Crielaard
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Everything posted by Crielaard
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cTab - Commander's Tablet - FBCB2, Bluforce Tracker, UAV, and Helmetcam Interface
Crielaard replied to riouken's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Whitelist all cTab functions and the Vanilla function it invokes. You can do that in your server cfg. -
Arma vanilla Artillery Fire?
Crielaard replied to Crielaard's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice! Thanks!! Most helpfull post in a looooong time! Do you know more about this? Is the shell litterally created or is it fired at the correct angle and load by the gun? Do you know if there are any sqf's or functions involved so I could recreate it. Just pointing me in the right direction would do. -
I am working on a more realistic way of sorting Laser guided weapons. The way the laser guided artillery works, gave me an idea but I noticed there is a difference between just firing a shell or firing it through the arty computer! The laser guided shell WONT split into it's "Submunition" (which is actually targetting the laser). Instead the originally fired munition will just hit the ground without exploding. With that the question for me arrises, what exactly does this "FIRE" button do in the Arty Computer? And how can we make shells do their Submunition job when fired manually?
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it doesnt Affect AI
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[WIP] T-65B X-wing starfighter and TIE/LN starfighter
Crielaard replied to peral's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Actually a deathstar terrain should be very possible. -
[WIP] T-65B X-wing starfighter and TIE/LN starfighter
Crielaard replied to peral's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I think having a map without landmass aint possible. 0 G is though....I think. Will give it a shot. (Im working on a T47 snowspeeder btw) -
[MELB] Mission Enhanced Little Bird
Crielaard replied to diesel5187's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I cant remember the commamd bit you have to script it your self. Try the Action command. It has nothing to do with this Mod -
My chinook, which is essentially a modded version of Konyo, will have Ace3 fastroping. I will happily share the config entries with him.
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Lowlandswarrior RNLAF AH-64D Apache
Crielaard replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Next version is being tested by the Lowlands Warrior team. (103SF and VAP). There are some loose ends which dont make it worth releasing yet. It is asif the output of 'this' and eith that 'driver this' has changed. Atleast weird stuff is happening with the PNVS Script. Hold your breath! Its almost here! -
Boeing CH-47F V1.17
Crielaard replied to =kct=blackmamba's topic in ARMA 3 - ADDONS & MODS: COMPLETE
*whoka*whoka*whoka*whoka*whoka* :D -
LockSeekRadius Point of origin change
Crielaard replied to Crielaard's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
You dont want that. Its far too cpu heavy. While it doesnt find a laser FPS drops to 1 even on the monster machine I have. -
LockSeekRadius Point of origin change
Crielaard posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
As I'm working on a low-script realistic way of missile/bomb homing, I encountered the following problem. I made a variant of my missile and bomb using lockseekRadius and autoSeekTarget. This works formidable. With this vanilla functionality you CAN LOAL missiles and bombs! However there is one problem. I want the bomb/missile to replace a normal unlockable variant, so it only starts tracking when certain conditions are met. Thus I use the delete- and createvehicle command. This results in it not having a position where it was fired from. Thus it starts to look for targets arround pos [0,0,0]. Even worse, it even starts tracking to that point, regardless. So it makes a strange turn. In short: It will only find targets arround grid 0,0,0 and waves of to that grid when it doest find any targets. THE QUESTION: How do I set this "fired from" variable? https://community.bistudio.com/wiki/A3_Locking_Review#lockSeekRadius CfgAmmo lockSeekRadius lockSeekRadius = float; Specifies the maximum distance from the position at which it was shot, in which the automatic search for suitable targets. -
Since the Eden update the sound of the impacts seem to have disappeared. Can that be fixed? This makes the A-10 soooo awesome!
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What is a recommended satalite resolution? At the moment Im working on a 40x40km map, initially with a 1 m/pixel resolution but the satalite texture become unworkably large. Im talking 2Gb for a 7x7 part alone. What res. is Altis's sat texture for example?
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Yes, its an arma issue. Also sometimes converting doesnt copy variable names. So not for mod makers to worry about. Regarding TS servers... 99% of them are way over priced. We run a TS server for FREE. All you need is a simple system connected to the internet. Rasberry pie should do allready.
