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Lala14

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Everything posted by Lala14

  1. ELV is the elevation of the cursor target in ASL (above sea level) in metres. BRG is the bearing difference between the aircraft and the cursor target from 0 to 360° SLR is the slant range (imagine this being the distance from the plane directly to the cursor target) in metres GDR is the ground range (imagine this being the 2d distance, from the ground to the cursor target) in metres FVW is the field of view width basically the distance from the left side of the screen to the right side of the screen in metres FVH is the field of view height basically the distance from the bottom side of the screen to the top side of the screen in metres FVW and FVH is used for back up measurements against GDR and SLR but because this is a game and the measurement is 100% accurate all the time you only need to really worry about SLR and BRG
  2. It operates the same way as the AGM-65D. The target needs to have some sort of IR heat generated (essentially have their engine on for a little over 10 seconds).
  3. this should have been fixed in the latest update for the ac130 (check the changelogs) if this is still an issue please let us know what mods you were running
  4. it is with great pleasure to announce that we have moved the AC-130U into public beta, after several weeks of hard work on this single asset alone, we have knocked out quite a few bugs and feel as though the state that it is currently in is good enough for public use. You will still find debug information showing on screen which is intentional for bug reporting, this will be removed when the asset is no longer in beta. As for the future of the AC-130, it will be moved into the AFSOC pack at some stage so it will not be a "lone" release asset. Please report bugs on our github or on the ac-130u bug reports channel on our discord. Thank you for your continued support and patience from all members of the USAF Team. Enjoy. https://steamcommunity.com/sharedfiles/filedetails/?id=2226368165
  5. DOWNLOAD Cross posted here from the steam workshop with permission by HateAndCaffeine. Discord Link https://discord.gg/4ZegBaZ This mod overhauls thermal vision modes allowing them to be used in all conditions. It is designed to work with any targeting pod or CROWS. Press B while in Vanilla DTV mode to bring up A3TI thermal vision modes. Press B while in Vanilla NVG mode to bring up A3TI Fusion mode. Current Features: Can be run Client Side MWIR White Hot MWIR Black Hot IR/NVG Fusion Laser Target Marker High Definition Targeting Pod Options Configurable Brightness/Contrast Configurable CBA Options and Keybinds How To: Select Vanilla DTV and press the B key to cycle through the A3TI Vision Modes Select Vanilla NVG and press the B key to cycle through Fusion Modes To use the Laser Target Marker (LTM), cycle to NVG or A3TI fusion mode, fire your laser, then press L The LTM can only be seen in NVG or Fusion modes You can change the LTM between Flashing and Steady modes with Ctrl+L All controls are configurable via CBA keybinds Known Issues: Some Modded Tanks may have visual bugs for the driver. There is a CBA option to disable A3TI enhancements for tank drivers to mitigate this. Please report any bugs to our Discord #bugs channel https://discord.gg/4ZegBaZ Special thanks to Pingopete, Lala, BigBearZ, Fat_Lurch, Raynor, and Yax. Could not have made this mod without your incredible contributions. Huge thanks to Voldy for his tireless work hunting bugs Check out some of their other work. USAF Mod Collection https://steamcommunity.com/sharedfiles/filedetails/?id=1900726770 Fat Lurch Workshop https://steamcommunity.com/profiles/76561197977538474/myworkshopfiles/?appid=107410 Yax Workshop https://steamcommunity.com/id/Yaxxo/myworkshopfiles/?appid=107410
  6. the copilot seat on the c17 is off iirc, still need to actually reposition the seat.
  7. The gunslinger variant will come out after the spooky, whether it be the next asset to be released after the spooky is still yet to be decided. Sorry!
  8. I actually already have a RAAF C-130, I'll probably see if I can dig it up and possibly include it in the mod
  9. You have permission to retexture, in fact, the system we have developed makes it very easy for retextures to be applied with no effort on our end to update (seamless integration with the service menu). If you are familiar with the TextureSources class this is how it works. The only thing is that you cannot reupload the mod or parts of the mod.
  10. UAVs need to be placed NOT empty, otherwise you will not be able to connect to them Unsure about locking onto IR grenades, will take into consideration The last one about afterburner and weapon type is that we left debug info still running on those vehicles and will be fixed in next update
  11. 1. It is up to addon creators to make their vehicles compatible (to my knowledge Firewill has made their plane's compatible) 2. Again this would be more for a question to unsung.
  12. Yes we released the AC-130 as an april fools joke, we hope you all enjoyed, we are currently working diligently to provide an update out for the mod! Thank you all for your patience!
  13. https://steamcommunity.com/sharedfiles/filedetails/?id=2043523390 From behalf of the USAF mod team and myself, I am proud to announce the long anticipated AC-130S now available on steam for download! Enjoy!
  14. All the assets are listed on their respective page, you may be assuming where are other bits of the mod such as the bombers or the AC-130, these are sill being worked on and are not yet released. If you are missing any of the assets listed on their respective workshop pages please come back and reference which asset it is
  15. literally on the steam workshop page it states that all previous versions of the mod are obsolete and should be deleted prior to using, this includes missions, the only way to fix an old mission would be to remake it, I can also help with restoring an old mission, although some objects will obviously be missing (AC-130, F-16, USAF PILOTS). Plus I'm kinda busy but it isn't too hard to restore.
