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yax

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Everything posted by yax

  1. Hey, thanks for the feedback When it comes to the SOI cycle hotkey, the feature hasn't been implemented yet, I simply forgot to disable the hotkey. It should do nothing and shouldn't cause any issues though, but I'll be sure to patch it out if it won't be implemented in the next release. For the FCR, which plane is this in? Systems like the FCR are defined per aircraft to try to reflect their capabilities, something may have gone wrong in the implementation of an aircraft.
  2. Update V1.7 - performance, usability, reliability Small udpate to make the mod a little nicer all around, no major new features. Changelog: - Small STAT>NAV tweaks - Damage status fix for STAT>DAM - Systems page(STAT>SYS) allowing users to reset aircraft systems in case of errors - F-181E Stealth variant - Rover multiplayer performance tweak - Taxiing Speed Limiter - Reverse Taxiing feature - Overhauled UFC - Updated Attitude Reference Symbol - Cosmetic non-weapon hardpoint mounts no longer cause DSMS bugs Taxiing Speed Limiter The speed limiter allows you to taxi at fixed speeds depending on your throttle setting. When enabled, you will be able to taxi at speeds up to roughly 20km/h, with your throttle at 50%. This feature can only be enabled when you are travelling below 20kmh. When your throttle is raised over 50%, it will automatically turn off. Reverse Taxiing The reverse taxiing works similar to the speed limiter, your speed is determined by your throttle, the reverse feature can only be enabled when not moving forward, and will get you up to roughly 10kmh in reverse at 20% throttle, it will disable when throttle goes over 20%. I am aware that this feature is not realistic, as it is not present on most real life aircraft, it is implemented in arma to compensate for lack of ground crews, and make precision maneuvering on the ground and on aircraft carriers more forgiving. MFD Systems page Description: The MFD systems page essentially is a window in to the back-end code of ITC Air, the systems shown on this page represent the systems that are functional on the aircraft in the code. Any system that has is labeled "active" can be reset by the user, when this is done, all variables used by this system, and in some cases startup code will be re-run. This is implemented to allow rudimentary debugging. Usage example: The DSMS system generates weapons profiles for all weapons on an aircraft when the player enters the aircraft, but some addons use scripts to change the weapons on a plane afterwards(for example, firewill planes have their laser designator added through script based on a pod being present), this causes an error in the ITC Air DSMS when the player switches to the laser, as the DSMS does not have a profile for the selected weapon. When the player resets the DSMS, it will re-run the process of generating profiles for all of the airplane's weapons, and the error will be fixed. Performance tweaks The network code for the tgp direction(used in rover and laser marker) now updates every 0.2 seconds, and the rover's FOV and vision mode update every 0.5 seconds. This will make them slightly more clunky, but will greatly improve multiplayer performance at high playercounts. This may be made more configurable in the future.
  3. SOI Indicators will be re-added with the next update, along with an extension to the SOI system, including hotkeys to cycle. The bugfix for the strange throttle/autopilot issue when the cursor comes up broke the cursor hold. I will try to fix it in the future, but it's not very high priority. I haven't encountered that, can you send a screenshot of that? As for the HMD mod integration, I do intend to add more depth to the ITC Air HMD and HMCS, but it's not very high priority, and my time is also limited. Thanks for the feedback!
  4. yax

    Jets DLC Terrains

    I double checked some long range I've had in the works and it didn't run in to any player bubble type thing. Have you double checked the timeToLive on the ammo classes to make sure they're not self destructing after x seconds?