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LOL!!!! ...No
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Helmet Mounted Displays MOD
Crielaard replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I made a tutorial for manual bombing,as how its done IRL, using Arma's standard HUD symbology. There is also a CCIP addon out there that is quiet allright. -
[WiP] Lowlands Warrior: CH-47F Chinook
Crielaard replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Dev update! With the upcomming release of the next Apache update, attention will be drawn back to this mod. I expect to have more info in a few weeks! -
[WiP] Lowlands Warrior: CH-47F Chinook
Crielaard posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The second big upcomming release! Most of the work should be credited to Konyo, known for his SOAR Chinook. We used his work as a template to come to our goal. There are countless minor changes to the model, skin and config in order to actually make it the RNLAF Chinook. We choose for the variant with the NL interior, while the RNLAF is about to buy more CH-47F's but with the default interior. This will NOT be a copy of Konyo's work. We have a different gameplan, and different type of features in mind. This variant will be more comparable to our AH-64D Apache regarding features. All planned features: - Advanced Flight model - Arma sling loading capability - ACE3 (or any other) fastroping capability - Firing from cargo door - Firing through bottom hatch - Realistic MX15Di overlay - Custom TFAR Radio and support - MFD with sensor view - Working MFDs - Enhanced damage model - Missile Warning system - FN MAG doorguns - Multiple skins/paintings Planned features for the initial release v0.9: V Advanced Flight model - Arma sling loading capability - Firing from cargo door - Firing through bottom hatch - Custom TFAR Radio and support - Enhanced damage model - Missile Warning system - FN MAG doorguns Until final pack release: All mods will remain in-house for Batavian Tactical BI Forum post here: https://forums.bistudio.com/topic/182953-batavian-tactical-milsim-coop/ Forum: http://www.lowlandswarrior.nl/phpBB/ Licence http://creativecommons.org/licenses/by-nc-sa/3.0/nl/deed.en Special Thanks To Konyo (For sharing his work) All RNLAF pilots giving us input on how things should work & look -
Helmet Mounted Displays MOD
Crielaard replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Game features like that are not required IRL. Mate. I spend enough time in the F-16 to know red HUDs are a fable. lol None of the aircraft I have flown in my carreer had changable hud colors. (The A10 was not one of them though) -
Ok I did some 'flight testing'. With my experience as an instructor pilot on this, some years ago. Obiously Arma flightmodels are hard to compare to real life. Here is my feedback: - Turning on the ground damages the aircraft far too easily - Control surfaces are too sensitive at the lower speeds - Controls seems a tad too sensitive in general - FoV is too high. It looks like the aircraft is super tiny. Lower the FoV. Suggestions: - Add Stall warning a few degrees before the actual 'stall' (Easily scripted)
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At that speed you should easily rudder it arround the corner. It wont flip over. I think you should check out your geo lod. btw. Ill give you some info on how it flies compared to real life.
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Lowlandswarrior RNLAF AH-64D Apache
Crielaard replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Share a script or config you have come up with. Since as far as I know a gunner cant control a vehicle at the same time. Can you elaborate what you mean with build it on Feint mod. -
Lowlandswarrior RNLAF AH-64D Apache
Crielaard replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi John, I have been trying this since the beginning of the LLW Apache project. But I came to the conclusion it cannot be done. Unless someone proves me otherwise. Commands to animate gun turrets one way or the other are overridden by the aiming direction of the gunner.. In the model.cfg this is the "maingun" source. IF someone pushes me in the right direction on how to do it, it will be one of the first things to be implemented. P.S. The PNVS will indeed follow your Track-IR movement -
Lowlandswarrior RNLAF AH-64D Apache
Crielaard replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Little update! We are postponing the new release because we have some new features we want to add before the upcomming release Still happy with the current version? Here are some features that are worth waiting for: in addition to the features above... - Working PNVS, which tracks your head position! - PNVS HMD symbology - PNVS turret animated accordingly - Pilot/gunner animations when switching controls - Longbow variant with actual longbow radar functionality Suppriiiiiise!!!!! Yes the longbow. We will add a class that carrier Lima hellfires and has a longbow radar that actually scans from yhe mast, for terrain masking. You will be able to reveal targets in a 98 degree angle in your front arc. Up to 8km. You can then lock and loft hellfires over a mountain. And...it will be as INACCURATE as in real life. ;)