pipyn1970
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Everything posted by pipyn1970
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I asked a similar question ages ago & the reply I got was a chap had built a mission where you (the player) are the gunner. You also control the AI pilot & he flies just as you order him. I think the chap who made the mission made a script so the gunner could tell the pilot what altitude to hover at or orbit at, & to face the enemy & so on. The good news is that the script work. The author did say he will try to release the script but I've not seen it yet. I think the mission was called cas. Look it up on youtube. The mission was on steam. Hope this helps
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Hi folks, i wanted to start a discussion on the above helicopter just to air my thoughts & invite other people to contribute also. I'm also hoping that maybe someone from BIS would like to leave a reply. Anyways, here goes: After getting my X-55 Rhino recently i thought i would learn to fly in the hope of being as good as some of the pilots i see on you tube. I know that there's a good HMD out there to fill the gaps where BIS has wained a bit with flying but with the above helicopter i want to fly with only the info from the cockpit. So after spending nearly a week as a (bad) pilot in the UH-80, i decided to question all sorts of things. I would like other people's ideas on the following please. This is what i wish BIS had done with this helicopter: 1) The outermost MFD should be inter changeable between the screen that's its on now & a GPS/Map 2) Both monitors should be inter changeable between a working radar (like the Apache as it is 2035) & a monitor for a 360 degree nose camera. Both the pilot & CoPilot can access these as they want, The pilot might be watching the radar screen while the CoPilot is using the camera 3) The nose camera should be like the one used today on the Apache 4) Radar should pick up all ground & air vehicles & not just the manned ones 5) Hidden in the belly might be a few hydra's like the new S-97 config? 6) Passenger doors should slide open & close. The player closest to the door is the only person to open them. If a player is playing with a squad of AI then by default he would always sit by a door. 7) All the guages within the innermost MFD should be working so the pilot dont need to use a 3rd party mod. 8) The whole cockpit should have the same high standards as DCS so the pilot gets that realistic feel. If the current engine wont take that, then is it time to move towards an engine that could? This combat game is fantastic but at the same time it could be much better so combat flight enthuisast would want to come over. 10) With regards to the GPS/Map - Just like we saw on the Apache mod (sorry i can't remember who make it now), The pilot could press a few buttons on the MFD screen so he can plot his route, make WP's & place markers like for example wires! to remind him. As he's on the Map screen during flight the map would follow his position so there would be no need for the other GPS that people are forced to use while flying. 11) Maybe commanders could send a text message of an LZ to a screen on the cockpit like i saw on the DCS A10-C so the pilot or CoPilot has to type it in using a keypad? 12) Would be nice if control of the helicopter could be passed to the CoPilot & back 13) For people who love realistic game play & flight sims, it would of been nice to have a correct start up procedure. Now i know arma is not a flight sim but with something like that it would be amazing i think. 14) Wipers that work. 15) Would be nice if the UH-80 was equipted so people could make missions where they have to hunt Subs or it had a proper winch so the players could perform proper SAR missions as well as fast ropes that even AI could use. 16) Every helicopter from Nato should have different versions also like: a white U.N version 17) The Pilot or CoPilot must use the helicopter comms section to tune in to talk to ground units so he must have a list of frequencies & call signs with him. Anyway folks thats my thoughts on the Ghosthawk. I would be interested in knowing everyone's thoughts. I was also wandering if the guys at BIS cant make the vehicles like that or a bit like DCS, then how come a company haven't offered to make them & sell them to us? I think if they was good quality then i would buy them. Why did BIS fail to give us a mert version of the Chinook or even U.N versions of all NATO helicopters? Why didn't BIS bring out proper SAM's & using the advanced "stealth" teck thats on this chopper to counter it a little? Thanks for listening
