Jump to content

yax

Member
  • Content Count

    98
  • Joined

  • Last visited

  • Medals

Everything posted by yax

  1. UH-60M Interactive Blackhawk A fully interactive Blackhawk for Arma 3 By Hatchet team Discord: https://discord.gg/E3neUNMFc5 Background In the past year, RiverX and I have spent a lot of time working on the F/A-18E/F Super Hornet, trying to push its realism as far as we could get within the restrictions of arma. As we learned about what Arma can and can not do, and what we can and can not do, we started thinking about a new project that would allow us to put on a lot more polish and detail. In February we started work on this new project, and today we've decided to start sharing some progress with the community. Description With this mod we aim to implement a highly realistic and immersive UH-60M Blackhawk, with some other minor variants possibly added in the future. Our aim is to add in-depth custom interaction with the aircraft for all 4 crew positions, to turn operating the aircraft in to a real team effort. As of now, all interaction seen in the startup video is multicrew compatible, meaning the copilot and pilot can take turns pushing buttons and flipping switches however they like, and it'll work as it's supposed to. Media Vehicle Interaction As you can see in the video, we've already managed to get a good portion of the startup procedure functional. If you look closely you can notice that every interaction is followed by a little hand icon being attached to the interaction, along with the name of the person who performed the action, this allows you to see where other crew members are interacting with the vehicle, so you can intuitively know what everyone is doing, this can of course be turned off. For Mod Developers The vehicle interaction system is in no way hard coded for the Blackhawk, it is implemented as a completely separate vehicle interaction framework, allowing switches, buttons and animated knobs/levers to be defined completely through the vehicle's (cfgVehicles) config, and we'll be releasing this framework separately with detailed documentation, to bring simple interactive vehicles to the whole arma community. The way forward As for release, for now all we can say is "it's ready when it's ready". We intend to release the blackhawk in feature packs, releasing updates with for example FMS functionality, or FLIR functionality. We hope to start finding community groups who can help us do testing within the next couple months. We'd also like to take this chance to reach out to anyone with experience operating the UH-60M in real life. We are currently looking for people with real life experience to advise us on getting some of the features down.
  2. Patch 0.6 available on the workshop now Changelog available on github https://github.com/Project-Hatchet/H-60/releases/tag/v0.6
  3. Patch 0.5.2 on the workshop now We understand the previous build had some major flaws in it causing a lot of aircraft to be lost to overtorque and issues around the control handoff. We've worked hard to get a hotfix out on the workshop to make sure you'll all be able to fly as smoothly as you've always been able to! Changelog: - Fixed Debug messages now off by default - SFM+ stab profiles tweaked - Fixed EICAS - labels now show Np1 & Np2 correctly - Fixed HMD - synced Q value displayed to EICAS - Added HMD - Show Q1 & Q2 in both AFM & SFM - Fixed PCL Idle detent missing in SFM+ - IVHMS moved to EICAS - CCFS moved to EICAS - FLIR moved to TAC - SFM+ Torque tweaked - Handoff to copilot fixed Tutorial videos Our incredibly handsome community manager River_6T (also know as Riverman on our discord) has started a series of tutorials to help out everyone who feels left in the dark on the features of this mod! You can now view his series on our SFM+ implementation, including the stabilator and torque functionality on youtube!
  4. Release 0.5 on the workshop now This might very well be our most ambitious update yet, adding and incredible amount of features and polishing. I want to give a big thanks to our developers in the Hatchet Team and our dedicated testers, it has been a real team effort, meticulously compiling and testing QA builds. We also want to thank you, the community, for your patience and continued support. With that said, I think we all deserve to relax and play a nice game of pong! Short changelog: CCFS (Counter Crew Fatigue System / Pong) IVHMS Full function SFM Autopilot Navigation Display ESIS Boot sequence Engine Cover Art MP Compatibility for waypoint cycling SFM+ TAC Overhaul CTAB - JVMF Integration Misc bugfixes and improvements Full changelog: Find the mod on steam - https://steamcommunity.com/sharedfiles/filedetails/?id=1745501605 To discuss the release - join our discord! https://discord.gg/E3neUNMFc5
  5. How are you currently doing it? Are you using an RscIngameUI dialog or are you doing this through modelOptics? I've done a couple setups like this so feel free to dm me and I can help out
  6. We've just released version 0.3 of the dev build, bringing an overhauled flir system, vehicle in vehicle loading, and many other improvements. The changelog can be found here https://github.com/Project-Hatchet/public_h-60/releases/tag/v0.3.0 If you'd like to join the discussion and follow the mod development, you can join our discord here https://discord.gg/P6eaYq7q2n
  7. ITC Land Systems Introduction ITC Land Systems is a mod that aims to add depth to some of arma’s ground based systems, with our main focus being player crewed artillery systems and anything related to them. Features Battery Control System Commander's Fire Control System for SPH and MLRS platforms. Self Propelled Howitzer Ammo Handler & Autoloader Improved Gunner's Sight for SPH and MLRS platforms. Improvements to AR2 Darter UAS. New 155mm and 152mm howitzer ammunition including 3 new special purpose types including 2 PGMs and 1 new anti armour shell. New Multi Option Fuzes for artillery shells including: Proximity, Point Detonate, Delay, and Timed functionality. CRAM system for vanilla Phalanx and Sea Sparrow systems. Overhaul to vanilla artillery accuracy. Variants of vanilla IDF systems with these features implemented. Media Changelogs V1.01 Hotfix Documentation and Tutorials Detailed information on the features added by ITC Land Systems can be found on our wiki Requirements CBA & ACE 3 Compatibility Download ITC Land Systems can be found on the Steam Workshop Contact To keep track on the mod’s progress, discuss its features, or have any questions, feel free to join the ITC Addons Discord! If you’d like to keep track of what we have planned for future versions, you can have a look at our project’s trello page!
