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About Nichols

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    Gunnery Sergeant

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  1. Nichols

    [WIP] Black Hornet PRS

    OK after talking with a few guys and getting some ideas this weekend I have an update to share. Thanks for the ideas @vurtual and @Crielaard First off I haven't pushed an update yet. Secondly I am testing out a change in the config that pushes the weight of the item up drastically. It might be that I made it too light for it's flight characteristics. If these tests are successful in the tweaking I am doing then I will not be pursuing the changes to the rotor disk size. However it might be a combination of size of rotor disk and the weight of the vehicle that make the most sense but I will not know until I have it checked out thoroughly in my testing. Once I have it in a somewhat passable stance I will let you all know. I am off most of this week and will spend more time working on it as I can.
  2. Nichols

    Mexican Armed Forces Mod

    @Ros_ here is one I did for a mission I was working on for a unit I am part of; its not quite complete and uses vanilla assets so its much easier to work with. https://steamcommunity.com/sharedfiles/filedetails/?id=1838857280
  3. Nichols

    [WIP] Black Hornet PRS

    @drebin052 thanks for the heads up I hadn't thought about putting those empty boxes on the outside like that.
  4. Nichols

    [WIP] Black Hornet PRS

    Yes the steam version has been updated as well.
  5. Nichols

    [WIP] Black Hornet PRS

    OK so how many of you guys have mouse input turned on as your primary flight control for drones? I just turned my Corsair mouse control way down and I am almost fly it for more than 500 meters. I say almost because the control input from the mouse gets a little wonky when you try to over correct from a small turn and then you are fighting to get back to level flight. I also commented out several items in the config that seemed to create problems as well.
  6. Nichols

    [WIP] Black Hornet PRS

    Glad you found it @cb65 wish I had seen this earlier. So in the future once I get the flight issues sorted again I plan to make this one available to all factions and also work on making it able to be hacked as well. Although that last part is probably not going to be super high on the to do list.
  7. Nichols