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Hi guys Could someone please give me some tips. I'm using the AFM with a new X-55 Rhino. Im new to the HOTAS. The tips i need are how to land. Im trying to use the info within the ghosthawk & not the screen icons. This is how i try to do things: 1) Fly as low as i can until im about 1.5ks out 2) Then slowly start to bleed off speed by pitching up no more than 10 degrees 3) Within about 2oo meters i bleed more speed so i try to be about 20 knots (in the yellow zone as i cant make it out for sure). I also keep an eye on my collective making sure im not to low or to high. 4) Meters from the LZ i try to slowly lower my collective & bleed off more speed but this is where things get ugly........ This is what happens... I crash or damage the ghosthawk always. I just cant seem to find the sweet spot of decent even thou im about a max of 10 meters from the ground when i try to land. when im on the ground my collective is all the way forward. I've tried it with my wheel brake on & off & i still end up hurt. I've been at this for over a wk now but am getting know where. If anyone has this HOTAS could you make a vid of how im ment to land without killing everyone please? I aint even tried combat landings yet. Thanks in advance for any help folks
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What i was trying to say is if those guys can make an interactive Apache cockpit then why cant BIS make them that way. Yes in my view it would be nice to have the cockpits like DCS but i also understand they are 2 very different games. With regards to the camera, At the moment there aint one but i was just thinking out allowed that in 2035 maybe the next Blackhawk (Ghosthawk) might have one as helo's might end up wearing many hats in the future to cut down on running to many types of air frames. I got my idea's from watching video's on the S-97 (multi role helo). The radar i was talking about is the one on the monitor that's to the side of the console. That in my opinion is no good to man or beast as it serves no purpose. On that alone, BIS should of made it a proper radar. But maybe its somewhere on their road map for us. For someone like me who don't like all the "gamey" icons on the screen, it would of been nice to have all the info from the icons within the screens of the cockpit. I know there's scripts out there that do loads for us but i've yet to see one where it gives the player an add action to open close the doors. Maybe ive not looked hard enough for it. Ive only come across how to keep them open. I think it would be nice to be able to use the middle stick (no idea on how it could ever work in game thou) with sling loading or what ever it would be used for in real life. There would be away in making the "realistic" cockpits optional, & thats the same way they did with the AFM. Within game settings you slimply turn them on or off. I would prefer not to have the GPS floating on screen if im flying. I would prefer it within the map on the MFD but im odd like that. I understand that a lot of my original thoughts were a big asking but i was just trying to think out aloud what would make the arma helo's better from the pilots point of view. At the very least i would like to see all the helicopter's have decent info & working guages so we can do away with the screen icons. Anyway thanks for your reply mate. I enjoyed your views.
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I to am having trouble with the x55. I have to remap my x55 everytime i play. Ive tried using the software that comes with the x55 but i cant get it to programmed with arma 3. As im new to this method of flight, im so desperate to find out how to map it properly & hints & tips on how to use it in flight. I cant hover or land. im using the AFM with the x55 & am finding it impossible. Like for example, if im in a bird with skids my take off is as follows: increase throttle to about 45% (chopper moves so i counter it with a twist on the stick) & instead of going vertical the bird struggles to get in the air! I was thinking that once there's enough lift (chopper feels light), the bird will want to move vertical. She will only move forward if i nose down. It dont do that though! There dont seem to be enough lift to get me up!!! I understand i have a lot to learn regarding flight with this new AFM, Just wish there was a good vid out there that could teach us how to fly with the x55 & the AFM. I have a pic of someone's mapping if you would like me to post it. Its not mine, i found it on the web.