  5. 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 Known issues Once the F-181E weapons bay is manually opened, the automatic opening and closing will no longer work Expect an updated version of documentation soon, for now, have a small tutorial The awesome compat in the video is not included in the update
  6. Progress update V1.6 is close to being done, and the dev version is currently actively being updated to allow for testing. As the main systems are practically done, I took the time to implement some more features that have been on my to-do list, and many peoples wish-lists, for a while now AGM-65H CCD Maverick AGM-65E Laser Maverick
  7. Progress update As the next feature set is getting more fleshed out, we figured it's time to share some of the things we've been suffering intense headaches working on! Media shown here is WIP and subject to change One of the things that has been in the works is an overhaul of the current CFCS system, converting it in to a new Firing Command Interface, allowing gun commanders to push detailed fire orders to his gunners from his own FCS, or forward them from the FDC! Further, we've been working on a counter-battery radar, which can track both incoming and outgoing mortar and artillery shells, and will calculate their origin position, impact position, and time to impact! And with a feature like that, it felt important to add some opportunity for dramatic effect, so as a little bonus there will be a siren object that will broadcast a warning sound as long as a nearby counterbattery radar is tracking shells that are predicted to impact close to it. As always, if you'd like to stay up to date with the development of ITC Addons, visit our discord!
  8. 1.6 is close to done, here's some test footage using the various new systems
  9. V1.01 hotfix released Changelog: all itc systems vehicle are now zeus compatible CIWS interceptable ammo types now also editable through configuration Zamak MRLi bug fixed where QD readout would sometimes break when looking at ground EXTRA round fixed Mounted tablet actions fixed on Zamak MRLi Tablets now specified to commander's seats
  10. It's based on a selection of a couple of base classes, specifically: "Sh_155mm_AMOS","Sh_82mm_AMOS_guided","Missile_AGM_02_F","LaserBombCore","BombCore" So it will engage most types of artillery and mortar shells, including modded ones, it will also engage most regular aircraft bombs and AGMs based on the vanilla maverick. Full information can be found on the wiki page, including on how to add or remove classes in missions. Currently we do not enable MLRS rockets, as they create a submunition pretty early on for the rocket and we're not able to track that.
  11. If you have any suggestions, feel free to drop them here, or drop by the discord. Keep in mind that we do already have a huge list of planned features, along with improvements for existing ones.
  12. Considering that many users are likely unfamiliar with artillery systems, @Kofeina101 made a great tutorial on the basic use of the BCS! We've also got a video that demonstrates some basic use of the CFCS, and the PGM shell
  13. @Ric_famet Thanks for the feedback ITC Air no longer uses microdagr waypoints. If you have any set when you get in in the plane it will import them, but once in the aircraft it won't synchronize them. As for the aspect ratio, it's a known bug, and it's being fixed through the new MFD updates. All MFDs will be perfectly square on every screen in the new version. I'm aiming to push out some kind of new version that'll deal with most known issues some point next week. For those not in the discord, here's a sneak peek of the new TGP page, and a comparison of the old and new steerpoint management pages And here's a quick demo of the new inventory management system, which will let you choose how your DSMS displays you aircraft's munitions. This will let players manually fix issues where the aircraft's weapons are not correctly displayed by default due to variations in pylon and weapon configs.
  14. I will have an SOI cycle hotkey, the MFD and SOI systems are currently being completely reworked. For the GAU-8, I just had a try and you're completely right, I'm going to look in to what might be causing it and push a hotfix soon.
  15. The current update will be a while, but it'll very much be worth it, the MFD system is completely being redone! Here's a sneak peek:
  16. Hotfix V1.51 Fixed a GBU-12 guidance problem Fixed a config inheritance issue
  17. This actually no longer applies. The waypoint list is no longer synchronized with the microdagr, as all the functionality is now present in MFDs. Though for people who enjoyed setting waypoints on the ground, when you enter a plane for the first time, it will automatically import your microdagr waypoints in to the plane's waypoint list.
  18. I always assumed the real one timed it based on calculated impact point distance, I just didn't have the skill to make it that complicated :D The script simply looks at your distance travelled since last release, which means it will have roughly the same behaviour as the real thing, except it compensates for speed not being constant.
  19. 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.