  16. If you don't want to download it on Steam there is an Armaholic link Fuse malfunction will occur when dropping the bomb below the preprogrammed HOB (i.e. HOB set to 150m, I drop bomb at 100m, fuse will malfunction). Unless this isn't what you are referring to, you may need to go into more detail.
  17. Vehicle IR strobe As the title says it adds vehicle IR strobes to vehicles in game AS OF UPDATE 5.5 nul = [] "vehicleirstrobe.sqf"; To disable a vehicle from using ir place in the vehicle's init this setVariable ["strobe",true]; Features Action comes up between 18:50 until 05:10 Different positions where the IR strobe is placed (currently different places for mostly each vehicle) Only works on LandVehicle class can be modified though Should work in multiplayer Action only comes up for either driver,gunner or commander Issues present Since I don't know the mempoint for the turret (not the muzzle) I cannot make the strobe attached to it so instead it is attached to the hull of the vehicle, If anyone knows the mem point or would like to offer a way to solve this PLEASE DO! edit: created http://feedback.arma3.com/view.php?id=18587 Co-Pilot does not have the ability to turn on IR strobe in some vehicles. Issue is only present currently on the MH-47E due to the left gunner being the turret of 0 rather than what the pilot should be. TO-DO Add predefined vehicles from mods this will start in the next update with air vehicles and so forth (so far added USAF,F-15C,Pearl A-10C, F/A 18 E/F and SU-35, C-130J Transport/Cargo) Feel free to modify with credits obviously to Tajin and/or me As said any optimizations or suggestions are welcome! http://i.imgur.com/2ucAdhB.gif (1559 kB) DOWNLOAD vehicleirstrobe.sqf Credits :- Tajin for help with optimizations and how to use variables and overall structure of the script [GiBThis] - J.Camel for the idea Me(Lala) for the creation of the script Player IR strobe I've now created a script for player IR strobes To be soon incorporated also is to make sure the player has a specific helmet on rather than just have a helmetUpdate 4 As of Update 5 place in the init.sqf nul = [] execVM "irstrobe.sqf"; and to disable ir attaching to a vehicle place in the vehicle's init this setVariable ["strobes",true]; Features Action comes up between 18:50 until 05:10 Works on all including AI (manually turn on by squad leader selecting AI then going into Actions (6) then selecting IR strobe On removed in Update 5 Should work in multiplayer Action only comes up for the one unit and no one else can modify it IR strobe is only accessible on foot works perfectly along side also with Vehicle IR Strobe script TO-DO Make script only work when a player has the specific helmet on (currently works with player only requiring something in the headgear slot) Make script work with other faction grenades rather than just the one blufor ir grenade Adding a variable at the top to set the IR strobe to either be SF (MS2000 which is placed on the helmet) or standard (on the left strap on vest) http://i.imgur.com/HjHRKu6.gif (1057 kB) DOWNLOAD irstrobe.sqf Credits :- Tajin for help with optimizations and how to use variables and overall structure of the script Fullerpj for the idea Me(Lala) for the creation of the script Show off Mission Download (single player editor) test_strobe.Altis.rar IR_Strobe_Example.Stratis ChangeLog Vehicle IR Strobe Vehicle IR Update 1: Vehicle IR Update 2: Vehicle IR Update 3: Vehicle IR Update 4: Vehicle IR Update 5: Vehicle IR Update 5.5: Vehicle IR Update 6: Player IR strobe Player IR strobe Update 1: Player IR strobe Update 2: Player IR strobe Update 3: Player IR strobe Update 4: Player IR strobe Update 5: Player IR strobe Update 5.01: Player IR strobe Update 5.5: Player IR strobe Update 5.01 Vehicle IR strobe Update 5 Player IR Strobe Update 5.5 Vehicle IR Strobe Update 6 source code (for those lazy too download the script file) Player IR Strobe source Vehicle IR Strobe source ---------- Post added at 18:01 ---------- Previous post was at 17:52 ---------- Woops thought I was in the Mission editing and scripting thread :/ If a moderator could move this there that would be great
  18. You have to set the option in the script line no 13 Player_IR_SF to 1 to have it position it on the head. As for moving the position around line no 61 has _pos, change those numbers around, you can see _muzzle = "head" for the head part and _muzzle = "spine3" for the chest connection part. As for the attach/take they're both on lines 30 and 31, if you comment those out it should disable them.
  19. would you mind trying this out and letting me know if this is better? All I've done is move the IR strobe for the head slightly right and down. For the body I've used another mem point. I also redid a little bit of the IR attach code. https://www.dropbox.com/s/lal6h56i2eoty26/irstrobe_dev.sqf
  20. Yes, I have noticed that this is an issue due to the way the information is being sent and currently it is not synced for everyone which results in the attached vehicles moving all over the shop, best solution for now until next update, is to just use vanilla loading system
  21. I'll need more information regarding this, such as steps to reproduce. However, I can explain that in order to rearm the cannon/flares, you will need to at least have changed (which u can just change with the same weapon) one of the pylons on the aircraft in the service menu
  22. unsure what you are saying but anyway, it should be under addon options which is under options to disable the nuclear bomb effects on the B61 bomb which results in it acting as a standard 500 lbl bomb
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