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Hi guys, ive been searching the Internet but haven't found what I'm looking for so I decided to ask here. I find using a HUD in the ghosthawk to cluttered & as I like the look of the cockpit I was wondering if anyone knew what all the dials meant & if they really worked? Is it possible to get all the info from these dials to keep the ghosthawk flying without using a HUD? could someone upload pics of the dials showing what the are used for? Many thanks in advance
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Loved your 101 guide & am so looking forward to watching this as well. Thanks for all the time your putting in to this mate
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=ARC= Patches / Insignia
pipyn1970 replied to soronelite's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi mate, could i be cheeky & ask for both 1Welsh & 2 R. Anglian flashes please? Thanks very much -
Hi folks Im having a problem with my MP missions im hoping you can help me out with. We play via LAN & not on a server, im not sure if thats gonna make a difference but i thought i should mention it. Basicly my problems are around my respawns. There are 2 human players who control 2 sections of AI. We use Brit uniforms & weapon mods. The problems we have are when we repsawn the AI normally do so without their loadouts i gave them (ive tried scripted & placing them in their init fields), or when the players respawn we do so either without our rockets or rnds for them or we lose our uniforms (defaults back to the U.S uniform). My questions are: Could someone please advise me on the best tools to use to solve this? Is there a pullet proof way of making sure we respawn with the uniforms we started the game with? I know there's loads of respawn scripts out there & i believe i might of tried them all but ive always had trouble with them. My other problem is to do with sounds. Ive just played a sniper mission we made & using the stock LRR & units i was hoping for good things. But when we fired the LRR there was no sound! Is there a fix for this sort of problem yet folks? Many thanks in advance for any help guys
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ive only just downloaded the alive mod mate. not got my head around it yet. the BAF wildcat i think was a mod but as its british it should work no probs. Ive only got the script working with the ghost hawk & little bird. but its the BAF wild cat i wanted to use so we can fly while sitting on the skids & i think a deep insert into en terr wouldnt be done with a little bird.
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Hi guys im wandering if anyone can help me with this please. Im trying to get the Wildcats to pick us up & then drop us off. Easy you would think but its not! Been working on this for a few days now & so ive decided i need some help. This script works fine with BIS stock helicopters like the ghost hawk but i really wanted it to work on the BAF wildcat. this is what ive done: 1) load waypoint: on acct: dostop evac; evac land "land" 2) next move waypoint (close to the load): on CONDITION: ((!alive unit1) or (unit1 in evac)) and ((!alive unit2) or (unit2 in evac)) The chopper should land - No problems The chopper should check to see if the conditions are met, then fly to the next waypoint!!!!! If using the ghost hawk it works fine but not the wildcats. As this is a sneaky mission i wanted a sniper team to be inserted on the skids & the wildcat as my choice of air frame. My units are named as they should be & the way points are made as above including the chopper Any ideas please guys? Thanks in advance
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AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
pipyn1970 replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks guys for your replies. They helped me understand loads. By accident I managed to get the PNVS working before reading this. If anyone is interested, that's like me and don't have a joystick, this is what i find works best. The normal wsad keys for movement, double press my left alt for my free look (move mouse like head to look), then when I'm in PNVS mode I use the 486 & 2 keys on the numpad. The PNVS works fantastic that way. I think the apache can be flown without a joystick but I'm finding I defently need pedals for the rockets, it's just so hard trying to use the keyboard rudder controls. Today I managed to use arma 3 vehicle ammo truck for rearming & that was also a game changer. In my opinion the only thing I struggle with now is the lack of contact with the ground in arma 3. Other than that, this is the best chopper ive ever played with in arma 3. The next thing on my list to learn is the "how to kill the AA without being killed" & how to defeat the opfor manpads. Thanks once again -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