  20. I've started on what will probably be the main feature of V1.5, it doesn't add a ton of new things, but it does require me making quite some overhauls to the core code of everything, including a fair bit of net code, here's a sneak peek! https://gfycat.com/LonelyMediumKitten Anyone wanna take a guess what V1.5 is going to be? (No cheating from the discord members who already know)
  21. If you just want to play around with it to find its effect, I'd suggest loading up an A-10 with as many GBU-12s as you can, taking off from a pretty long runway, being annoyed while flying around, and then dropping them all at once to suddenly see your aircraft get really nimble. If you play with the drag & mass enabled, one thing that's important to remember is the pylons create drag even when there's no munitions on there, the triple racks are especially nasty for that. The rocketpods actually generate more drag when they're empty than when they're full. GBUs also have considerably more drag than JDAMs. A nice light load I've enjoyed during testing would be 2-4 500lbs bombs and 2 rocket pods of your choosing(and add sidewinders if relevant). With the stpt page implemented JDAMs can also be targeted in altitude, I made a little demo video yesterday showing off some of the new stuff, including targeting things above ground level with JDAMs.
  22. Update V1.4 - Pylon/Bombs Drag & Weight, SADL Datalink messaging, Fuel consumption indicator It's that time of the year week! Update time! Today's update doesn't bring much new systems, but rather is just a general purpose quality of life update that adds a bunch of small things to improve existing systems. Let's get to it! Changelog Drag & mass system for ammo and magazines STPT page MSG page STAT page Pylon drag & Weight Probably what people will be the most interested in this update. It's also the most iffy feature and is disabled by default, as it's still pretty experimental. How does it work I calculate the drag coefficient and mass of all your pylons and ammo on them, and then apply them to your airplane as a downward force and drag force. The severeness of the effect can be tweaked by users as of now through two variables, the drag & mass multiplier that can be accessed through the CBA addon configuration. Due to the requirement to add custom config values to munitions and magazines, this feature might not properly function for all munitions. How to enable it You can enable this feature through the CBA addon configuration options. SADL Datalink Messaging You can now use the MSG page to message other SADL Datalink users. Reading messages By default you read messages, you can use UP and DN to change the message. Below, currently in the screenshot 01-01 is the sender of the message (ID-GR). When in the writing screen you can press RCVD to go back to reading. The DEL and WRT buttons currently don't work in the message reading screen. Composing messages Press NEW to start composing a message. You'll be faced with an empty screen with a caret for a line. You can use UP and DN to change your line, then use WRT to write on that line. You can use the field by default marked 00-01 to change the recipients, the format is ID-GR, when ID is 00, it will be sent to the whole group. When you're ready to send the message you can press SEND. If you want to clear out your message, you can clear it with DEL. STAT Page The status page offers some basic information about your aircraft. It prints all your hitpoints with their status (undamaged = OK, damage > 20% = DAM, damage > 50% = FAIL). It prints your current fuel percentage, and it prints your flight time left at current fuel consumption. STPT Page The steerpoint management page lets you view your steerpoints, re-order them, re-name them and change their position and elevation(ASL). Remember, the elevation is 0 by default, so ensure you correctly set the elevation if you want to generate targeting data for JDAMs. The UP and DN scroll through the list, but not change the selected steerpoint, that is done by changing your selected steerpoint with the regular hotkey.
  23. Hotfix V1.351 After my inconveniently timed absence I'm back at my pc and working on the issue. I'm fairly confident this hotfix will fix the server issues. If after this hotfix you do still experience problems caused by ITC Aircraft, first all the network code is disabled when you turn off the SPI sharing, Rover and IR Laser. Updated docs I've been working on new documentation, it can be found here.
  24. Thanks for the feedback, I'm not near my computer this week so I won't be able to fix it before the weekend. Next week I'll make sure the mod functions normally again. Until then it might be best to use non itc aircraft.
  25. Thanks for the feedback, I'll have a look at the helicopter code next week. While I'm not sure if it's absolutely required, I would recommend having the mod on all clients and the server, with all matching versions. It's how I run and test it myself. Do you have any more information on how/when the issues occurred? How many players were on the server, did everyone have the mod installed, what version of the mod were you using, how many aircraft were you running? Either way I'll have a look at lowering the load on the server, and maybe allow users to disable features that might create network issues on large servers.
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