    [WIP] Black Hornet PRS

    I'm not sure exactly what is wrong. It went from not being flyable but able to at least maintain position against ACE wind but once you remove the auto hover and attempt to fly its extremely uncontrollable. I have evened out the weight on the nose and tail in Object Builder; I have tweaked the flight characteristics; I have increased and/or decreased overall mass (weight) of the drone in Object Builder but nothing is fixing the death flip as I am going to call it now.
  8. Need some help adjusting the flight characteristics. The UAV is too responsive to input and crashes unless it is in auto hover mode. If someone can point me at the correct portion of the config or the wiki to learn what I am doing wrong I would appreciate it. class CfgPatches { class EBU_BlackHornet_F { addonRootClass="A3_Drones_F"; requiredAddons[]= { "A3_Drones_F" }; requiredVersion=0.1; units[]= { "B_BH_01_F" }; weapons[]={}; }; }; class CfgFunctions { class ebu { tag = "ebu"; class pickup { file = "BlackHornet2\function"; class pickup {}; class place {}; }; }; }; class CfgWeapons { class ItemCore; class InventoryItem_Base_F; class ACE_ItemCore; class CBA_MiscItem_ItemInfo; class blackhornetitem: ACE_ItemCore { scope=2; author="Nichols"; displayName="Black Hornet PRS"; descriptionShort=""; picture=""; model="\BlackHornet2\blackhornet.p3d"; class ItemInfo: CBA_MiscItem_ItemInfo { mass = 2; }; }; }; class CfgVehicles { class Man; class CAManBase: Man { class ACE_SelfActions { class blackhornet_place { displayName="Place Black Hornet PRS"; condition="'blackhornetitem' in (items _player)"; statement="[_player,'blackhornetitem'] call ebu_fnc_place"; exceptions[]= { "isNotSwimming" }; showDisabled=0; icon=""; }; }; }; class Air; class Helicopter: Air { class Turrets; class HitPoints; }; class Helicopter_Base_F: Helicopter { class Turrets: Turrets { class MainTurret; }; class HitPoints: HitPoints { class HitHRotor; class HitHull; }; class AnimationSources; class EventHandlers; class ViewOptics; class ViewPilot; class Components; class ACE_Actions { class ACE_MainActions; }; }; class BH_01_base_F: Helicopter_Base_F { features="Randomization: No <br />Camo selections: 1 - the whole body <br />Script door sources: None <br />Script animations: None <br />Executed scripts: None <br />Firing from vehicles: No <br />Slingload: No <br />Cargo proxy indexes: None"; author="$STR_A3_Bohemia_Interactive"; mapSize=4; class SpeechVariants { class Default { speechSingular[]= { "veh_air_UAV_s" }; speechPlural[]= { "veh_air_UAV_p" }; }; }; class ACE_Actions: ACE_Actions { class ACE_MainActions: ACE_MainActions { }; }; textSingular="$STR_A3_nameSound_veh_air_UAV_s"; textPlural="$STR_A3_nameSound_veh_air_UAV_p"; nameSound="veh_air_UAV_s"; _generalMacro="UAV_01_base_F"; editorSubcategory="EdSubcat_Drones"; scope=0; displayName="$STR_A3_CfgVehicles_UAV_01_base0"; isUav=1; uavCameraDriverPos="pip_pilot_pos"; uavCameraDriverDir="pip_pilot_dir"; extCameraPosition[]={0,-0.25,-0.3499999}; //{0,1.5,-5}; //picture = "\A3\Drones_F\Air_F_Gamma\UAV_01\Data\UI\UAV_01_CA.paa"; extCameraParams[]={0.93000001,10,30,0.25,1,10,30,0,1}; formationX=10; formationZ=10; memoryPointTaskMarker="TaskMarker_1_pos"; memoryPointDriverOptics="pip_pilot_pos"; driverOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Driver_F.p3d"; driverForceOptics=1; disableInventory=1; unitInfoType="RscOptics_AV_pilot"; unitInfoTypeRTD="RscOptics_AV_pilot"; damageEffect="UAVDestructionEffects"; damageTexDelay=0.5; dustEffect="UAVDust"; waterEffect="UAVWater"; washDownDiameter="0.1f"; washDownStrength="0.1f"; killFriendlyExpCoef=0.1; accuracy=1.5; camouflage=1; audible=0.1; armor=0.1; cost=20000; altFullForce=50; altNoForce=100; LODTurnedIn=-1; LODTurnedOut=-1; epeImpulseDamageCoef=5; fuelExplosionPower=0; vehicleClass="Autonomous"; model="\BlackHornet2\blackhornet.p3d"; icon="\A3\Drones_F\Air_F_Gamma\UAV_01\Data\UI\Map_UAV_01_CA.paa"; picture="\A3\Drones_F\Air_F_Gamma\UAV_01\Data\UI\UAV_01_CA.paa"; class Reflectors { }; startDuration=3; maxSpeed=100; // maxSpeed = 100; precision=15; steerAheadSimul=0.5; steerAheadPlan=0.69999999; predictTurnPlan=2; predictTurnSimul=1.5; damageResistance = 