pipyn1970 replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Franze, thanks for your reply above. I'm still trying to get my head to understand the missiles, I was just playing around with the default load out as ive not worked out how to make the ammo hemit in arma 3 work yet. Anyway using the LOBL sometimes I would get a solid box & other times I wouldn't. My gunner would see the vehicles but just couldn't lock on to the tank! Most other mraps was fine. I think I had these settings: FCR set on on g with the ground radar working (targets showing on there) Hellfires said SAL - default weapons LOBL on Scroll through to select the vehicle I want hit. Gunner aims, dashed box is on screen Turn the chopper so the front is almost seeing the target. Sometimes the square goes solid, fire, good hit. Sometimes the box stays dashed. What I'd like to learn is what's the gunner missing? I'm about 2ks away from target, height is over any hills but still a dashed box. That radar in the right MFD? Am I right in thinking that to get proper LOS lock on it must face the target? Can I hide, pop up, get lock on, hide, pop up again then fire in LOBL? Or is that tactic only for LOAL? There's a confusing dashed crosshair on the screen that stays there once the gunner see's vehicles, is it meant to stay there or should it move? In not talking about the gunners aiming crosshair. I think they are called target crosshair. One last question mate: PNVS. I don't have trackIR but instead I double click the alt key to allow me free look with my mouse. I'm having trouble free looking while using the PNVS. Is that normal? I've tried it both with head tracking on & off. Can I only free look using the PNVS if I'm using something like trackIR? I will have a vid of me using the missiles soon if that will help show what I'm doing wrong. Thanks for all the support mate -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
pipyn1970 replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
did you manage to do this mate? If so could you upload a video tutorial on how you made it please Nixon? Thanks a million -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
pipyn1970 replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi folks Could someone please help me get my head around this problem i'm having? I'm having loads of problems using the LOBL missiles. I'm hitting targets with LOAL 99% of the time. These are the steps I'm doing: 1) AI gunner see's a vehicle so I press F2 & 2 to make him target it. 2) my TSD is set to ATk I think 3) I select TADS using numpad / and my wpns page is on. 4) I selected missiles and using B I select LOBL 5) square appears over the target but no diamond shape! 6) I press R to lock on to target but either nothing happens or it cancels the target. what am I doing wrong folks? when I use LOAL I use the same steps above apart from setting LOAL & when I fire it's normally a good hit. Also with LOAL I get the TOF countdown but not with LOBL. What im hoping for is someone to write down the steps to use both so I can learn them. I'm wasting so much time on this. Is the FCR on by default? How do I know if I've turned it on or off. I've pressed \ but I'm not sure as I get no feedback. 1 last question: ive not tried it yet but is it possible for a player JTAC to lase a target of infantry or a compound & i set my gunner to aim any WPN at it? Many thanks for any help guys I forgot to mention that when the ground radar is on the right mpd I'm not seeing the needle moving. -
Does unitcapture record useractions as well?
pipyn1970 replied to Chairborne's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've tested this using ramps while landing or turning on/off lights or releasing fairs but on playback it only recorded the flight -
Hi folks I'm not sure if one has been made or if this is the right place to ask but here goes. As there's no official port over for the apache into arma 3 I'm guessing there's no official campaign or training mission like there is for arma 2. So I was wandering if someone with the skills needed would like to make a training package for it. After all its a fantastic bird. What I was thinking was it might include the following chapters: 1) in depth overview of both cockpits 2) basic & advanced flying school 3) how to work with an AI gunner including how to "see" what he see's so you can fire in manual fire 4) how to set up & use a FARP 5) how to engage different targets like infantry, vehicles or compounds 6) how to use the different weapons using the HUD I'm sure many many people would find it useful Many thanks in advance
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AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
pipyn1970 replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi folks, could someone please give me some tips on how best to control my AI gunner? Burning questions I have are: 1) how can I shoot at what I've told him to aim at? 2) how can I see what he's aiming at? - I think in Ed Macey's book he said he could see what his gunner was looking at from the pilots seat. 3) what I want to learn how to do is tell my gunner to aim the 30mm at infantry & me fire. I want the same thing when a human player lases a target for me also - how can I be sure I can hit that target? Also has anyone got tips on how to use the rockets against infantry or buildings, like how to best aim while in 1st person? Many thanks in advance -
AH-64D Apache Longbow for ArmA2 by Nodunit and Franze
