-
Content Count
89 -
Joined
-
Last visited
-
Medals
-
Medals
Posts posted by raynor_d
-
-
Hey Dedmen,
I looked through our commit history and none of our planes should be running that code as of 1.0.6. I was equally flabbergasted when I noticed what it was doing. 😅
I removed C17_init.sqf from the init order (it's still there just never called) just before we released 1.0 to Steam, and overhauled the F-35 init process in 1.0.6, removing F35_init.sqf.
Could you check what version you guys are running?
-
Not currently, but I've put it down as a feature request.
- 1
-
Hey guys, our next major update, v1.0.6.2, is now public and we're excited to announce a major change along with it.
You will notice that you have not received this update automatically, since with it we are transitioning to a new team workshop account! However no dependent content such as missions should break - ingame classes and paths have not been changed. We're making this change exclusively for the purposes of streamlining our release pipeline.
The current workshop items will remain in place indefinitely to allow communities to transition smoothly, but they will not be supported or updated further.
Note for server admins: We've taken this opportunity to simplify the modfolder names to make your lives a little easier:
@USAF_Main @USAF_Fighter @USAF_Utility
We are aware this transition will cause some inconvenience on the front end, but we are confident that the long term benefits, namely automation of releases, will be worth it for both the community and the mod team.
Subscribe to the new collection here: https://steamcommunity.com/workshop/filedetails/?id=2397379807
v1.0.6.2 Changelog: https://github.com/Fullerpj/United-States-Air-Force-Mod/wiki/v1.0.6.2-Changelog
We want to thank you guys for your continued support - it's what keeps us going. We look forward to 2021 being the best year yet in Arma aviation!
- 9
- 2
-
Alongside the AC-130U beta, we have pushed v1.0.6.1 to the current packs:
Main:
Spoiler- Add initial tail code system (only on fighters currently)
- Afterburner: Add compatibility for AI aircraft (CBA option available)
- AI now use formation lights whenever collision lights are on (CBA option available)
- Tanker Module: Major refactor under the hood, should fix all previous issues (and probably cause some new ones)
- Fix and optimize ECM function
- Cargo: reduce overall network traffic
- Missilebox: Add LJDAMs (GBU-49, GBU-54)
- Missilebox: Fix AGM114/AIM9M spinning out uncontrollably
- Missilebox: Fix AGM114 being SACLOS and add ace missile guidance
- Missilebox: Fix JDAMs being able to lock lasers
- Missilebox: Fixed GBU-39 being able to lock radar targets
- Missilebox: Increased GBU-53 seeker FOV and indirectHit
- Missilebox: Fix GBU-38 missing textures in LOD 2
- Missilebox: Add 2x GBU-12 BRU-57 rack
- Missilebox: Increase FOV of most laser guided weapons
- GPS: Now usable during remote control (UAV/Zeus)
- GPS: Weapon mass now affects ability to steer
- GPS: Fixed point track
- External Fuel: Fixed external fuel amount not updating if spawned in plane
- HOB: fixed case where munition would not activate
- Fix debug variable not being set correctly on clients
- TGP: make map marker local only
- Remove interior light systemChatFighters:
Spoiler- F-35A: Fix black background on decals
- F-35A: Fix DAS system, adjust behavior
- F-35A: Fix VRD system
- F-35A: Add CBA options to disallow DAS and SAR
- F-35A: Various model LOD and material fixes
- F-22: Fix possible afterburner invalid data
- A-10C: Add worn/shark/hog variants
- A-10C: Fix and enable various cockpit gauges
- A-10C: Fix sensors not following TGP pitch
- A-10C: Remove Anti-radiation sensor component
- A-10C: Fix landing gear collision geometry not raising with animation
- A-10C: Fix error on eject
- A-10C/F-35A: Add additional stage of TGP magnification
- All Fighters: Add datalink sensor component, increase range
- All Fighters: use BI ai eject event
- Fix various GPS/ECM actions being visible outside aircraftUtility:
Spoiler- Add LAIRCM to all aircraft (just built in ECM)
- RQ4: Fix missing throttle display
- MQ9: Add fuel tanks and compatibility with External Fuel system
- MQ9: Add missing sensor components
- MQ9: Sensors now have limited FOV centered on TGP
- MQ9: TGP can now look straight down
- MQ9: Fix PIP gunner camera alignment
- C-17: Fixed over sensitivity to damage on landing
- C-17: Increase cargo capacity to 56 units
- C-17/C-130: Fix pose of last few cargo seats
- KC-135: Add boom operator view (still no interaction possible)
- KC-135: Increase flight ceiling to 15.5km- 3
- 2
-
2 hours ago, Viper1Zero said:Evening USAF Mod Team!! The updates are amazing, f*cking well done. The actual F-35A wings and the fix for the LOD geometry make me so damn happy I could cry.
Oddly, when I have the Utility aircraft mod loaded I get the "Lights Initializing" notification at the bottom left when starting a mission. Honestly not really a big deal, just kind of an annoyance for filming as the message last 76 years for some reason. lol. Any way we can omit this message in a config somewhere, by chance? If not, not a big deal whatsoever. Thank you guys so much for your continued hard work! This was a hell of an update.Thanks Viper, yes it's on our end and has been fixed internally, we're aiming to get a hotfix patch out for that and some other things quite soon.