0.00555; bodyFrictionCoef=0.01; fuelCapacity=25; maxFordingDepth=0.0; threat[]={0.1,0.1,0.1}; mainRotorSpeed = -7.0; // mainRotorSpeed = -7; backRotorSpeed = 7.0; // backRotorSpeed = 7; liftForceCoef = 1; // liftForceCoef = 1; cyclicAsideForceCoef = 0.6; // cyclicAsideForceCoef = 2; cyclicForwardForceCoef = 0.3; // cyclicForwardForceCoef = 1.2; backRotorForceCoef = 5; // backRotorForceCoef = 5; mainBladeRadius = 0.01; maxMainRotorDive= 70; // maxMainRotorDive = 70; minMainRotorDive= -7; // minMainRotorDive = -7; neutralMainRotorDive=0; // neutralMainRotorDive = 0; gearRetracting=0; tailBladeVertical=1; radarTargetSize=0.0; visualTargetSize=0.01; irTarget=0; lockDetectionSystem=0; incomingMissileDetectionSystem=0; weapons[]={}; magazines[]={}; irScanRangeMin=0; irScanRangeMax=0; irScanToEyeFactor=1; class TransportItems { }; destrType="DestructDefault"; driverCompartments="Compartment3"; cargoCompartments[]= { "Compartment2" }; class HitPoints: HitPoints { class HitHull: HitHull { armor=0.1; }; class HitHRotor: HitHRotor { armor=0.30000001; }; }; class Damage { tex[]={}; mat[]= { "A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01.rvmat", "A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01_damage.rvmat", "A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01_destruct.rvmat" }; }; class ViewPilot: ViewPilot { minFov=0.25; maxFov=1.25; initFov=1; initAngleX=0; minAngleX=-65; maxAngleX=85; initAngleY=0; minAngleY=-150; maxAngleY=150; }; class Viewoptics: ViewOptics { initAngleX=0; minAngleX=0; maxAngleX=0; initAngleY=0; minAngleY=0; maxAngleY=0; minFov=0.25; maxFov=1.25; initFov=0.75; visionMode[]= { "Normal", "NVG", "Ti" }; thermalMode[]={0,1}; }; class MFD{}; reportRemoteTargets=1; reportOwnPosition=1; class Components {}; attenuationEffectType="OpenHeliAttenuation"; class Turrets {}; soundGetIn[]= { "", 1, 1 }; soundGetOut[]= { "", 1, 1, 50 }; soundEnviron[]= { "", 0.031622775, 1 }; soundDammage[]= { "", 0.56234133, 1 }; soundEngineOnInt[]= { "A3\Sounds_F\air\Uav_01\quad_start_full_int", 0.056234133, 1 }; soundEngineOnExt[]= { "A3\Sounds_F\air\Uav_01\quad_start_full_01", 0.056234133, 1, 50 }; soundEngineOffInt[]= { "A3\Sounds_F\air\Uav_01\quad_stop_full_int", 0.056234133, 1 }; soundEngineOffExt[]= { "A3\Sounds_F\air\Uav_01\quad_stop_full_01", 0.056234133, 1, 50 }; soundBushCollision1[]= { "A3\Sounds_F\vehicles\crashes\helis\Heli_coll_bush_int_1", 0.01, 1, 50 }; soundBushCollision2[]= { "A3\Sounds_F\vehicles\crashes\helis\Heli_coll_bush_int_2", 0.01, 1, 50 }; soundBushCollision3[]= { "A3\Sounds_F\vehicles\crashes\helis\Heli_coll_bush_int_3", 0.01, 1, 50 }; soundBushCrash[]= { "soundBushCollision1", 0.033000001, "soundBushCollision2", 0.033000001, "soundBushCollision3", 0.033000001 }; soundWaterCollision1[]= { "A3\Sounds_F\vehicles\crashes\helis\Heli_coll_water_ext_1", 0.01, 1, 50 }; soundWaterCollision2[]= { "A3\Sounds_F\vehicles\crashes\helis\Heli_coll_water_ext_2", 0.01, 1, 50 }; soundWaterCrashes[]= { "soundWaterCollision1", 0.05, "soundWaterCollision2", 0.05 }; Crash0[]= { "A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_1", 0.01, 1, 50 }; Crash1[]= { "A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_2", 0.01, 1, 50 }; Crash2[]= { "A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_3", 0.01, 1, 50 }; Crash3[]= { "A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_4", 0.01, 1, 900 }; soundCrashes[]= { "Crash0", 0.25, "Crash1", 0.25, "Crash2", 0.25, "Crash3", 0.25 }; class Sounds { class Engine { sound[]= { "A3\Sounds_F\air\Uav_01\quad_engine_full_01", 0.044668359, 1, 50 }; frequency="rotorSpeed"; volume="camPos*((rotorSpeed-0.72)*4)"; }; class RotorLowOut { sound[]= { "A3\Sounds_F\air\Uav_01\blade", 0.031622776, 1, 50 }; frequency="rotorSpeed"; volume="camPos*(0 max (rotorSpeed-0.1))"; cone[]={1.6,3.1400001,1.6,0.94999999}; }; class RotorHighOut { sound[]= { "A3\Sounds_F\air\Uav_01\blade_high", 0.031622776, 1, 50 }; frequency="rotorSpeed"; volume="camPos*10*(0 max (rotorThrust-0.9))"; cone[]={1.6,3.1400001,1.6,0.94999999}; }; class EngineIn { sound[]= { "A3\Sounds_F\air\Uav_01\quad_engine_full_int", 0.056234133, 1 }; frequency="rotorSpeed"; volume="(1-camPos)*((rotorSpeed-0.75)*4)"; }; class RotorLowIn { sound[]= { "A3\Sounds_F\air\Uav_01\blade_int", 