pipyn1970 replied to franze's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi Guys, im sorry if this has been asked before but as im only on page 36 at the mo, i dont remember seeing it. Anyway, a massive thank you for this bird. Its amazing. Ive tried it this morning & i understand its not being fully ported over to arma 3 but i was hoping someone might help me with these few problems im having: 1) when i spool up she rocks & slides loads & sometimes flips over. - Is there a fix for this or how do i stop it myself? 2) Without using auto hover (trying to not use it), i cant keep her at all near stable - any suggestions? 3) When i try to land i almost always get the sliding drama again & crash while on the ground. - same as number 1. Until i can sort this out i cant use it in my arma 3 missions. Many thanks in advance I remember I added a chinook mod a short while back that was ported from arma 2. It had the same sliding problem I was getting here. A few of us reported it to the author who fixed it. I think he said the problem was the codes are different regarding how the vehicle has contact with the ground. Anyway the good news is that the chinook no longer slides while spooling up or down. I hope this info helps. -
Hi guys im after some advice & tips on how to get the best out of this chopper please. Basicly whats going on is i will be teamed with an AI pilot or Co pilot (not sure yet) & i want to provide CAS for some mates. The problems im getting are these: 1) If im gunner, i can tell the AI to fly to a POS but im having trouble getting him to peak up behind cover so i can scan & engage targets. Im also having trouble getting my sights on target. Also if i take the flight controls im unable to lower my 20mm as i would like & then when i hand back the piloting to the AI he constantly lowers the bird & dont stay where i would like him 2) If im pilot, i can fly as i wish the AI would but im having trouble managing my AI. Its a hit & miss if he will watch the area i tell him to. I need him to watch where i tell him but dont engage until i give the order. He's so frustrating:mad: Ive searched youtube for instructions but have found none that i need. I was wandering if any people could help me with the following, either by putting up a tutorial vid or advising me step by step. I need to learn : 1) How to make my AI use his optics to search an area for enemy (i want to tell him to search an area but then i want him to search another area, he stays watching the 1st area!) 2)How to make him fire on command (he's very slow if he does it at all) 3) Is it better to be the pilot or the gunner?, i will be providing CAS for human players but if im the gunner how best to control the pilot (he wont stay high enough for me to scan) Many many thanks in advance folks for any help & videos
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Cheers grumpy, I will make sure the player on the ground has one when we try it out.
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I'd like to pick your brains just one more time please folks. 1) How do i re arm my Hydra's 2) I want to pilot the Blackfoot with the ai as gunner in MP missions & i was wandering if there's a way to get him to aim at markers on the map? - I will support players on the ground & i want them to tell me where the enemy infantry are so i can ten engage. At the moment the only way i can get the ai gunner to aim at them is if im in the same group as the player on the ground! Is there another way or must this be it until i can get a human gunner? Many thanks in advance folks
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Thanks everyone for your help. After trying all day I've finally got it working. I tried locking on by pressing the tab key & just now I pressed the R key & I'm able to lock on now. Thanks once again
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Thanks mate, ive set manual fire & my AI gunner calls out targets. I I then press F2 then 2 & click on the target I want him to aim at. I then select the DAGR rockets. At that moment it all goes crappy for me. I don't get a box or a diamond on the HUD. I'm about 1.3ks out. When I have more than 1 vehicle he calls them all out. But nothing. When I press the trigger the rockets just fly straight! I've been pressing tab but nothing. I've had my chopper facing the vehicle & side on. I've hid behind hills, peaked up but nothing. I know I'm missing something so small but it's vital & I just can't see it. Thanks once again.
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Thanks Misty, The problem im finding is that my AI gunner is very slow. I was hoping he would scan & call out targets for me. I was also hoping to use manual fire so i can engage them. I also try to fly using the HUD but as a new pilot i have a lot to learn. Keeping a hover without drifting is my biggest problem at the mo & when i try to mix in manual fire as well, well its just a mess. when the players call for CAS i was hoping the my AI gunner, we could offer better CAS support than the support module CAS but im struggling at the mo. Thanks again ---------- Post added at 11:34 ---------- Previous post was at 11:27 ---------- Thanks Grumpy, I will have human players on the ground & will prob get them to I.D targets by red smoke for me. Most of our targets will be infantry & my AI gunner struggles as i try to be about 200m high. So Grumpy are you saying as long as ive seen the targets i can click on the gunner, press 2, scroll through the targets, click on one & the gunner should aim at that target so when i press the trigger im using the gunners sights to engage tat target? Thanks