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theebu

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Everything posted by theebu

  1. theebu

    C-130J Port Release

    The release to the @CAF mod depends on Ohally adding it to the release.
  2. theebu

    C-130J Port Release

    Because ejecting from cargo will instantly kill you. You need to run a script for HALO anyway.
  3. theebu

    C-130J Port Release

    The update does NOT have those. The problem was the cargo variant wasn't calling the right model config, so it defaulted the animations and the clan symbols. The current version 1.22 works. Check the folder for the version.txt to make sure you have that.
  4. theebu

    C-130J Port Release

    Copilot stuff was fixed. Take a look with the update, let me know if its still acting up (Screen shots)
  5. theebu

    C-130J Port Release

    Update v1.22 FIX http://www.theebu.com/downloads/@EBU_Mods_1_22.zip This fixes the issues with the 1.2 release. MFD works again, cargo variant works again.
  6. theebu

    C-130J Port Release

    Yea apparently everything got skewed when the Arma tools update happened. I'm working on fixing it now. Sorry for the terrible release
  7. theebu

    C-130J Port Release

    UPDATED - updated version link http://www.theebu.com/ebu_c130/@EBU_Mods.zip Fixed Cargo variant using transport model. Don't know how I missed that one. Thanks for the quick response. Sorry Foxhound :(
  8. theebu

    C-130J Port Release

    Update v1.2 http://theebu.com/ebu_c130/@EBU_Mods.zip Changelog: HUD applied to copilot seat, HUD is now on pilot's helmet visor. Transport: added 12 more seats to fit 36 passengers Transport: changed the get-in positions. Crew door, Bottom of ramp, top of ramp, rear side doors. Tweaked viewpilot settings. Added options to control each door. (Front, Left & right) Ramp should be 100% walk-upable now. Known Issues: Gear still is touch-and go Ejecting without a script will still kill you.
  9. What exactly are you pointing out here?
  10. theebu

    C-130J Port Release

    Upcoming update: HUD applied to copilot. HUD applied to pilots' helmets not screen to avoid being visible from cargo. (unless someone has a solution for me) Transport: added 12 more seats to fit 36 passengers Transport: changed the get-in positions, no longer an array. Tweaked viewpilot settings. Added options to control each door. (Front, Left & right) Ejecting will probably still kill you. Use one of the many scripts people have put out there for jumping out. Gear still has an issue going up sometimes. I have no idea whats causing it. I agree on the size, it does feel too small. Adjusting the size will take a lot of time though, not sure when/if I'll do it.
  11. theebu

    C-130J Port Release

    Oh yea, another thing on the list of stuff to fix :D
  12. theebu

    C-130J Port Release

    Artificial horizon fixed Hud fixed for pilot (co-pilot still needs to be added) Flight physics are all stock from Arma2 currently. I'm going to have a buddy look at tweaking it to make it more realistic. I have an update planned soon. There's a couple more things I want to finish before releasing the next update.
  13. theebu

    C-130J Port Release

    Does this happen with cargo in it, or completely empty?
  14. theebu

    C-130J Port Release

    Sounds pretty cool! I'm currently re-writing my old jump script as well. (designed for just jumping out, not HALO. I leave that to you guys) It will simply let you stand on the deck while flying, and run out the back. Better have a chute with you.
  15. theebu

    C-130J Port Release

    I don't have any plans at the moment to add anything like that. It makes sense for fighters and CAS but this is a simple transport without any weaponry.
  16. theebu

    C-130J Port Release

    That's hilariously awesome!
  17. theebu

    C-130J Port Release

    Yea sorry meant to add you to my responses. That's my fault, the eject point is at the back of the aircraft, but when the ramp is open its inside the ramp. Next update I'll fix the location of it. For now you have to jump with the ramp closed. Could you take a screenshot for me?
  18. theebu

    C-130J Port Release

    Next update i will try to get the static version out. I was considering that earlier for a lot of the guys looking to do static jumps. I'm looking into that right now. Hopefully I can find a fix because it's bugging me too! What other mods are you running with this? As far as i know it shouldn't conflict, everything is self contained. Check out Igi_PL's script here for loading vehicles and cargo. He just updated it to support the mod! Thanks a lot! WIP updates: Still stuck on the gear issue. Noticed about 3 seconds after take-off the gear drops about 6 in and breaks the gear Up action. Co-pilot still refuses to go back to the pilot seat. Only worked when the gunnerinaction and gunneraction are populated. If empty, the animation is broken, but can switch between seats. Fixed the dive indicator and populated the HUD more.
  19. theebu

    C-130J Port Release

    UPDATE: V1.1 Changelog v 1.1 Added: Copilot seat with access to controls Added: Collision/ nav and landing lights Server key Fixed: Cargo ejecting in flight - for now enter / exit cargo is at rear of aircraft Fixed: Cargo ramp open/close speed - Now takes longer Fixed: Rvmat error & paa error Fixed: Cargo seats getting into cockpit - now only cargo seats in rear Now in standard @folder setup for standalone mod Link: http://www.theebu.com/downloads/@EBU_Mods.zip With the changes I made, the cargo ramp will depress further down, allowing players to walk up the ramp unhindered. this only works while the plane's engine is OFF and has not moved yet. For everyone wanting the IgiLoad script, please be patient as he is working out a re-write and hopefully release that soon.
  20. theebu

    C-130J Port Release

    Demanding things won't get you anywhere bud. A temporary solution has come about though, until I can make the ramp work as intended, the enter / exit point is at the rear of the aircraft.
  21. theebu

    C-130J Port Release

    The cargo version was built specifically with the script in mind and I have already written it up to support it. As for those positions, yes I intend at some point to put those in, but that's a feature down the line.
  22. Requires modification of the original script to do so.
  23. No I haven't been able to. Was hoping you'd have some insight for me.
  24. theebu

    C-130J Port Release

    There's a mod released that allows that to happen, check the forums for that. Should have guys grab the chute prior to take-off. Thank you for reminding me about the two passenger seats in the cockpit, I need to change the way they are defined.
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