- 5
-
Updated to v1.0.6:
Attention server admins: Keys are now versioned and can be found in (modfolder)/keys.
Main:
- Tanker: Module overhaul (must now pre-spawn and sync tanker)
- Tanker: Fix diving on locality change
- Tanker: Fix stuck tanker state in several cases
- Remove systemChat spam from fired event
- Afterburner: Add CBA keybind
- Afterburner: Fix systemChat spam
- TGP: Fix laser keybind not working in F-35A
- Missilebox: Add AGM-114R
- Missilebox: Add ACE Fragmentation values
- Missilebox: Add ACE Laser compat for designators and APKWS/AGM-65E/AGM-114
- Missilebox: AGM-158 increase time to live
- Service Menu: Fix master safe being removed on some aircraft on reload
- GPS: Add CBA keybind to open GPS dialog
- Finish XEH support (for all packs)Fighter:
- F-35A: Model realistic wing for A variant
- F-35A: lots of script cleanup, hopefully fix server lockup on get in
- F-35A: Add combat liveries
- F-35A: Material and texture improvements
- F-35A: Reduce hook mount size
- F-35A: Shadow LOD fixes
- F-35A: Fix missing pilot LOD geometry (if looking behind with TrackIR)
- F-35A: Fix DAS missile launch action
- F-35A: Add more visual LODs
- F-35A: Suspension fixes
- F-22: Fix TAD map being applied to aircraft body
- F-22: Fix formation lights material
- F-22: Fix gun door being open on spawn in some situationsUtility:
- Enable Service Menu on manned utility aircraft
- MQ-9: New gunner UI
- MQ-9: Fix bouncing issues
- MQ-9: Fix wreck model not showing
- C-17: Allow pilot to control jump door
- C-17: Add CBA option to enable move inside action (still super buggy)
- C-17/130: Raise flight ceiling
- KC-135: Fix hovering wheels- 10
- 5
-
4 hours ago, shadeops21 said:Starts preparing resources for RAAF F-35As
Don't dive into the F-35A yet, it's getting a bunch of model changes and liveries next patch and a template soon after.
-
1 hour ago, Ivanoff.N said:I am guessing the formula that it is calculated by is also not accessible ?
Correct, we would have to calculate it separately which may or may not match what the hud is showing.
-
1 hour ago, Ivanoff.N said:Is there any way to access the grid coords of this CCIP indicator ?
Not that I know of. The MFD element is controlled entirely by the game engine, no scripting access to it or even source to show the grid on the hud.
-
On 4/7/2020 at 6:45 AM, omri2050 said:38,31. Attitude around 1km,speed around 500
Assuming the previous 3km distance, you're way too low, these things don't have a 3:1 glideslope. Use the CCIP indicator in the TGP and release once it's 50-100m past the target. You can even pull up and loft for additional standoff range.
- 2
-
17 hours ago, omri2050 said:Any guide for the GPS guided bombs? I can't seem to hit anything from a distance over 3km, even with the GBU's that are around 15km range.
This is our current tutorial but it sounds like you're designating correctly. Which GBU are you using? And what's distance/altitude/speed at release?
-
Server keys have been pushed to the workshop, and the tanker module tutorial is up:
- 2
-
14 hours ago, CedSm said:I need help service menu not showing up even when the module is placed and synced to a hangar or not?
Is your engine off and are you looking at the hangar?
If so check out our tutorial on the service menu and let us know if you still can't get it working after that.
-
It's a known issue, already fixed for next update, thanks.
- 1
-
Updated to v1.0.5
Main:
- AAR: Add tanker module
- AAR: Transfer tanker ownership to client on approach to eliminate rubberbanding
- Cargo: Fix several issues in multiplayer
- GPS: Add CBA bind to mark target from TGP view
- Missilebox: Add GBU-31 VLCDW
- Missilebox: Reduce BLU-108 particle load
- Missilebox: [REDACTED]
Fighters:
- A-10C: Fix misaligned MFD texture
- A-10C: Fix inverted suspension animation
- A-10C: Fix floating squares
- F-22: Fix gun door stuck open & master safe missing after editing loadout in eden
- F-35A: Fix black UAV feed
Utility:
- C-17: Increase mass to reduce weird flight characteristics when carrying heavy cargo
- C-17: Fix wingtip vortices coming from model center
- C-17: Fix interior material brightness
- KC-135: fix gear door material mismatch
- Core: Split aircraft into subcategories
This may look like a smaller update, but what you don't see is the increased work going into unreleased assets and systems, namely the AC-130 and bombers. The guys have been killing it with the AC-130 and it will likely be next in line to release. Keep an eye on the #dev-updates channel of our discord for sneak peeks!
- 6
- 3
-
Appreciate your support and video spotlights Viper, they are fantastic!
Also want to announce that the beginnings of our wiki are now available on Github. We still have a lot to add and improve, but you guys can check it out at https://github.com/Fullerpj/United-States-Air-Force-Mod/wiki
- 3
- 1
-
On 2/15/2020 at 10:12 PM, SonicJohnBH said:...terminal guidance...
