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John Spartan

B01 Developer
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Everything posted by John Spartan

  1. Hi Goose, your wish has been granted. Updated version on Development branch. Spartan out.
  2. Great work Lads. Looks like ARMAVERSE F/A-18's are getting Block IV upgrade...
  3. Thanks TeTeT for keeping the fleet of F/A-18's in service.
  4. John Spartan

    Jets DLC Official Feedback

    Check this out...
  5. John Spartan

    Jets DLC Official Feedback

    @WurschtBanane - yes it's possible. See the Sensor's feature documentation here - https://community.bistudio.com/wiki/Arma_3_Sensors
  6. version 0.99 BETA INTRODUCTION The F/A-18X Black Wasp is a fictional twin-engine carrier-based multi-role fighter aircraft variant based on the Boing F/A-18E Advanced Super Hornet. The aircraft features many advanced technologies and systems including semi- stealth capability, conformal fuel tanks, and enclosed weapons pods. PROLOGUE This project started as an upgrade to our previous project the F/A-18 E/F Super Hornet. We wanted to rebuild the aircraft from our previous version and give it a look befitting of Arma 3. John and I joined in on the Make Arma not War contest to test what we can do and decided that we should push the limits even more with the F/A-18's and thus came the F/A-18X Black Wasp. We have many great ideas and features planned for this aircraft and much to do. No matter the outcome we will deliver the best addon that we can deliver to the community. FEATURES - Upgraded model based on the Boeing F/A-18E Advanced Super Hornet - New first person cockpit [currently WIP] - Improved flight model - New animations for many items to include landing gear and canopy - Upgraded Service Menu including Low and High profile configurations - 150+ possible configurations including the new EWP and GBU-39D Small Diameter Bomb - Updated and authentic missile box - Master Modes for Navigation, Air to Air, Air to Ground and Dogfighting [WIP] - Upgraded EGI [Embedded GPS/ INS] system for GPS guided ordinance - Ejection sequence - Splendid visual effects and sounds - Afterburners - Full customization of visual looks in players control [new concept WIP] - New collision light system - Carrier capability [will be compatible with upcoming USS FREEDOM] - Reduced radar cross section for EWP loadouts FUTURE PLANS - Arming Menu/Paint Scheme menu upgrades using new Arma 3 arsenal - Independant missile box and upgrades to increase authenticity of weapon systems - Upgraded HUD - Modular semi- stealth capability [WIP] SIDE PROJECT - U.S.S. FREEDOM CVN-83 Aircraft Carrier 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 Sounds by: LordJarhead [JSRS studio] 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 designed for use in ARMA 3 version 1.32 Make Arma Not War Entry Link SUPPORT US IN OUR ENDEAVOR DOWNLOAD version 0.99 BETA [Thanks' Foxhound much appreciated] [coming soon..] [download and install the latest version via new ARMA 3 official launcher] This is BETA release, within next few days we will be updating this add-on and adding final touches to it, so please be patient. Also as always any contractive feedback is appreciated. This is where you can help us to shape this project to new level. Steam workshop page will be added soon for thouse who prefer to handle their mods via new ARMA 3 launcher. Have fun Saul & John_Spartan
  7. John Spartan

    F/a-18x black wasp

    ...looks like the weather is changing.
  8. @all - any discussion about ACE errors belongs to this tread - https://github.com/acemod/ACE3/issues. Ace developers have to understand the basics of programing and inheritance, you don't mess up a base class for every one, but create a derivative for your mod so it can coexist with other community work. Please allow this team to work on their ideas and make this content better, rather than asking to fix someone's else's work. Thanks Spartan out.
  9. It's been a while since I had a time to work on these beasts, so here is some light to shed on what's happening next with these awesome jets. Please read the first post by Saul for full details. Please welcome TeTeT - he will be looking after the future updates for F/A-18 E/F & Su35 mods. As promised this mod pack will stay free and available to all community to enjoy. "This is not goodbye or us stepping down - this is us move on to new secret projects and regrouping before next battle... John & Saul" Spartan out.
  10. Chairborne get's the cookie - yes AirplaneX is the reason. Switch simulation type to older Airplane version, it's more forgiving if you plan some carrier stuff...
  11. @kbbw123 - 1.9 [current version is signed and has a server key included], steam has changed the installation approach for mods, so look for your local files in steam directory. Or just download from http://www.armaholic.com/page.php?id=22594 @2ndparachutereg - will need more detail on the issue to be able to assist you.
  12. John Spartan

    Fixed Wing Flight Model (dev branch)

    - so we all agree that REVISED auto rudder would be small solution towards more enjoyable FM - throttle for keyboard needs to function similar as analogue and also display the % of thrust applied in UI relatively small fixes but that would be more suitable for ARMA...
  13. John Spartan

    Fixed Wing Flight Model (dev branch)

    @K20017 - in most of modern jets/planes the FlyByWire system will automatically autocorrect for pilots input mistakes or adjust to reduce workload for pilot. You will see various representations of this feature across all game platforms. Main purpose in this case is to keep planes nose in level/aimed at target automatically - just like in RL F-15 for example. Trouble there is - it's a bit to "over cooked" apart from that if revised/rebuilt it's what you lads were asking to be brought back - to resolve fly with KB/Mouse fun/simplicity. Nothing wrong with it as long as it's optional and configurable to allow flexibility for people creating aircrafts.
  14. John Spartan

