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Nichols

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Everything posted by Nichols

  1. Nichols

    ARMA 3 Addon Request Thread

    Probably a custom mod pack for that unit; wherever you saw them is my guess.
  2. Nichols

    ARMA 3 Addon Request Thread

    Sure do wish someone more talented than I am could put this sucker into the game as well. http://www.military-today.com/artillery/hawkeye.htm
  3. Nichols

    NIArms Release Thread

    I went back through it recently and found the culprit. Some assclown put the compat file into their "unit mod" and it screwed up everything. Basically created all sorts of issues with other mods and problems that took way too much time to sort out.
  4. Sure do wish I knew how that private mod stuff works on Steam; it would be nice to know when someone uploads one of your mods like that.
  5. Not at this time....undergoing a major renovation to hopefully fix a few issues that popped up on initial release. It will be done when its done.
  6. I hate to dig up ancient posts but thought that it would be relevant since some clowns have decided to claim this one as their own and not give credit to @-APS-Gnat . They have verbatim copied his Armaholic post for the "features" of their "privately" developed mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2117129905
  7. Does anyone have access to the Arma 2: OA files and if so can you help by locating the configs for this vehicle? https://community.bistudio.com/wiki/File:Arma2_pmc_ka137.jpg If so I would greatly appreciate your help.
  8. Several weeks ago I pulled it into a hidden page visible only to admin/developers due to doing a major rework on my end. It wasn't ready and with all the changes I am working through on it I felt it was necessary for the short term.
  9. Nichols

    NIArms Release Thread

    I'd be glad to share RPT but I don't have any SMA compatibility mods loaded either and now after this popped up yesterday I don't even have them installed on my computer.
  10. Nichols

    NIArms Release Thread

    @toadie2k Running across a weird issue...well sort of an issue. I just fired up the editor again today for the first time in a while and I have SMA weapons mod downloaded BUT NOT LOADING INTO THE EDITOR. However I do have NIArms Complete loaded and all of the NIArms weapons and attachments are showing up with the SMA icon beside them in the editor instead of the NIArms icon. This was tossing me for a loop when looking for weapons in the character loadout screens. Any idea why this might be happening?
  11. Nichols

    ADV - ACE CPR

    Thanks for all the hard work that went into this mod @Belbo you did an outstanding job with it.
  12. Nichols

    Masked Civilians

    Either name was/is perfectly fine. If you had continued with the Covid naming convention it would be just a reflection of the current times and honestly it would be something that people can utilize in a familiar way. I appreciate the fact that you renamed it and am glad that you reposted the mod to the workshop.
  13. Nichols

    Masked Civilians

    The voice of one person does not speak for the community at large. Please don't do anything that would remove your work from any platforms because of that single whiner.
  14. I am not speaking on behalf of Bohemia Interactive at all and I might just incur the wrath of Khan; but I have thought about this for a while and wanted to get it off my plate. Now with that said everyone knows hosting a server in Arma 3 is partly inexact science at best merged witchcraft and sorcery. We all know that what works for some communities doesn't work for others and everyone has their own flavor of the month/day/week/year....just pick one and you might have to cobble together something that works great 25% of the time; good enough for government work 50% of the time and creates nightmares for your community owners/tech guys 25% of the time. Whether it's mod incompatibility, scripts not working right or just plain lack of documentation for anything at all. In my current break from Arma 3 I have been playing around with DCS and iRacing sims. DCS has it's own set of issues when configuring a server but they aren't super difficult to overcome. However; iRacing has a novel idea that I think is absolutely amazing. You pay iRacing $13 a month to be able to access their hosted servers and race against people from all over the world in different events. The cost of hosting your own race is $0.50/hour...that is 50 CENTS AN HOUR for up to 13 drivers but it doesn't cost the drivers a penny to join the server. So in essence if you wanted to host a Formula 1 or NASCAR race that in real life takes 4 hours to run and on iRacing it takes that long as well that race only costs you $2. What if we could get BI to host servers for us with up to 64 players and the ability to add in a whitelisted modpack and the cost for the 2-4 hour hosted session was <$10? I could then understand having to pay some host like the ones out there for dedicated hardware Arma 3 server boxes the big bucks for your own 24/7 server but honestly how many communities are using their server 24/7? I have been a part of a few communities and know how much it costs to run a community from an owner and staff member perspective and the constant issues with trying to keep the servers running and missions hosted; along with not having your community members playing all the time. It is a pain in the butt.
  15. Been there and done that and have ZERO desire to ever spend that much money on server rentals again. In my experience most of the gaming server providers here in the US aren't doing anything different than the the next one and in fact it seems like the vast majority of them aren't hosting their own hardware but they are renting from the big data center players in the online world.
  16. 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.
  17. 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
  18. @drebin052 thanks for the heads up I hadn't thought about putting those empty boxes on the outside like that.
  19. Yes the steam version has been updated as well.
  20. 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.
  21. 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.
  22. 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.
  23. 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 }; }; };
  24. 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.
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