dezkit
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Posts posted by dezkit
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At rest, my vehicle is perfectly sitting on the ground.
As soon as I go faster than ~30 km/h it floats up into the air and the wheels don't touch the ground anymore.
Has anybody else had this problem?
In BI's vehicles only the body of the car comes up after driving while wheels remain stationary.
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Contact the PWS people. I don't handle their affairs
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I'm not using class MFD. I only used for the civilian jets because the MFD required Altitude, airspeed, and heading.
Oh yeah, just realized the venom has some lod issues lol.
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I'll try to get a better static display for the toggleable MFD, one that shows all those indicators.
For the RotorLib, I'm still experimenting with it, it's quite hard to configure, but I'll be able to make it perfect soon.
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... so you decided to push it for stable despite building it for/on dev branch?Yep. Didn't know BI would delay the release by an extra month. Didn't want the Helicopter to sit on my computer rotting for 31 days. Also, people can test/suggest some features :D
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DOWNLOAD LATEST VERSION FROM GOOGLE DRIVE
IMPORTANT NOTE
All error messages that you get will be automatically removed after the Helicopter DLC update on November 4th, 2014.
You can toggle through the PIP MFD by pressing on your G key (or the key assigned to landing gear on helicopters/planes).
VARIANTS
ARMED
UNARMED
CHANGELOG
VERSION 0.1 ALPHANew textures
New materials
Doors now open/close from the position you enter from.
Windshield wipers now work automatically if rain is present
Cyclic animations now effect the Horizontal Rotors
Rudder animations now effect the Tail Rotors
Throttle now effect the Horizontal Rotors
Horizontal Rotors are inclined down when engine is off.
You can now fold the rotors when engine is off.
Formation Lights have been added.
Collision Lights have been upgraded.
Lights have been added.
Sound has been improved to A3 Standards
Hands and feet now move with inputs (RotorLib)
Changing to Hydras automatically brings down HUD
Added SlingLoading Support
Can now shoot from the seat near the gunner position (FFV)
There is now a master arm weapon
Engine effects
You can toggle PIP by pressing G.
New MFD displays
Fast rope animations added (for later implementation)CREDITS
ME
BI
TESTERS -
yeah it does
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these are your choppers right ? they remember me to the screenshots you show before.
also in the youtube video the police chopper looks the same.
didn´t you say you lost them in a hdd-crash ? i am confused now.
I lost the source files to every single one of my past addons but have an early backup for them. For the 206 though, I have no sources whatsoever, only a binarized copy from Aug 6.
Not wanting to let my work go to waste, and at the same time not having to worry about being guilty about not being able to update the mod, I lent it to my friends over at A3L.
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Content Quality, Engine, Visuals, Modding tools, Modding capabilities, Mission possibilities, and more.
ArmA 3
Content Quantity, and Mods. (Both of these are temporary)
ArmA 2
Winner: ArmA 3
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Waiting till 4th of november. Geez, what a bummer :(I might release it a lot earlier actually. I initially predicted/hoped the release date of Heli DLC to be around the first week of October. I might actually be releasing it this week.
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So the issue got Acknowledged by Iceman on the feedback tracker. Maybe we will see more acknowledgment on the forum? :D
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Since a lot of people are upset and angry over the lack of content in the Heli DLC (not me personally), I propose for the addition of "easy" assets from TKOH.
Since the Mohawk and Hummingbird are both helicopters ported from TKOH, I would like to see more assets ported from there.
Such as:
- Mohawk Luxury Seats
- Littlebird Doors, FLIR, monitor, searchlight, luxury seats.
- Textures for the above
- Utilization of driverDoor, gunnerDoor, and cargoDoor[]
- User Actions in 3D Space (Will be awesome)
- Addition of the Helicopter Medium for the Civilian Side. (This would probably make the Heli DLC worth it for a lot of people, but it is possibly extremely unlikely given the time frame)
These additions have already been created, coded, utilized, and released. There shouldn't be any further necessary steps taken to put it into ArmA 3, and actually some of these features were enabled in the the Alpha but later disabled.
I wanted to post this in the Helicopter DLC thread, but since it was closed, I made this one.
Relevant feedback thread: http://feedback.arma3.com/view.php?id=20912
This is a sandbox game after all, and more content = more happy community = more $$$ :)
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Unfortunately, we do not plan to do any major re-examination of our airplanes (I mean now, cannot speak abou future).All I can help you with now is configuration of your airplanes, extend some paramaters or to extend forces diag_mode (if it is even enabled now).
Speculation about new DLC or RTDynamics for airplanes will not help anything.
All that we ask now, is to make auto-rudder, AT LEAST, an option, to the way it was during beta/alpha.
Other than that, pack it up boys, thread's over.
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The only thing I am disappointed about is the release date. I can't wait 1+ months :( :( :(
On the other hand, if they put it on dev branch 3 weeks earlier....
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Ghosthawk had them too.They are inheriting from "Helicopter_Base_H" which is the helicopter class introduced with TKOH :P
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Have you ever browsed through the game configs through alpha and beta?Sling load animation references have been there since day one as far as i remember.
Why yes, I have, actually,
Those animations were there because the helicopters (Merlin, Littlebird, etc) that had those animations were ported from TKOH.
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except that those are free.Theoretically, none of those features would have existed if the heli dlc was never released/announced...
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€12.99 for 2 helicopters and 4 time trial missons? woohoothey look nice though.
You can also count firing from vehicles, sling loading, new objects, new advanced flight system, and miscellaneous take on helicopter integration.
Which, in my book, is worth it :yay: thanks BI! <3
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The venom is 99% complete. I'm just waiting for the Heli DLC now to release it.
As for the CRJ-200 and ERJ-200, I am currently upgrading both of those before releasing it. (such as cockpit instruments, shadow lod will be remade completely)
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http://feedback.arma3.com/view.php?id=16833
Ticket has been open for a while with no response from BI
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I looked after the new sounds but didn't find 'em. Is it normal doc ?A3\sounds_f_weapons\Gatling\gatling_rotation_short_2.wss
A3\sounds_f_weapons\Gatling\gatling_rotation_short_3.wss
A3\sounds_f_weapons\Gatling\minigun_shot_5.wss
A3\sounds_f_weapons\Gatling\minigun_shot_6.wss
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Love the new littlebird sounds, however some helo sounds seembroken
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The ports from TKOH (the Littlebirds and the Merlin) do have a cyclic rotor animation but an update broke it and now its mirrored. Perhaps BIS is not even aware they left that animation in, let alone its status.not sure why but they made the rotors animate from how far they bank/dive instead of the input from the cyclic. (in a3 at least)
also, as for the cockpit: i changed up the left screen to show heading and attitude and right screen to show PiP, and if one has PiP disabled, it shows a static screen. You can also toggle thru modes within the mirror by pressing gear key. (default G)
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Yes. The way it' currently set up it flickers a lot so I got no choice
CarX PhysX Car randomly floats up when riding
in ARMA 3 - MODELLING - (O2)
Posted
Nevermind solved.
All I had to do was increase the minValue and maxValue of the damper.