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About yax

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  1. While I agree that some doorgun variety would be great, we unfortunately don't have the time to implement anything other than the miniguns we have
  2. For the ETA on release, we're trying to get the initial release done within the next couple months. For making them work like vanilla aircraft, we might end up implementing something that strips out most of the scripted functionality so you can use it like any other vanilla style helo. In the meantime, we've been doing a lot of bugfixing and hardening recently, but we've also been getting some more help to develop new features. We ended up getting the hoist to a near finished state. The hoist will be installed and functional on all variants. We don't intend on adding any more major features than what we currently have, or any other additional variants, but we are still making small improvements to the model, like adding additional fuel tanks to the cabin of various versions.
  3. Update We've been quiet for a while, development was paused for a few months and now it continues at a reduced pace. It hasn't been standing still though, we've been working on polishing the mod, adding special mission variants and working on some non-pilot features.
  4. Progress update As testing continues, we've spent most of our time focused on polishing the blackhawks, getting bugs sorted out and in general making it a more pleasant experience. On occasion though, we can't help but sneak in some fun new features. The first feature we'll be showing off today is something we think is quite special. PhysX based Air to Air Refueling Through a combination of arma's physx rope system and some scripting, we've built a brand new air to air refueling system that is more realistic and challenging than anything previously seen in arma. Just like the real thing you have to extend your probe, fly it in to the basket, and keep formation with the tanker, to stop refueling you simply fly back from the basket until it detaches. It's simple, it's fun, it's quite challenging, and we think everybody will get a good kick out of it. CRRC Boat Attaching Not all features have to be flashy, complex or groundbreaking, so the second feature we're showing off today is the ability to attach CRRC boats to the bottom of the blackhawk, and dropping them off. General changes In general we've made a bunch more tweaks to the hawks, we've added new seat models for the cabin, improved the main rotor(added forward tilt and made some model changes), and added basic IK animations to the doorgunners. The discord invites have temporarily been disabled, we'll make sure to post it here when we're opening the server back up. We'd like to thank everyone for patiently following our progress over the past year. We hope you've had a good holiday season and we wish you all a happy new year!
  5. The progress continues We've recently had a GAU-21 model donated to us, from Foxone and Flanders, and it got us in the mood for some frankensteining. With ESSS pylons from arma 2 and a new lick of paint, we now have something that pretty closely resembles the MH-60S Knighthawk. Currently we have variants set up with and without both the pylons and the cabin GAU-21, so you can go from a sleek and light troop transport to a pretty ridiculous collection of firepower. As you may notice there's no FLIR on it yet, but that's in the works.
  6. yax

    [WIP] French Army Mod : ArmaModFrance

    Hey, amazing work and that's some great detail on the rafale cockpit elements. Are you guys planning on or interested in having some level of cockpit interaction with your vehicles?
  7. While I was hoping to record a narrated update video, it's unlikely that'll happen this month, so instead for now I decided to just record a quick flight with some of the new fancy stuff. In the video you can see the built-in help provided for start-up, adding waypoints with the ACE microdagr, adding waypoints based on map locations, and some expanded MFD and FMS functionality.
  8. Thanks for expressing interest in testing, and thanks everyone for your continued feedback. We might not be able to act on every comment we get, but we appreciate them all the same. Progress has been continuing, though a little slower than before since we're both pretty busy in our day to day lives. We'll likely post some kind of progress update later this month. We do regularly add new testers as new features are added, so people are free to keep expressing interest. If you'd like to get some more insights on our design decisions, our testing process, and even the overall progress of the project, you're welcome to join our discord here! Discord is also where we tend to draw testers from, as it allows for quick feedback.
  9. Yes, we've had some UH-60 pilots and crew chiefs reach out to us and we've been getting some useful feedback. Thanks for all that info, we really appreciate it. I've been told before that our exterior was based on a UH-60L, but they didn't bother explaining any of the differences(other than pointing out the lack of UES), the amount of detail you described is awesome and will be very useful for us to move forward with. I can't say we'll be changing every little bit of it, but we'll try to fix some of these mistakes we made, especially things like removing antennas that shouldn't be there will be an easy fix. The cabin we'll be doing a lot of work on, we had not touched on it at all yet as we showed off the exterior. Things like the door positions and animations have already been fixed. The FRIES system is the ACE one in the images but we'll likely be building an (ACE compatible) custom one. The hoist we'll likely be keeping around by default just because it feels like it might be a nice little bonus gameplay gimmick to have available. We're making our own autopilot system. We've been having some issues with pitch and roll controlling modes due to technical limitations, but the collective controlling modes are working very well.
  10. We'd like an M240 to be added at some point, but it is relatively low on our priority list. The physics are set up fine, but pretty much all recording was done using altitude hold autopilot, which makes it very float-y.
  11. Since the video might not be the easiest to share, here's some screenshots to go along with it Imgur album: https://imgur.com/a/W9DTv7x
  12. Progress update A large part of our time has been spent tweaking what we have, we've also managed to implement altitude control autopilot modes, and we've started work on the intercom system. Parallel to the technical implementation effort, the overhaul of the exterior model has begun, and today it has reached a state where we feel comfortable sharing some initial footage of the new exterior model:
  13. Thanks for the kind words everybody. We've got some people helping us out with testing and feedback now, and we'll hopefully be showing off some more progress later this month. We're largely satisfied with the start up procedure and are moving on to building some more useful functionality for gameplay, along with generally improving the usability of the mod. While we're not quite sure yet on the level of detail we'll model the damage with, we do intend to expand the damage system beyond what is implemented in vanilla arma.
  14. Yes, and any other vehicle, though it is important to remember that while this will massively simplify the process, it will at its core still be very complicated and labor intensive to reach this level of detail. Interaction config demo Interaction configuration will be very similar to the process of configuring ACE interaction. Similarly to ACE interaction, the framework allows interaction both on mempoints and on hardcoded model coordinates. I used that technology to make a quick demo of how little lines can be involved for very basic interaction. Here's a demonstration of adding functionality to the engine start button in the vanilla MATV: This was the config/scripting in the gif: class cfgVehicles { class MRAP_01_hmg_base_F; class B_MRAP_01_hmg_F: MRAP_01_hmg_base_F { class vxf { class interaction { class b_starter1 { positionType="coordinates"; position[] = {-0.08,-0.85,-0.62}; label="Engine Start"; radius=0.5; buttonUp="(_this # 0) engineOn true"; clickSound="vxf_Switch_Sound"; }; // b_starter1 }; }; }; };