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diesel5187

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Posts posted by diesel5187


  1. There are a few reasons

    1. I don't play vanilla and use ace weapons as my default.

    2. The vanilla missiles and ace missiles are not set up for a flight time longer than 40 seconds, after that, they detonate in midair not reaching their target. Since I primarily use ace I changed one variable in the ace maverick missile that lengthens their lifetime so this problem is not encountered again.

    I can however, dig into the vanilla missiles and lengthen their life and set it up so it ace is not a requirement sometime in the near future.


  2. ?imw=637&imh=358&ima=fit&impolicy=Letter?imw=637&imh=358&ima=fit&impolicy=Letter

    ?imw=637&imh=358&ima=fit&impolicy=Letter?imw=637&imh=358&ima=fit&impolicy=Letter

     

     

    This mod enhances the UCAV Sentinel drone to make it a more deadly and effective ISR / UAV platform, the changes are as follows:

     

    -Reduces max speed of the AI to 650kph so you don't speed past the target as quickly, manual flight will allow you to fly faster than 650kph.
    -Changes the zoom capabilities of the turret camera
    Zoom levels are as follows:
    0.5x
    2.5x
    5.0x
    10.0x
    20.0x

    30.0x
    40.0x
    -Extends the ACE AGM-65 "Maverick" missile time of flight, this ensures the missile does not prematurely detonate before reaching the target.

     

    You can find the aircraft under:

    BLUFOR > NATO > Drones > UCAV Sentinel Enhanced

     

    I highly suggest a mod like TAW View Distance to increase your view distance past 12 km.

     

    a356d7a366e83f307ac52b5a0e34b0540349b413

    • Like 2

  3. Why would you do that? There's no need to replace the whole config. Nevermind, I think I misunderstood you.

    You can simply add stuff to an existing config. For example, I used the following for testing fastroping with the MELBs:

    class CfgPatches {
        ...
    };
    I
    class CfgVehicles {
        class MELB_base;
        class MELB_MH6M: MELB_base {
            ace_fastroping_enabled = 1;
            ace_fastroping_ropeOrigins[] = {{1.17, 0.06, 0.98}, {-1.17, 0.06, 0.98}};
        };
    };
    
    This works perfectly fine as you can see here:

     

    5kj3YZO.jpg

    It's great to see it's functional, we have plans to look into it this weekend. We'll let everyone know what we decide.

    • Like 6

  4. @gamerman972

    Here you go. Tons of Units needing a proficient pilot

    BIS Arma Units

    BIS Forum Squad Section

     

    IMHO, only thing BIS should implement is propper switching between Pilot and CoPilot. So when the CoPilot is on the stick, he can use the Guns/Rockets and the Pilot can have the FLIR Pod. Probably never going to happen, but we can dream.

     

    Only fly this beauties and I loving flying it. Only thing I don't like is the hellfire variant, since the use of the laser designator in Arma3/ACE3 is not yet at the same stage as it was in A2/ACE2. (Tracking laser without locking on, Laser Codes etc).

     

    Thanks a lot.

     

    If you ever publish a donation link, I will throw in some :) Spent to many hours in those birds :)

     

    This feature would in fact be awesome, but i'm pretty sure it would only apply to the MELB, as you said, one can dream.

     

    Yeah, MELB is addicting! 

    I have a small request. Comming from DCS, I really appreciated a small feature helicopters had- they display a controller position (cyclic, collective, anti torque and throttle). It would be usefull when swithing controllers mid air- the pilot who is about to get controls would be able to match his input with current pilot's controllers position. The transition would go much more smooth (there is a small bug in Arma temporary increasing collective when unlocking/ locking controllers, so that'd still be an issue). The other thing is- it makes it easier to put cyclic on neutral, and for those who trim helicopters- they could trim it while on the ground. Here is what I mean (red box on top left).

    attachment.php?attachmentid=123337&d=144

    This is more of a feature BI could put into the game, there are a lot of people who really enjoy the AFM and want to see more done with it, this feature could very well get more community members to support it.

     

    I love this lovely little bird. This is a gem when getting home from work and I just feels like spinning around.

    Imagine if these guys would open source the 3D models and someone could to put the same kind of love into a DCS/P3D version of this! Goodbye social life.

     

    PS.

    Any update on when/if there will be another patch? That "exploding rubber" issue I reported just killed another bunch of Special Forces. :)

    This would be awesome! We have thought about it, but there would be a lot more work to do to make this work in DCS. Maybe in the future, time will tell.

     

    I've been flying with these birds since the initial release and I have to say that they are pure gold! I have a question, will the MELBs ever be integrated into an other mod like say CUP or RHS or will they stay separate as their own mod? I'm only asking since these birds make every other LB pretty much obsolete. Thanks again for your brilliant mod. Can't wait to see what's coming next

    We've talked about it but we haven't come to a conclusion just yet, probably when the bird is 100% done we might integrate with other mods.

     

     

    -----------------------------------------------

     

     

    sykoCrazy, Jones, and I are every glad to hear of all the positive feedback and ideas different community members have for our little project. I'm currently working on the AI so they are more proactive in attacking but even with the vanilla aircraft, they are not very good. Many times you have to tell them to attack multiple times before they actually engage. I'm attempting to bring a level of lethality that stays in line with what you can read in some of the 160th books, these guys are no slouches, and if the AI are flying it, they shouldn't be either. I'll keep tweaking and hopefully have some good news for those that have been requesting this feature.

    • Like 1

  5. Great job!

     

    I do have a question, can you replace the grease pen for a dot, as I find the grease pen very difficult to see and calculate targets with. 

