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Everything posted by yax

  1. UH-60M Interactive Blackhawk A fully interactive Blackhawk for Arma 3 By Riverx & Yax 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. 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.
  3. 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
  4. 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.
  5. 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!
  6. 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.
  7. 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.
  8. 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
  9. 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:
  10. 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.
  11. 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 }; }; }; };
  12. 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.
  13. 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
  14. Mods used: F/A-18 Super Hornet, ITC Air, PMC Jahrom, Blastcore
  15. Update V1.2: MRLS Today's update features new and improved MLRS systems, along with many tweaks, fixes and improvements to existing systems! 1.2 Changes: Added: MLRS App to tablets on MLRS, includes remote guidance and fuze setter Added: New MLRS munitions with ITC features: M230 HEX - Unguided high explosive munition M230 ICM - Dual purpose anti tank / anti personnel cluster munition M230 PGM - GPS guided high explosive munition M230 MAT - Anti tank mine dispersal munition M230 MAP - Anti personnel mine dispersal munition Added: Improved illumination properties for ACE 82mm Illum shells Added: End of mission & record target functionality to BCS Fixed: Muzzle velocities for 155mm & 152mm howitzer munitions reduced to provide realistic range capabilities Fixed: Time fuze function was not spawning submunition/helper entities with correct alignment resulting in unpredictable behaviour of various shell types Fixed: Mk6 82mm BTABs and battery definitions updated to v1.1 standard. Fixed: Various tweaks to config components of CIWS feature. Tweaked: Various config values used by BCS to provide TOF for various munitions that require optimal burst heights. Media: Improved 82mm Illumination shells. MLRS Firing Command Interface.
  16. Hi folks! Not much progress has been posted here since the video of the startup procedures, so I figured it was time for an update. We have been working hard on implementing the DDIs and UFCD with as much functionality as we can. Here's a demonstrating a bunch of the pages, and some of the interaction with them!
  17. There is currently no CUP compatibility, but one is in the plans. Are there any specific aircraft you'd like? Update Later today or tomorrow morning, I'll be pushing out an update First off it'll have a north indicator Second off I've got an overhaul for the NAV page, including some basic TACAN functionality
  18. The issue is known, but currently I'm not sure what I can do about it, I've noticed it appears mainly at night, and how much it occurs sometimes is affected by some graphical settings(HDR is one I've noticed) and some planes. It's noticed, it has been on the list of stuff I should do but I've forgotten about it for a bit, I'll try to get around to adding it soon. Announcements Version 1.9 just released on steam, most updates are backend, and stuff I've pointed out a couple posts above. I'll try to get around doing a video where I run through the updates on monday.
  19. More updates! I've been busy with real life stuff and doing some stuff to integrate feature with the F/A-18E so ITC Air has not developed an awful lot, but none the less, I do have some stuff people might like coming up. (r)overhaul The rover code has been overhauled, performance will be a lot better, the old rover code hasn't really been touched since 1.3. Laser Lead Guidance AGM-65E and LJDAMs now will now adjust for lead in their guidance, what this means in practical terms is that they will be a hell of a lot better at hitting moving targets. Instead of just chasing the laser, they now intercept where it's going to be when the laser is moving. Harpoon overhaul Along with the JDAM models, the Harpoon models from the F/A-18 have also been donated and will be included in ITC Air, along with this I've already started on some bugfixes for said guidance. The guidance will get some more improvements, and will have a tutorial as it gets released(harpoon guidance programming can get pretty ridiculous) Rover with HMD Using a variation of vanilla arma's Tactical Glasses, the rover is getting an option to display it on an HMD in the corner of your screen. (note: demo gfy is filmed from a pilot's perspective, but the rover glasses will be available to infantry)
  20. Progress update! Sort of. For the next version, I'll largely be focussing on improving the rover and laser marker, including their network code performance. I'm also in general looking in to improving performance with this update, I've noticed and received some reports that the FCS system's impact point calculation is a little performance heavy. New manual! The documentation is being moved again, the old documentation location will have a link to the new docs. The new user manual can be found here.
  21. Update V1.1 COBRA & Encore Changelog: CIWS classes expanded to include encore assets Counter-Battery radar variants added to bluefor and opfor Indirect fire warning siren added FDC tablet added Missiles now have IR signatures, and can be engaged with IR systems like the Spartan New variants of the Encore SAMs have been added, featuring proximity fuzed missiles The COBRA app can be used with the Fire Direction Tablet.
  22. I've on occasion also noticed this, I'll try to get it fixed in the next version, it won't likely be part of a hotfix though. Thanks for the heads up on this, it should be fixed now. This is intentional, the problem with this hotfix was that my keybinds accidentally blocked out all other keys bound to the same, and because the defaults were ctrl+wasd, it actually blocked out the vanilla "stance adjust" keybinds, which has now been fixed, which means it won't block out other keys anymore. Yes, a gun trigger key that will fire the gun no matter what you have selected is in consideration, though mind that it is not high priority. Thank you for the kind words and quick feedback!
  23. Just pushed out a small bugfix Changed - GCAS and IR Laser shutDown code improved - CCRP accuracy fix - When using CCRP with ripple release, the CCRP calculation will center the ripple on the target(so 4 bombs at 50m ripple, they will hit from 100m before the target to 100m after it) - TGP MFD is now properly located on the plane's TGP position TGP position fix example, cameras now match much more closely. CCRP Ripple centering example
  24. It should still function, but it might not have all new functionality.
  25. The old compatibility mod is still available, though I can't guarantee it being kept up to date. The reason for the new standalone mods is to allow separate configuration of the various aircraft to reflect their real life capabilities, so the compats will now be more closely tailored to the aircraft.