0.056234133, 1 }; frequency="rotorSpeed"; volume="(1-camPos)*(0 max (rotorSpeed-0.1))"; }; class RotorHighIn { sound[]= { "A3\Sounds_F\air\Uav_01\blade_high_int", 0.056234133, 1 }; frequency="rotorSpeed"; volume="(1-camPos)*3*(rotorThrust-0.9)"; }; }; class Library { libTextDesc="The FLIR Black Hornet PRS equips the non-specialist dismounted soldier with immediate covert situational awareness (SA). Game-changing EO and IR technology bridges the gap between aerial and ground-based sensors, with the same SA as a larger UAV and threat location capabilities of UGVs. Extremely light, nearly silent, and with a flight time up to 25 minutes, the combat-proven, pocket-sized Black Hornet PRS transmits live video and HD still images back to the operator."; }; hiddenSelections[]= { "camo1" }; class TextureSources { class Indep { displayName="$STR_A3_TEXTURESOURCES_INDEP0"; author="$STR_A3_Bohemia_Interactive"; textures[]= { "\A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01_INDP_CO.paa" }; factions[]= { "IND_F" }; }; class Opfor { displayName="$STR_A3_TEXTURESOURCES_OPFOR0"; author="$STR_A3_Bohemia_Interactive"; textures[]= { "\A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01_OPFOR_CO.paa" }; factions[]= { "OPF_F" }; }; class Blufor { displayName="$STR_A3_TEXTURESOURCES_BLU0"; author="$STR_A3_Bohemia_Interactive"; textures[]= { "\A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01_CO.paa" }; factions[]= { "BLU_F" }; }; }; }; class B_BH_01_F: BH_01_base_F { author="$STR_A3_Bohemia_Interactive"; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\B_UAV_01_F.jpg"; _generalMacro="B_BH_01_F"; displayName="Black Hornet PRS"; scope=2; side=1; faction="BLU_F"; crew="B_UAV_AI"; typicalCargo[]= { "B_UAV_AI" }; accuracy=0.5; class ACE_Actions: ACE_Actions { class ACE_MainActions: ACE_MainActions { selection="taskmarker_1_pos"; class ACE_Pickup { selection=""; displayName="Pickup Black Hornet PRS"; distance=5; condition="(alive _target)"; statement="[_target,_player] call ebu_fnc_pickup"; showDisabled=0; exceptions[]={}; icon=""; }; }; }; hiddenSelectionsTextures[]= { "BlackHornet2\hornetFLIR_CO.paa" }; textureList[]= { "Blufor", 1 }; }; };
  9. I ran into a similar situation when starting out wanting to make an updated version of the Black Hornet mod. The original author didn't really have a EULA that I could find so I reached out on various platforms but started a discussion with BI and got their legal beagle's perspective on would I be stepping on the original mod maker if I did it the way it is now. Turns out the original guy got back with me and actually gave me his entire file for the original. I used it to make a test to see what would happen with certain things done. Anyway it can be a long and winding road to what you want to do but common sense should be your guide.
  10. Nichols

    [WIP] Black Hornet PRS

    So first release didn't really fall flat on its face; but rather sat on its ass in game. It was unable to get off the ground at all. So I went back and made a change to the overall mass of the model AGAIN. My dumb self had set it to 110.000kg instead of the 10kg that I wanted to set it at. OK SO its almost flyable....it takes off and lands (violently) but its so small I don't think the AI even knows its there until/unless they can hear it. HOWEVER the only way I have been able to fly it is in auto hover mode or by turning the polling way down on my mouse. Even then its extremely hard to handle smoothly. Needs some more tweaking.
  11. Nichols

    [WIP] Black Hornet PRS

    Well its not flyable now: Need to tweak the flight model some more. I might have screwed up something when I was on Percocet after knee surgery but I don't know what I messed up. I did tweak the model weight so that might have something to do with it.
  12. Nichols

    [WIP] Black Hornet PRS

    Asking that this thread be moved to the Completed section or shut this one down. Announcement post going up in the Completed section ASAP. Released Beta state for wide open flames and comments. https://steamcommunity.com/sharedfiles/filedetails/?id=1650680476
  13. Nichols

    [WIP] Black Hornet PRS

    If there's one problem I have in life it's not knowing when to just stop...