    Fixed Wing Flight Model (dev branch)

    @K20017 take another test flight in A2, keep an eye on rudder anims and mouse of plane during turns, you cant miss that... It's there, but the problem it feels a bit overdone, even thou it seamlessly trays to compliment the FM in that version of Arma.
  15. John Spartan

    Fixed Wing Flight Model (dev branch)

    if I may add to this.... so from what I understand as an issue described with keyboard/mouse controls about being sluggish and incorrect. Till certain extent its correct but let's not forget that on same forums people previously asked for this change.... "please disable auto rudder", what triggered current behaviour [compare vs A2] so lets look at the FM in overall: - first of all this is not DCS/WT/FSX/SF2 or BF2 (thank good), so we don't want it to be too realistic but we want fun, engaging and authentic - auto throttle and auto rudder systems that so many complained about was actually good part of this FM as long as properly configured and also as mentioned correctly is authentic - look up FlyByWire system behaviour - lack of detail and attention to certain FM configurations in vanilla & mods is other problem that causes misinterpretation. A164 initial was "ugly" FM wise but now tweaked it's actually fun to fly - at least for me [KB/Mouse], I have made few FM's myself and only one is actually decent others need more work, it's not that easy and takes time but company can improve on that agree. More emphasis on sub-systems like targeting and weapons would be more appropriate point of focus than FM but at same time there are few things that can easily fix what you lads are complaining about: - auto rudder must be brought back in but with revision and it has to be optional on config level, so based on plane model you can configure the required behaviour. - auto throttle needs to be a bit clearer interpretation of actual trust applied, more visual output in UI to allow pilot to have better control over the situation/aircraft - wheels and suspension needs some attention - and most important is documentation that explains the FM so community can utilize it to the best of it's current state just my thought here...
  16. John Spartan

    Visual upgrade suggestion: European lighting

    ...this is probably the best answer here on this topic.
  17. John Spartan

    Project Space, Work Drive and Game Data

    @Tom_48_97 ☠this is a great progress to simplify work on the platform. So after this is completed can we expect some improvements/changes on packaging data process as well? Like rvmat & tga format handling by AddonBuilder.
  18. John Spartan

    RVMAT's help

    @sirbuba3 - the links I manage to find and link to you previously were stuff done by other community developers who do gear/characters. So if it's gone it's gone, just google ARMA 2 sample models, or look in to ARMA 3 SAMPLES for good examples. On steam you can subscribe to Arma 3 tools and samples - that's a good start.
  19. John Spartan

    Fixed Wing Flight Model (dev branch)

    @YanYatCheng - the Su35 is a mod. And also the version you have is BETA, so please remember that this is still not final nor official content. The issue you are talking is more of a config mistake on my end...
  20. John Spartan

    EA-18G

    oh boy you have a long way to go.... so what's in the model: - LOD 0 - 6 are visual level of distance, where LOD 0 is HD quality LOW poly model max 25K polys. Then rest of the lods is optimized mesh where in LOD 6 polycount can go as low as few hundred. By not creating these LODS properly you are reducing FPS for player, in SP not a big deal but in MP... - Shadow LOD is normally a 2K mesh representation, must meet certain criteria - read BI wiki here. But for some exceptional projects you can max out polycount up to 25 k if necessary, be careful FPS vs looks - viewPilot & viewGunner & viewCargo is where you spend the time, rule of thumb here - this is the most detailed LOD - if you want to get as close as possible to real life plane and give others the feeling of flying one then cockpit has to be detailed, a lot of mods fail n this [made same mistake with my mods] - geometry is LOD that consists from blocks of closed convex meshes. This lod will affect collision and FM so spend some time on this one. - fire Geometry, is where you define how plane will react when hit - hit points is defining vehicles week spots or critical componenets then configured in CfgVehicles - Memory lod holds all important animation axis for all your animations and FX As for tail hook then it's a custom feature, so that means BI's vanilla engine wont support it. You wont get a sound of lowering it/raising it as simple as with landing gear. You will have to script this. Also the whole animation will be scripted. PlaySound3d is what you are after. have fun John
  21. John Spartan

    F/a-18x black wasp

    ....dead...no this is just a silence before the storm....
  22. @helicopterenthusiast, different games and different design goals for each would be the answer. But "FastRoping" would fit ARMA series indeed...
  23. @Nickseafort - issue has been mentioned and is added to our to do list with next update. @OfficerAmar - depends on time we will have to work on this mod, but I can assure you will see it finished, it's to beautiful of a beast to lave it in BETA...
  24. @Sttoson/MoonChild/FoxOne - indeed when it comes to Nimitz and it's "troubled" deck GEO, behavior as you described appears. Reason is gaps in deck model for the carrier. Sorry but that's outside of our reach to fix this issue. New carrier is the solution.... but that's a different subject and different forum tread...
  25. @Sttosin - only times I have seen landing gear failing [no action to raise/lower] - is when it's damaged. For instance if you place the jet and ad some extra elevation in the editor - when mission will start it will drop and damage landing gear. Or if you had a rough landing/take off - will also dame it. Apart from that we have not had any reports about similar issue. Can you take a look at your ARMA 3 RPT file. If there is an error it will show up there.
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