  8. Hi all, For the past half year I've been pretty absent from this mod, and from the arma modding community in general. I had a bit of a burn-out at the start of the year and had to step back from modding to take care of my mental and physical health. For most of the year the blackhawk has also been plagued with random crashes to desktop that I hadn't been able to reproduce or fix, which was incredibly frustrating and definitely contributed to me pulling back from modding. I think it has been resolved now, it turned out to most likely be an arma engine bug, and it was fixed by BI here, no CTDs have been reported since. Discord, test build As some are aware, there is a discord, there is a test build on steam. I have been keeping the steam test build pretty quiet until it was time to do a proper release, but from now on I'll be more open about it. For anyone interested in joining the discord, you can find it here For anyone interested in using the test build of the blackhawk pack and the interaction framework, links are here and here I intend to continue development on the blackhawk pack in the near future, though at a slower pace and less ambitious scope than when I started, to try to bring the project to an initial release.
  9. Introduction ITC Land Systems is a mod that aims to adds depth and realism to arma’s aircraft, with the main focus being fixed wing aircraft in the ground attack role. Update V1.8 Update V1.7 - performance, usability, reliability Changes: https://forums.bohemia.net/forums/topic/215419-itc-air-systems-v16-fcr-mavericks-new-mfd-system/?do=findComment&comment=3298124 Update V1.6 - Major overhaul Fully interactive MFDs Sensor slewing system(including HMCS) Realistically configurable JDAMs(programmable fuzes & impact angle) Selectable Nose/Tail fuzes Ripple release for bombs Air-Ground Fire Control Radar Realistic physx based autopilot Rover TGP video feed Realistic targeting for mavericks TGP Infrared marking laser Steerpoint system for navigation and targeting Expect new documentation on the github wiki soon https://www.youtube.com/edit?o=U&video_id=I7_3CVfOZKc Hotfix V1.51 Fixed a GBU-12 guidance problem Fixed a config inheritance issue Update V1.5 - Two seaters and Bomb rippling It has been a while, but here it is, v1.5 Changelog Two seater compatibility Bomb ripple releasing Known issues Waypoint autocycle sometimes may not work properly with paired releases, as the second bomb will release before the waypoint is cycled. Two seater system The two seater system comes in the form of a scripted system that lets the WSO and pilot share the pilot's TGP, and a system that synchronizes the steerpoints between the two users. The WSO camera can by default be opened with left shift + down. Bomb ripple release In V1.5 you will be able to ripple certain bombs, both guided and unguided. If your bomb can be rippled the settings for it will show up in the WPN page when it is selected. Ripple-able bombs include dumb bombs like the mk82, but also guided bombs like the JDAM. The ripple system will also let you automatically cycle waypoints every time a bomb is released. Future plans This update came a little slower than the previous ones, but worry not, my work itself has not slowed down. I have started shifting attention to a new project. For some sneak peeks feel free to join the discord. Update V1.4 - Pylon/Bombs Drag & Weight, SADL Datalink messaging, Fuel consumption indicator Hotfix V1.351 V1.35 Mini-update: Laser codes, GBU-12, APKWS, Laser Spot Search Laser Spot Search & Track The laser spot search feature has been overhauled. Previously it would just find the nearest laserTarget object and lock on to it. In its current form, when you enable Laser Spot Search, the pod will start scanning in its currently set direction and field of view for any laser with the desired code. While searching the TGP will say LSS on the right side. When it finds a laser, the TGP will start tracking it, and will say LST on the right side. Update v1.3 - TAD, SADL, TGP ITC_Air base-classes & Compatibility UPDATE V1.2 - MFDs, Compatibility, LJDAM Contents Here are some of the core features of the mod. To view the full contents of the mod, view the documentation. Rover Munitions WP Smoke Rockets GBU-38 JDAM Steerpoints ITC Aircraft comes with a steerpoint system to help users navigate, target, and communicate locations. Steerpoints are stored in the ACE Microdagr waypoint list, allowing players to easily create them from the microdagr. Alternatively steerpoints can be generated from the current TGP position with a hotkey, automatically saving them as a microdagr waypoint with the naming scheme “Mark n”(number). Targeting HMCS: Pilots can use a hotkey to lock the TGP to a position they are looking at with their HMD. Steerpoints: When switching steerpoints, the TGP will automatically lock to the position of the selected steerpoint. Radar: Pilots can use a hotkey to lock the TGP to the location of a vehicle currently locked by the radar. IR Marker HMD & TGP Compatibility Requirements CBA A3 ACE 3 Included Aircraft The mod’s features can be configured for any aircraft, but by default it works on 2 standard aircraft and 2 Jets DLC aircraft. All of our mod’s aircraft are custom versions to ensure the mod is always kept completely optional. All can be found under NATO > Airplanes. F/A-181 > F-181E A-164 -> A-10E A-149 -> Jas-39E A-143 -> A-159 Compatibility https://steamcommunity.com/sharedfiles/filedetails/?id=1501767670 Documentation Documentation can be found here Download The mod can be found on the steam workshop
  10. 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
  11. 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.
  12. 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.
  13. 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!
  14. 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.
  15. 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?
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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
  21. 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:
  22. 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.
  23. 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 }; }; }; };
  24. We'd like to implement some versions like this in the future, though all variants will share the same UH-60M cockpit. The basis is the vanilla arma 2 blackhawk model, with a new interior made from scratch by Riverx, he will also be giving the exterior a facelift to bring it in to 2019. Thank you, a large part of this project has been implementing the interaction system as a standalone framework, so this will make it much easier to bring this level of interaction to other vehicles in the future.
×