     

    Thanks!

    As of right now this is still a work in progress, we will take your feedback and keep at it until we find the best solution which fits most of the player who use the mod.

     

    I noticed that in the most recent update to the mod that all of the MELBs lost their radar. Was this intentional?

     

    Yes, as far as we know, the real helicopter does not have one. It also increases the difficulty of flying and using the platform effectively.

     

    I don't see how a LB IRL has a ground radar. 

     

    If it is there, it's because we have some evidence to support it, but if you have some information on it please share! We would like to get this mod as close to the real life version as possible.

    • Like 4

  6. AFAIK not possible to add new ropes.

    As long as ropes are only this thin, I prefer static ones TBH.

     

    Love the MELB. Flying it almost every day in AFM.

    When I fly the AH-6 variant I wish sometimes for a tiny bit more power :-).

    Also I experience a tendency for pitch up, because I often find myself in the situation that I have to lower the collective to be able to pitch down again.

    Not sure, maybe this is something real helicopters have also. But maybe the balance is a tiny bit of?

     

    Thanks

     

    Btw, when do we get the 2x hellfire rack which is shown in Jonas signature? ;-)

    When does it pitch up? At top speed? Then yes, this happens in real helicopters, it's due to dysymetry of lift between the advancing and retreating blades and gyroscopic precession.

    • Like 2

  7. I tried looking for the easter egg, I found it the mod files but I can't find it on any helicopter! Can you give us a hint on where it is?

     

    you must activate it

     

     

    Hello Diesel, I did a presentation video of your mod for my arma team, I'll not monitze it. But before put it on Youtube, I need to ask your permission. Of course credits will be in the description with armaholic link and BI forum too.

    Thanks for your amazing work !

     

    Can't wait to see it!


  8. JUJqb3I.jpg

     

    Download:

     

    news_donwload_oa_4.png

     

    globalheader_logo.png

    drive-128-cac8606133094fc4107cab7b04c0e7

     

    v0.00003

     

    -Added: AH-6M-H (Heavy Variant -Pilot Gau-19 -Copilot: Laser, 1 Hellfire, 4 DAGR)

    -Added: Miniguns to Heavy variant

    -Removed: Miniguns from Heavy variant

    -Added: Hellfire model

    -Added: DAGR model

       -Hellfire/DAGR Instructions:

       NOTE: To keep these weapons usable with ACE, we have made them work like TOWs for now. This means that if you fire without a laser lock, the missile will follow the crosshair regardless. They have limited maneuverability, so a shot 90 degrees off bore might not hit its intended target. Laser lock is slightly more accurate.

       1. Activate laser on helicopter.

       2. Cycle to Hellfire or DAGR

       3. Lock on to laser from Helicopter or laser from infantry/other vehicles using "T"(Lock Target) or "R"(Next Target).

       NOTE: On occasion, the locked-on hexagon does not move with the laser, but the missile WILL track the laser.

       4. Fire.

       5. Track your target.

       6. Keep it steady.

       7. Profit, aka watch it go boom.

    -Added: Hydra 70 model

    -Added: Fast Rope Assembly, (No fast rope planned, just there for the looks)

    -Added: New Textures

    -Added: Damage indicators in the instrument panel

    -Added: Easter egg

     

    -Tweaked: Grease pencil crosshair changed, again!

    -Tweaked: Rocket smoke effects

    -Tweaked: Textures

    -Tweaked: Sounds

    -Tweaked: M134 Dispersion

    -Tweaked: Flight Model

    -Tweaked: Damage Model

    -Tweaked: Picture In Picture(Thanks RHS)

    -Tweaked: FLIR UI(Thanks Kimi)

    -Tweaked: Res LODs and sections for better performance

     

    -Fixed: Cost of ammo was too high, rearming will no longer empty an Ammo Hemmit so quickly.

    -Fixed: Sound error when activating countermeasures

    • Like 10

  9. no your wrong he means a speed governor.... IE a way to limit the max speed manually.... this has NOTHING TO DO WITH AUTOPILOT... Im not screaming ... just capitalization for emphasis..

     

    For example: I want to fly NO MORE then 100mph... ok so i mouse scroll or ACE interact. and set the governor to 100mph.. and i cannot go faster then 100mph.... make sense... has Nothing to do with auto pilot.... 

     

    Think of setting your trim in  a heli.!

     

    Yeah, trim and power are 2 different things, but no, it's not in the plans and it's very unlikely it ever will be and I'm pretty sure this helo doesn't have autopilot capabilities. Your speed limiter is your cyclic and collective combined determine your speed on any helicopter.


  10. Will you guys make this compatible with the Lifter fastroping, or are you going to create your own system? 

     

     

    Well, all I can say is that for one of our previous mods, the NATO Hellcats, Raven was kind enough to update the mod to add compatibility to the Hellcats because I believe someone asked for it. He could do the same for the MELB, best thing to do is to ask him.

     

    Could this get a speed caret that will prevent it from flying any faster than the speed caret setting is?  The real ones have it  (depending on heli model) sorts of a auto-pilot for the speed setting.

     

    Wut?  :confused:


  11. Any news on the next update?

     

    We are using the internal build, not much is new, just a few refinements, it's not much of that is left, the problem is that both our lives are extremely busy atm. We know how it feels to be on the other side waiting for a mod to get released, trust me when I tell you, we'll do it as quickly as we can. The next version should be fairly polished with the exception of the AFM, the variables are complicated to say the least and I don't see a way to recreate how a helicopter flies in real life in the Arma 3 engine. We will continue work on the AFM regardless to deliver the most accurate experience we can.

    • Like 4
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