Jump to content

fat_lurch

Member
  • Content Count

    180
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by fat_lurch

  1. fat_lurch

    White Phosphor NODs (NVGs)

    Thanks GF!
  2. fat_lurch

    White Phosphor NODs (NVGs)

    Thanks for the kind feedback! Glad you enjoy. Please throw a like on the Steam page. I'll work on better code so that the effect only is applied when appropriate. I should also be able to release this as a script at some point - the code is fairly simple. With any luck, the ACE folks will pick up the concept - it looks like their code already defines "generations" of NOD tubes.
  3. fat_lurch

    RPGTard - Liberal use of RPGs

    I can look into this, yes. It will take some testing to get the desired effect - help with this from the community would be appreciated. The negative tradeoff is there will be at least two versions for each weapon set (Vanilla, RHS, NIA, CUP, etc.)
  4. fat_lurch

    RPGTard - Liberal use of RPGs

    I totally agree this is bad tactics. The intent is to simulate a poorly trained paramilitary force (the same kind of folks who have casualties from the RPG back blast itself). I suspect the effect is exaggerated compared to real world, but it's been pretty entertaining having rockets whiz by - it gets your attention.
  5. fat_lurch

    RPGTard - Liberal use of RPGs

    Update 2019/07/01: CUP version added with new coding that is (hopefully) more stable. See original post for link.
  6. I've been working on a helocast/kangaroo-cast system (although I've been slacking recently due to work). Warlord: I'd just need classnames & vehicle-relative coordinates for the attachTo command to make my mod work with yours (if you're interested, that is).
  7. This looks simply amazing! I can't begin to offer appropriate praise for the work and attention to detail you're putting into this. I tried modelling just the refueling boom on the MH-60 as an "applique" to the RHS UH-60 and it kicked my ass... I can't fathom how much work goes into models this detailed.
  8. fat_lurch

    [WIP] Helocasting & K-Casting

    I seem to have the waypoints for setting up and executing a helocast working. The AI will also climb into their boat and wait for subsequent tasking. I think I'm going to hold off trying to make the AI driving the boat try to drive into the Chinook for recovery for now - I have a feeling the AI will not do that very well.
  9. Hello all, I'm putting together some custom waypoint types to support a helocasting system I'm putting together. I'm having an issue where the AI piloted helicopter turns to land on shore when performing the helocast. I've tried disabling damage, adding a custom handleDamage EH, using disableCollisionWith and using disableAI on the helicopter to no avail. I've also verified that the damage to the helo is 0, ditto the crew. The helicopter is landing even though it has a move waypoint currently assigned. Does anyone know why an AI controlled helicopter would suddenly fly off and land and how I could prevent it? Thanks in advance! RESOLVED - The issue was the units I was placing in the helicopter were being automatically synced tot he same group as the helicopter.
  10. fat_lurch

    [WIP] Helocasting & K-Casting

    I've got most of the waypoints working in the Eden editor & Zeus. The actual helocast itself is fighting me a bit as a waypoint. Eventually I want to figure out how to integrate this with ALiVE.
  11. fat_lurch

    [WIP] Helocasting & K-Casting

    Thanks much! I'm still working at it - this weekend was devoted to upgrading my PC so I didn't get a heck of a lot done.
  12. fat_lurch

    Turret Enhanced

    Thanks jone-kone, I should be able to add a simple pitch indicator. I'm guessing just a positive number for nose up, and negative for nose down? I haven't experienced the issue you're describing. Would it be possible to record video of the issue? Also, knowing which aircraft you're using and which other mods you're using may be helpful. It will take me a little while to get to this - I'm neck deep in my helocasting addon and I'd like to keep making forward progress so I can get an initial release out for testing. Thanks
  13. fat_lurch

    [WIP] Helocasting & K-Casting

    An update on a scripted version: as far as I can tell so far I'll need to release this as an addon in order to be able to incorporate custom waypoint types for helocasting. A workaround would be to provide code for scripted waypoints, but this will require quite a bit more work on the part of the person using the scripts.
  14. fat_lurch

    [WIP] Helocasting & K-Casting

    BIS's changes didn't affect things like I expected - I still wasn't able to use vehicle-in-vehicle on the assault boat. I've been testing with my group and working bugs. We've been able to recover a zodiac, fly out and helocast over and over. I added a custom handle damage EH so that the boat can't damage the helo but the helo can still be damaged by small arms, etc. It's probably 80% complete save for integrating the custom decel function - that will be the next big hurdle, then packaging as an addon. I'm in the process of trying to come up with a waypoint type for the helicopter to set it up to recover the zodiac. I also want to setup support for the vanilla helicopters.
  15. fat_lurch

    [WIP] Helocasting & K-Casting

    I cannot believe the timing of update 1.90 - I had been doing things the hard way using attachTo because the Assault Boat couldn't be loaded into other vehicles: "Fixed: Assault Boat was missing a vehicle transport class and it did not use memory point defined bounding boxes" Also: "Added: Small animation for raising the engine of Assault Boats when they are transported in other vehicles" Cheers to the developers - In (Lottery odds) case this had anything to do with this mod, let me know where to drop ship the beer. p.s. Let me know what it would cost to incorporate setMaxDive
  16. fat_lurch

    [WIP] Helocasting & K-Casting

    Thanks jnr, I'm hoping to come up with a few flight profiles.
  17. fat_lurch

    [WIP] Helocasting & K-Casting

    So I have the most basic recovery working - now I need to make it more robust. The good news is that it seems to be possible within ARMA 3 without an explosion...
  18. 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
  19. 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
  20. fat_lurch

    [WIP] Helocasting & K-Casting

    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.
  21. fat_lurch

    [WIP] Helocasting & K-Casting

    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!
  22. fat_lurch

    [WIP] Helocasting & K-Casting

    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
  23. fat_lurch

    [WIP] Helocasting & K-Casting

    Thanks GF! I hadn't considered recovery of RHIBs yet, but that would be a really neat feature. I'll try to incorporate that.
  24. fat_lurch

    [WIP] Helocasting & K-Casting

    Thanks Yes, I *can* release the script version as well. (See below)
  25. fat_lurch

    Turret Enhanced

    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
×