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Everything posted by fat_lurch
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Thermal (MWIR)/Multispectral IFF Strobe
fat_lurch posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://media.giphy.com/media/dgJPfHjnfiv4ccQiHg/giphy.gif Update 24 October, 2018 This is my Multispectral (MS) IFF strobe - it strobes in Thermal (MWIR - Medium Wave IR) and Nightvision (NIR - Near IR). The strobe shows up in inventory as a grenade with the name of "MS IFF Strobe" - this overwrites the vanilla "B_IR_Grenade" NATO IR Grenade. This addon no longer requires ACE3. The strobe can be thrown or used in the ACE Attach system. This strobe will last for 5 hours before the battery dies. The effects are built into the configuration files of the model so they *should* have better performance than script based solutions. If you'd like to use any part of this mod for your own work please contact me on Steam - I'd love for a better coder to make this better (hint hint ACE Team). PLEASE: if you rate this item negatively, leave a comment so I know what to fix. KNOWN ISSUES: -The Thermal effect doesn't seem to "stick" to the strobes if they're moving fast -The thermal flash shape is a bit ugly - I plan on trying to come up with a nice round circular flash TO DO: -Update NIR strobe pattern to match the MWIR pattern - This appears to be hard-coded -Configuration screen for strobes? I'd love some help on this Credits: -Bohemia Interactive Studios for the vanilla ARMA 3 content -The ACE3 team for their awesome work -super-truite and his awesome Particle Editor addon -SzwedzikPL for sharing his script-based solution on ACE3 GitHub -
Thermal (MWIR)/Multispectral IFF Strobe
fat_lurch replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unfortunately not - I have to create a new particle effect, etc. so the Addon approach worked best. I'll look into it to see if there's a way to port what I'm doing. Thanks -
[WIP] Helocasting & K-Casting
fat_lurch replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks much, Reed! I hadn't taken any video because all you see is the helo taking a long time to slow down while pitching up and down a bit. Is 2.5 - 3 km to slow down a reasonable distance? I'm not a decent pilot - I can't hold the balance point slowing down. -
[WIP] Helocasting & K-Casting
fat_lurch replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks john111, There's nothing in ARMA 3 that I'm aware of - if someone knows of something, please let me know. There's something for VBS called setMaxDive. Unfortunately it hasn't been incorporated into ARMA 3. Thanks for the info on the helocasting speed! -
[WIP] Helocasting & K-Casting
fat_lurch replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So I've been trying a few techniques to get the ARMA helicopters to decelerate without the huge climb that's typical of the AI. During testing, the goal was to command the helicopter to 20 km/h for helocasting at its current altitude. I baselined the AI behavior by issuing the standard limit speed command: _vehicle limitSpeed 20; I then tried iteratively issuing limitSpeed commands which scaled the speed limit by the current aircraft speed combined with how much the aircraft is climbing. I'm seeing pitch oscillations and the deceleration takes a long distance - I'm struggling to find the "balance point" of deceleration. However, the aircraft flies MUCH lower overall. I'm going to keep tweaking and this will post up the results here. If I can get acceptable behavior out of this I'll release the function so other people can use it as well. Thanks -
[WIP] Helocasting & K-Casting
fat_lurch replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks GF! I hadn't considered recovery of RHIBs yet, but that would be a really neat feature. I'll try to incorporate that. -
[WIP] Helocasting & K-Casting
fat_lurch replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks Yes, I *can* release the script version as well. (See below) -
Update 2019-02-14: -Fixed issue where actions could be displayed twice if you're looking at another aircraft with a turret -Moved grid display slightly left to align better with RHS A-10 targeting display
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Thermal (MWIR)/Multispectral IFF Strobe
fat_lurch replied to fat_lurch's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Update 2019-02-10: -Added custom model for strobe -Fixed issue where A2 trees could knock off strobe -
GF Building Replacement Script - Mod
fat_lurch replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very cool, GF! -
Update 2019-02-04 -I finally listened to jone_kone and made all the features configurable via CBA. This way mission makers can enable and disable features as they see fit. -The target indicator now displays 6, 8 or 10 digit grids. This is configurable via the addon settings. The default is 6 digit.
