looking forward to New 2014. Su-35S is a OPFOR multirole fighter we decided to add since there still is massive demand for an adversary to F/A-18's. So what does this addon contains and what we are looking to implement in future. I'll briefly due to lack of time today. Our release ended up delayed and not at the stage as we expected, but lack of time and change of concept made impact. In beginning we had an idea of collaborating with someone and upgrade an existing model, but Saul and me realized that old A1 and A2 models are no longer matching the quality requirement's so decision was made to create a brand new model. So we took our time to build a new model which is still about 75% complete, and will be updated. Saul has outdone himself this time with and awesome HD set of textures and there is more of the beauty and detail to be added latter on. FEATURES - New model [cockpit still needs some work and detail] - HD textures [two additional paint schemes will be added latter] - Full realistic set of weapons models [WITH NEXT UPDATES] - Afterburner - Canopy animation - Flares and radar warning system - Fuselage vapour effects - Engine exhaust effect - Working mirrors in pilot view - Master arms "SAFETY" feature - Fuel drop sequence and auxiliary fuel support [WITH NEXT UPDATES] - Aerial refuelling from SU-35S with “buddy pod†[WITH NEXT UPDATES] - Ejection sequence simulation - Collision Lights and Formation Lights - Fully animated HD cockpit [WITH NEXT UPDATES] - Built in Service Menu for ordinance and aircraft paint scheme customization [WITH NEXT UPDATES] - 3 different paint schemes [WITH NEXT UPDATES] [su-35S over Altis, screenshot by Don Welch] There are things that still need some work and are mostly delayed because of lack of RL references and resources on this airframe. So please be patient and it will be fixed with next updates. KNOWN ISSUES - MFD screens in cockpit still are WIP - Cockpit markings and animations still are WIP - HUD needs some tweaking - Weapons like LGB's and AS missiles need to be added - GUI "service menu" is still WIP, only rearming feature is fully functional - Aerial refuelling is WIP - Sounds need some tweaking - Some shadows might be a bit off If there is anything else you notice that should be fixed please send us your feedback. Also Screenshots would be appreciated for usage in upcoming manual. CREDITS ARMA 3 game engine: Bohemia Interactive Project lead: Saul Brand new model: Saul and John_Spartan HD textures: Saul GUI dialog by: John_Spartan Config and scripts by: John_Spartan Advisers: Gnat And of course all the community members for being so kind and posting valuable information/tutorials and solutions about how to mod this game. END USER LICENCE AGREEMENT DISCLAIMER You are permitted to install and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author. This addon is released under: Creative Commons Licence Attribution-NonCommercial-NoDerivs for use in ARMA 3 DOWNLOAD LINKS DOWNLOAD FROM ARMAHOLIC [thank's Foxhound, much apriciated] And thank's to James we have a small demo video up. http://www.youtube.com/watch?v=2difsjJk4FQ Thank you and Happy New Year to all of you! Spartan out.
  22. @Tike, no the shortcut will stay, that's why the manual describes how to enable/disable it. there are many pilots who prefer to not use action menu and these shortcuts are designed for this purpose.
  23. @Tike, please read the README page 7 regarding setup of your shortcut keys. Service points on Nimitz are near catapults 3/4 and refuel area near elevator's 1/2.
  24. @Cadmium77, please see the sample mission and README in the archive with the download of the mod. In that sample mission is clear example how to set up lodout scripts in mission startup. Also if you wish you can just place the aircraft next to hangar, reammo truck and allow player to change loadout via service menu himself. @Ostrilium, ok glad you lads sorted it out. have fun.
  25. John Spartan

    3d hud

    Odyseus, zamerny is a memory point that tells game engine [AI] where to aim to engage that particular unit. Usually located in centre of the model. Regarding Aimpont2 - I have not seen such memory point in aircraft, maybe its used for some pilot/driver optics view, I cant really tell without knowing what unit we are talking about exactly. As for alignment of pilot view then yes - its a combination of cantering your model in pilot view lod relevant to proxy.driver position. And then once you are happy you can tweak the settings of HUD, and pilot view angles. The proxy.driver is not only inserting the model of the pilot/driver but also will change the camera view point to show the view from memory points defined in pilots model itself. Theoretically if you wish you can also do a custom pilot/driver model and adjust the view memory points there.
×