Not at this time, it is on our todo list though.
On 2/15/2020 at 10:12 PM, SonicJohnBH said:...does the "kill area" get bigger at higher burst altitudes like in real life?
Yes, there's a Height of Burst menu to control area of effect for both SFWs and CEBs.
On 2/15/2020 at 10:12 PM, SonicJohnBH said:Also I just gotta agree with @octop01 that the F-35A is an absolute DREAM to fly, it might be the smoothest jet I've flown
Thank you Sonic, appreciate your support!
-
On 1/26/2020 at 11:06 AM, Mike Gram said:Is there any way to get the old version bucause i liked the old planes and they worked fine
They do not work fine. Everything about them is either out of date or flat out broken in current day Arma. All planes will be added back in when they're ready.
- 1
-
Updated to v1.0.4.1
Main:
- Missilebox: Add AARGM-ER (anti-radiation missile)
- Missilebox: Add CBA setting to disable nuclear weapons (becomes regular bomb)
- Missilebox: Make all laser guided munitions lock on after launch
- Missilebox: Fix and optimize SFWs (CBU-97/105, AGM-154B)- Missilebox: Fix unguided CBU inheritance of laser tracking
- Missilebox: Enable B-61 GPS guidance
- Missilebox: Add CBU-104 GPS guided GATOR- Missilebox: Modify CBU ammo classnames for consistency
- Missilebox: Fix several bombs being able to track
- Missilebox: Increase CEB submunition count
- Missilebox: Add Height of Burst function (GPS integration WIP)
- Missilebox: Reduce performance cost of nuclear script
- Missilebox: ECM overhaul
- Missilebox: AIM-9X material tweaks- Missilebox: Fix GBU-28 material error
- Missilebox: Remove cursor from several weapons
- Main: Fix LAPES option not appearing
- Main: Fix UAV feed not working after cycling
- Service Menu: Add delay for rearm with CBA setting
- Service Menu: Show current magazine in hardpoint list and tooltip
- TGP: Fix messing with main menu camera
- TGP: Fix several cases where laser designator would not be addedFighters:
- A-10: Sensors now slew with targeting pod
- A-10: Increase gun volume
- F-22: Raise viewpoint
- F-22: Reduce interior volume levels
- F-22: Enable all MFDs
- F-22: Open gun door when selected
- F-22: Use correct gun sound
- F-22: Keep bays open slightly longer when deploying weapons
- F-35: Raise landing autopilot speed
- F-35: Keep bays open slightly longer when deploying weaponsUtility:
- KC-135: Fix sound error log spam
- C-17: Fix engine texture brightness not matching body- 13
- 2
-
On 11/30/2019 at 4:19 PM, al Hassan said:I was wondering, is anyone one else having issues locking on to GPS targets
13 hours ago, Bukain said:Do you even need to lock on GPS target?
No, there is no visual cue, you just drop the bomb and it will steer toward the target. As long as you give it enough energy it should hit.
-
A fix has been pushed for the fighter keys.
-
20 hours ago, Airborne.82.hfw said:In the Editor the Laser and GPS managment System are working for the F-35A and A-10C but on our server not. And the CBU-105 and CBU-97 are also not working on our Server. Do you Guys have an idea why ? Or is this a bug you have to fix ?
Do you have CfgRemoteExec in your mission? If so what mode are you running?
-
v1.0.3 changelog:
Fighters:
- A-10C: Increase get in radius
- F-22: Overhaul flight dynamics to Jets-era
- F-22: Improve sound behavior
- F-22: Fix inverted side stick elevator animation
- F-22: Fix MFD log errors
- F-35A: Fix fuel gauge showing over SAR imagery
- F-35A: Fix missiles sticking out of bottom bayMain:
- Missilebox: Fix AIM-120 damage behavior
- Missilebox: Add AIM-120 D variant and make default
- Missilebox: Fix F-35 fuel tank texture path
- Missilebox: Remove thrust and effects from AGM-154
- Missilebox: Fix APKWS rockets not hiding when fired
- Cargo: Allow compatibility with VIV (must be empty)
- Afterburner: Fix AB text not disappearing when disarming AB while it is engaged
- AAR: Fix possible error in refuel point connection position
- Service Menu: Fix bays with openBayWhenWeaponSelected = 0 not animatingUtility:
- C-17: Fix falling out of the sky when starting in air
- C-17: Fix passengers being killed when ejecting
- C-17: Fix get in action locations
- C-17: Add VIV compatibility
- C-17: Fix zeus not being able to place
- C-130J: Add VIV compatibility
- C-130J: Fix action/eject locations
- C-130J: Fix cargo loading errors
- C-130J: Fix ramp sound- 9
- 2
-
Yeah currently the eject position is inside the bay. Already fixed for next update.
United States Air Force Mod (2019)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
If you are seeing F35_init.sqf in the folder at all, that indicates you're running something at least older than 1.0.6. Beyond that you should see semantic versioning in all the mod.cpp files:
If not, it's an ancient version from before our move to the (first) workshop.