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Crielaard

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Everything posted by Crielaard

  1. Yes. Ik like 'Kimi' better
  2. In addition to what geraldbolos said. Remember you can ONLY target your own laser. Nothing else. Like In real life. So you activate your laser first, lock it with cannon or hellfires, then slew you sensor to the target and...fire.
  3. UPDATE! CLICK TO DOWNLOAD v 0.9.9 Planned for v1.00: - TADS with symbology, being as realistic as we can practically get it - TEDAC with PiP and symbology overlay - Black & White TADS optics - Improved and more realistic sounds - Improved and more realistic AFM parameters - MFD's that actually are Multi Functional - Integration of Personal Waypoint v .99 Fixes: - AI Gunner animation at pilot get-in location - Damage model - Advanced Flight Model (Number of Rotorblades, Blade radius, Engine power output, HMD Torque% now correct) - Circuit breaker panel removed (Small glitch remains, will be fixed asap) - Cargo LOD showing for Side-passengers, changed to 1-LOD. - AGM-114 booster power and endurance - Munitions type for rockets on HMD replaced by 'RKT' - Flare launch position and direction - Pilot & gunner head positions v .99 Additions: - Hellfires ACE3 AMG Ready - TFAR Radio support - Sensors/Weapons separately controllable by mouse - New AGM-114 Launch sound (Thanks to NODUnit) - Put back default AFM Gauges - Minor texture changes - HMD modified KNOWN ISSUES - Wheels not animated when taxing - AI Won't attack with Hellfires (only laser targets) - PNVS Turret does not follow head tracker - PNVS Turret start in DTV mode (which it shouldnt have at all) - Rockets and missiles don't follow pylon movement
  4. Give me some good details of the decals and painting. Then maybe Ill add it as a hidden selection texture in the US version.
  5. What would be the effect of that line? Advanced flight model is fixed btw. Release is imminent. PM me any time Tyranos. Suggestions are always welcome. I like your MAG btw. In response to your original message: The hellfires ARE laser guided. And there are no IR guided hellfires.
  6. Crielaard

    Fn mag 58

    Cool! Going to test it now!
  7. Crielaard

    spawn new world

    Maybe the wrong forum but I think it should be scriptable to make portal kind of thing to an other server. You should then for example run a second server with the VR world. And ofcourse a portal back.
  8. We are having issues loading a custom AFM xml. Even when we copy a vanilla and put the path in, its not picking it up. Any experience?
  9. Yes, on the next version there will be some TFAR lines in the Config. We have selected one of the radio's that most looked like one of the radios found in the Apache Cockpit. Not for ACRE2, yet.
  10. Improving the flight model is one of the first thing we will do for the next update. Hang on.
  11. Good find. Ill edit the hellfire's life time. Thought I edited the 30mm because it was under powered. Ill look into it again! Yes. WP and actual MPSM (Maybe flechettes) will come back. We have them working! However there are some minor problems with them that will degrate the quality of the mod.
  12. I could not recreate the issue. Standard flight model, with me the, collective responses right away. With advanced flight model, enough lift is producst above 50% torque to get the heli to fly. Looking at the values while debugging it really responses like a heavy helicopter. (Although it is still faaar to manouverable arroudn the roll and pitch axis for the configuration) Empty weight: 11,387 lb (5,165 kg) 8x AGM114 hellfire = Weight: 48.5 kg (107 lb) = 388kg (856lb) 38x hydra = 6.2kg 13lb = 235,6 (493lb) 1200 30mm shells = 0.3kg? = 0.5 pound? = 400kg = 600pounds Pylons and Rocket pods = 150kg (330lb) total +1000 2x pilot & gear = 200kg (400lb) 1500kg of fuel. (maybe more?) Loaded weight: 17,650 lb (8,000 kg) Max. takeoff weight: 23,000 lb (10,433 kg) In game configuration weight: 8038kg Means it's just over the Loaded weight So it's supposed to be 'not-so-super-manouverable'
  13. Looks like an unintended realistic feature then! :D
  14. That is in fact a great Idea! IRL the gunner has a sepperate trigger for the gun. Ill add it to the future feature list.
  15. Good to hear you like it. With throttle control I presume you mean collective. If you have any flight experience with the apache, please let me know what the exact issue is. Dont forget this model simulated All-Up weight of the aircraft. It indeed needs some tweaking. The flight profile of the hellfire has no direct relation to the Lima hellfire or the longbow. The laser guided variant also has this feature. A US and UK longbow variant will come though BUT with the limitations of the longbow as in real life, as far as doable in Arma
  16. Very soon. I'm waiting for permissions here and there. Im Affraid the target capture function is part of thw simulation-uav in the arma3 config. So I dont think I will ever be able to do it without scripting.
  17. UPDATE! CLICK TO DOWNLOAD v 0.9.1 Fixes: - RPT errors: class HitPoints::HitEngine2 and 3 not found in LLW_Apache_RNLAF - Wheelbrake indication not showing - Constant beeping of engine fail sometimes - damage model (Still needs improvement) Known issue: - Damage model still needs improvement. (Would like more input)
  18. We have discovered the cause of the beeping. We found some small fixes for other issues and minor shortcommings aswell. version 0.9.1 will be released very soon.
  19. Crielaard

    A-164 Wipeout HUD MOD

    dude... geraldbolso1899 = kimi
  20. @everyone if you have the beeping sound issue. test the Vanilla blackfoot under the exact same circumstances. see if you get the same issue.
  21. In the opening post, the service menu is described for future version. Yes you can lock on to any laser with any laser guided weapon. As normal in Arma.
  22. Is that question an April's fool joke? Haha Go through the Arma3 tutorial or manual. It will explain you.
  23. Does anyone know how to keep helicopters from exploding when falling on their sides? this doesnt happen to other vehicles like cars. Is there a trick in the config or p3d file?
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