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Update 2019-02-03: -Added configurable keybinds for adding markers -Added compatibility with Firewill's FIR AWS assets Default keybinds: Add Black Marker - Shift+1 Add Blue Marker - Shift +2 Add Red Marker - Shift +3
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Update 2019-02-03: -Added settings dialog so user can hide GUI elements so they don't conflict with other addons (e.g. ITC) -Added support for CUP Helicopters & USAF's AC-130 Spectre - I *think* this is also working for Air Weapon Systems/Firewill's assets now. I've tested with the F-22 and things seemed to be working. If anyone has feedback one way or the other, please let me know. Thanks
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Update 2019-01-30 -Added a simple 2D distance measurement feature that returns distance and heading between two points
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This mod updates the AGM-114K and AGM-114N Hellfire missiles in the USAF mod to be a little more effective and unique. Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1638688128 The AGM-114K Hellfire II is an anti-tank missile. I've updated the parameters of USAF's version to have a more powerful penetrating charge and explosion effects. This round can now also be used to destroy structures. The AGM-114N Hellfire II is a thermobaric missile designed for urban targets. I've updated USAF's version to be better at engaging dismounts on the ground and added a large fireball effect. This round will not perform well against armor since it's not what it's designed for. Both missiles originally inherited the same parameters of the vanilla Skalpel missile which was slightly under-powered and had underwhelming graphical effects. Note that unfortunately, simulating the thermobaric properties of the AGM-114N isn't something ARMA does well so I optimized this round primarily as an urban Anti-Personnel missile. If someone knows some tricks on how to simulate this, please let me know. I suspect this mod may become obsolete once USAF releases their long-awaited update but I already put this together for myself and friends and figured it wouldn't hurt to share. I've only tested these missiles with USAF's MQ-9 since that's the only thing I'm using them on. Credits & Thanks: -SGT Fuller & the USAF Mod Team This addon pairs well with my a couple of my other addons: -Turret Enhanced - https://steamcommunity.com/sharedfiles/filedetails/?id=1623498241 -MS IFF Strobes - https://steamcommunity.com/sharedfiles/filedetails/?id=1543390130
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Update: Server key added
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GF Units Map Markers and Symbols Script
fat_lurch replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
GF, You may want to try the unitIsUAV command. It is more reliable than isTypeOf for UAVs because some of the AR-2 variants are actually defined as helicopters. I'm looking forward to trying this with my group, thanks! -
Is there a way to add vehicle passengers in config.cpp?
fat_lurch replied to fat_lurch's topic in ARMA 3 - QUESTIONS & ANSWERS
This looks great, thanks GF! -
Is there a way to add vehicle passengers in config.cpp?
fat_lurch posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hello, As stated in the title: I'm looking for ways to add/define passengers to a vehicle in the config.cpp. (not after init, e.g. not moveInCargo). Example: a transport helicopter pre-loaded with infantry to act as a QRF. Thanks in advance for any help! For reference: I wound up searching for answers to anyway I could think of phrasing this question online for about an hour before posting this. I also went through some BID sample config. I'm fearing this may not be possible, but I'm hoping someone knows the magic for this. -
Thanks GF! That's a great idea! I'll get something like that setup.
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Is there a way to add vehicle passengers in config.cpp?
fat_lurch replied to fat_lurch's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks GF! -
Is there any value in displaying an 8 or 10 digit grid in lieu of a 6 digit grid? The other thought would be to make it toggle'able with a key or scroll action.
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Update 2019-01-21 -Greatly improved accuracy in steep terrain -Added support for pilot cameras - this ensures the A-164 will slew to target correctly
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Would anyone have an interest in a Moving Target Indicator (MTI) as part of this addon ?
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Update 2019-01-20 8 and 10 digit grid input is now supported.
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