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Everything posted by raynor_d

  1. 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: description = "United States Air Force - Version 1.x.x.x"; If not, it's an ancient version from before our move to the (first) workshop.
  2. 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?
  3. Not currently, but I've put it down as a feature request.
  4. 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!
  5. Alongside the AC-130U beta, we have pushed v1.0.6.1 to the current packs: Main: Fighters: Utility:
  6. 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.
  7. 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 situations Utility: - 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
  8. 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.
  9. Correct, we would have to calculate it separately which may or may not match what the hud is showing.
  10. 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.
  11. 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.
  12. 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?
  13. Server keys have been pushed to the workshop, and the tanker module tutorial is up:
  14. 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.
  15. It's a known issue, already fixed for next update, thanks.
  16. 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!
  17. 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
  18. Not at this time, it is on our todo list though. Yes, there's a Height of Burst menu to control area of effect for both SFWs and CEBs. Thank you Sonic, appreciate your support!
  19. 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.
  20. 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 added Fighters: - 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 weapons Utility: - KC-135: Fix sound error log spam - C-17: Fix engine texture brightness not matching body
  21. Hello all, I"m making a recruitment video for my unit, and I'm having an issue with animation, illustrated here: Youtube: /watch?v=OgYbcVCBnVc (Sorry, this is my first post here, so I can't post links; I hope the above is alright with mods) As you can see, these guys look pretty odd with their heads on a swivel while they're supposed to be at ease, paying attention to a DI. I've tried disableAI with all its options, doWatch'ing a markerpos in a loop, and doStop in a loop, and they're still looking around. I'm running -showScriptErrors and I'm not getting any error messages. I've been searching and testing for days now, and can't find anything regarding this. Is there any way to stop this head movement? Current code (running in that video): (Called from each soldier, passing this) _recruit = _this select 0; ...(gear)... _recruit playMove "AmovPercMstpSnonWnonDnon_Ease"; _recruit disableAI "ANIM"; _recruit disableAI "FSM"; _recruit disableAI "MOVE"; _recruit disableAI "AUTOTARGET"; _recruit disableAI "TARGET"; while{true} do { _recruit doWatch markerpos "watch"; doStop _this; }; Any help with this would be much appreciated, =7Cav=SGT.Raynor.D
  22. 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.
  23. A fix has been pushed for the fighter keys.
  24. Do you have CfgRemoteExec in your mission? If so what mode are you running?
  25. 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 bay Main: - 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 animating Utility: - 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