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Posts posted by yax
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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 fixedTutorial 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!
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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:Spoiler**CCFS (Counter Crew Fatigue System / Pong): **
This is a fully functional pong game integrated in to the MFDs.
The CCFS can only be used on the inboard MFDs (number 2 and 3).
The CCFS can be accessed from the PFD page, using the bezel key in the top right. The controls are your TAC map slew up and down controls. It can both be played against other human players, and against a rudimentary AI.IVHMS:
Integrated Vehicle Health Management System. This is a page with debug information inspired by the real blackhawk. It can be accessed through the action menu(if cockpit interaction breaks), or the PFD page through a top bezel key. It will show on all MFDs at the same time, as it overrides a lot of rendering code.
This does not add any in-game relevant capability to the blackhawk, but is used for bug reports.Full function SFM Autopilot:
The flight director now works on standard flight model. On SFM it also gains the additional features of the IAS and HDG hold modes. AFM functionality remains unchanged.Navigation Display:
An MFD page meant for navigating. It displays RWR, waypoints, and hover symbology. Display mode can be cycled through one of the top bezel keys. The right bezel keys allow waypoint cycling.ESIS Boot sequence:
The ESIS on startup will now play a little boot sequence - no functionality changedEngine Cover Art:
Through the eden editor object properties, engine art can be selected, inspired by the 160th SOARs engine art in MogadishuMP Compatibility for waypoint cycling
There was previously a bug where if someone who isn’t the group lead changes the selected waypoint, it’ll reset after a couple seconds, this should be fixed nowSFM+
The same engine simulation system as on the apache mod. Adds realistic engine readouts and torque limits to the helicopter. SFM+ takes helicopter weight in to account, meaning a fully loaded DAP will need a lot more handling care than an empty slick.TAC Overhaul:
Improved maps for the map display
Improved iconography for blue force tracker
CTAB BFT integration - when using CTAB, your TAC map will show the same units visible on CTAB (other markers are not synced)CTAB - JVMF Integration:
Any marker placed in CTAB(only tested on TF_Ghost_1_4_1 upload) will be sent to the JVMF system as a POSREP message, and as such waypoints can be created from it.Minor Fixes:
Rotor collision bug fixed
General improvements to the MFD UIs
Improvements to materials used
EICAS page overhauled
AFM Landcontacts reduced to improve performance
Find the mod on steam - https://steamcommunity.com/sharedfiles/filedetails/?id=1745501605
To discuss the release - join our discord! https://discord.gg/E3neUNMFc5
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QuoteHow can I avoid stretching my texture in the game?
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
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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
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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.
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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
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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.
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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.
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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!
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Fix should be pushed now
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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.
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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?
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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.
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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.
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20 hours ago, A. Skyried said:Did you guys ever find a person with UH-60 operation experience? (I can put you in contact with a buddy of mine).
Yes, we've had some UH-60 pilots and crew chiefs reach out to us and we've been getting some useful feedback.
1 hour ago, b00ce said:*gold mine of information*
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.
30 minutes ago, Jnr4817 said:Which autopilot system are you using? Are you modeling your own?
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.
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18 hours ago, payne2010 said:Will there be a option to pick what door gun you want like a m240 for example, or is the mini gun all it will come with? Keep up the good work cant wait to get my hands on this bad boy!
We'd like an M240 to be added at some point, but it is relatively low on our priority list.
18 hours ago, 2LT Miller said:I noticed in the video that the flying looked like ufo like, no gravity, floating like there is no weight to them. Is the physics/memory points done on them?
The physics are set up fine, but pretty much all recording was done using altitude hold autopilot, which makes it very float-y.
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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
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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:
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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.
On 7/6/2019 at 2:27 PM, The Flying Gasmask said:Will you guys simulate more advanced damage? Like if you had an engine fire where you would need to pull the engine cutoff and press a fire extinguisher button?
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.
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On 6/21/2019 at 6:09 PM, 160thSixgun said:Seriously.. So this means eventually we can program other helicopters with this same level of interactivity, specializing in the systems of that individual aircraft? Oh be still my beating heart!
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 }; }; }; };
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4 hours ago, PotionSeller said:Do you currently have plans to add "SOAR" versions of the Blackhawk? such as the DAP
We'd like to implement some versions like this in the future, though all variants will share the same UH-60M cockpit.
1 hour ago, roberthammer said:Very nice , like a TKOH mod 😄
btw Is that a new BH model or Yura's?
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.
57 minutes ago, CraveMode said:This is ***ing amazing. We have a community where we host a Realism server. It was in hiatus recently but we have brought it back with more emphasis on realism and this mod would be perfect. Hell, wish we had this level of detail on interaction with all vehicles.
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.
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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.
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The hornet from here on out
First off, I'd like to thank TeTeT for giving me the opportunity to contribute to such a long standing and incredible project. Over the past years it's been slowly updated to match the other planes available, and in the past months we've worked hard to push it well beyond that.
Over the past months the super hornet has had a major overhaul, and currently our plans are to continue focusing on expanding and improving it. The SU-35S will be maintained, but it will probably not see itself brought to the same standard. If anyone would like to commit time to upgrading the SU-35S to the same standards, feel free to reach out to me so we could discuss it further.
And now, the big announcement.
F/A-18 E/F Super Hornet Version 5.0 Released
We're excited to bring you the next release of the super hornet. For an overview of a quick overview of the new features introduced with 5.0 we've made a short demo video.
For more information on the new release of the super hornet, have a look at the updated workshop page
https://steamcommunity.com/sharedfiles/filedetails/?id=743099837
or the new user manual
https://docs.google.com/document/d/1GkPktmwmrBR5OXrPUqc6rwRRMUCZC_n6_b6OHKI9Ogc
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Mods used: F/A-18 Super Hornet, ITC Air, PMC Jahrom, Blastcore
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H-60 Interactive Blackhawk pack - Patch 0.6 released - Join our discord
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
Patch 0.6 available on the workshop now
Changelog available on github https://github.com/Project-Hatchet/H-60/releases/tag/v0.6