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Crielaard

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Everything posted by Crielaard

  1. https://dl.dropboxusercontent.com/u/11221288/parameters_example.jpg (580 kB) ^^ CLICK TO VIEW PICTURE ^^ Flying level won't work in ArmA because of engine limitation. So you are correct on level flight the diamond won't come up. Probably because of some devision by zero or negative number in the physics code. The highest I could get a level delivery was: 700m from 2.5km Slant range However a level release as described WILL end in a hit. I just did a level delivery from 1000m of altitude @ 740km/h. Release point was 4000m from target and I scored a direct hit. No diamond was seen though. Likely for the reason as I said above. In the picture above you see an example of a 20 degree dive. And the diamond comes up EXACTLY when expected. At 1000m altitude, mind you. Read and practice, using my manual to get within bombing parameters: http://www.armaholic.com/page.php?id=24729 P.S. 'official' Airforce manuals ARE written for practical employment. We train as we fight.
  2. You can be at any altitude you want with the JDAM - Approach the target and lock it up. - choose a release altitude - fly away, atleast 6x your release altitude - Turn in and fly level...wait for the diamond - Pickle (release weapon) Wait out. Im putting this into more detail with my next Combat Fundamentals manual.
  3. Crielaard

    AC-130X for Arma 3

    Go here: https://community.bistudio.com/wiki/setWaypointLoiterType And read carefully. ;)
  4. Crielaard

    Manual Bombing

    Looks that way indeed. Or the physics collapse when the bomb doesnt meet certain parameters. Like speed. A stationairy bomb falling down will practically never happen. BI studios knows the answer. :D
  5. Crielaard

    Manual Bombing

    Yes a fire control computer gives the pilot all kinds of options to release the bomb off the rail at exactly the correct moment. Most common options are: 'continues calculated Release point' CCRP. 'Continues calculated Impact point' CCIP. 'Dive toss'. DTOS all allows the pilot to simply put a reticle on the target..hit the pickle button and the bomb will come off eventually. As a backup system the pilot has a WWII type of reticle. While using that he will use a procedure which is 98% of what I describe in my manual. ---------- Post added at 14:01 ---------- Previous post was at 13:50 ---------- I just noticed some real strange typos and spelling errors in the description in my first post. Probably because it was late. :(
  6. This will also work for flight sims like DCS and Falcon 4.0, with the Mk-82. You do want the release table with Feet and knots as reference. PM me if you want it ;)
  7. It's finally here! My manual to learn dropping bombs accurately without all the fancy gadgets like GPS, Laser designation or bombing computer's CCIP/CCRP modes! By working on this manual I was able to confirm ArmA's bomb physics ARE indeed CORRECT unlike some state... The bombs as described in the manual follow a glide path wich is EXACTLY the one from the Mk-82 in a standard atmosphere and so my release parameter table from real life IS usable. Bombs do act strange when released from very low speeds. (Under 100 km/h) But since that never happens....no problem. WARNING: Manual bombing requires discipline in flight. Striving for perfection and patience in training! The random 'fancy flyboy' simply won't hack it! Prepare to drop dozens of bombs to get this down right. Trust me! Eventually you will be able to drop bombs from over 1000m altitude with 10m precision! See this thread! http://forums.bistudio.com/showthread.php?173378-Manual-Bombing
  8. To give the hint for all in the helicopters: {If (_this local) hint "warning" } foreach in myhelicopter You could nest this by replacing myhelicopers with a foreach command. Then multiple helicopters will be adressed. For finding air units...just makeca script to check wether the unit is at 2m or above. You may be able to check the unit type with a command. But thats a matter of searching. Not sure what you mean by #3. You use anybody present? Maybe go for Bluefor present.
  9. You sure it was about Taskforceradio and not TeamSpeak? Post a screenshot that makes a lot clear.
  10. Crielaard

    A-10C for Arma 3

    You like the guy's curves dont you mate? ;)
  11. It's simple... Make your server run TFR as a mod. In TS, create a channel with TaskForceRadio as the name with Password 123. Right-click on the server> Edit Virtual Server> More> Anti Flood, set 30, 300, 3000 Clients install the TS plugin. DONE. It's all on their webpage: http://radio.task-force.ru/en/
  12. The LGB will follow the Laser fluently. You dont need to maintain a lock. For more precision you need to drop the bomb as close as possible to correct falling parameters. The more you are outside these parameters, the more energy the bomb will bleed as it tries to turn the nose on the target. The bomb will basically stall. IRL it is usually released using CCRP mode, in relation to a certain coordinate. If the moving target is close enough, the bomb can still hit. When it moves away to fast the bomb will lose energy trying to get to the target and miss. CCIP is also an option for the drop but this is mostly then done with lower level aircraft. AND...ofcourse a manual release. This is what you have to do in Arma. So, wait for my tables + tutorial. ;)
  13. Just wait a week or two bamse. I'm writing a manual for manual dumb bombing based on my RL experience. It involves setting up certain dive angles and speeds with release at a fixed altitude. It will teach you how to drop dumb bombs from 1000m in altitude and above with quiet some precision. Its harder in Arma than in real life. But possible. It will come with a tutorial mission aswell. Wait out! Note on the weapon naming with this mod: 'LGB12' is an incorrect naming of the bomb. As the model is trying to represent it's a GBU12BB. Wich happens to be a laser guided bomb. (LGB) The GBU32 Name IS correct though. This is a JDAM cathegory bomb and happens to be a GPS guided bomb. Combined functions like gps AND laser guided in one weapon also excist. Which comes in handy with moving targets if required.
  14. Edit: I was talking bullshit
  15. Crielaard

    A-10C for Arma 3

    I played arround with it for an hour or so and its just amazing work. The clickable cockpit is IMO such a big leap for Arma. Brings it closer to 'infantry sim meets flightsim' And.....I just couldnt get enough of that GAU8 sound!
  16. It sure is. :) Saul, would you be able to edit the characteristics of the F18 to have arround 0 AoA when flying 1000km/h and about 13 AoA when flying 240 km/h? That would make it more realistic AND makes some weapon deployments would be more realistic. (Ofcourse you will need to chage some drag values to. Ill gladly help...although I have never flown the F-18 IRL. I can help you based on my experience with the F16 and L39)
  17. I tested by dropping the bombs from all kinds of attitudes and speeds. Then observing closely what the bomb does. Then I did the same in the editor just with the createvehicle and setvelocity command. In this last case it behaved funky, exactly as you described. So somehow the bomb behaves differently somehow when dropped from an aircraft. Fact is: 1.When dropping the bombs at lower speeds it becomes more accurate. At the 300kts (550 kmh) profiles it is accurate enough to make pilot error and engine error indistingishable. 2. At 400kts (750kmh) profiles the bombs obiously fall a bit short. (Im talking 50 meters at an 1000m release altitude. But I think this is most likely due to the weird negative AoA of the aircraft at these speeds. The bomb starts with a way different AoA than where the tables are made for.
  18. Interesting When did you make this video? Did several profiles with releases from up to 1200m. And it was spot on. (Taking the negative AoA in account) If what you are saying is true, using the gun-cross would be the way to go on dropping bombs. *starting arma to test* ---------- Post added at 17:09 ---------- Previous post was at 15:54 ---------- *Back* Oke...I did dozens of tests. The bomb follows a trajectory, pitching down and picking up speed. As the bomb gains speed the pitching eases out arround 300km/h and is almost null at 500km/h. At this point the bomb falls at an angle of 50 degrees down. This actually is what the GBU12 and Mk82 does in real life. Which makes sense...since my bombing tables are correct. (taking the negative angle of attack in account) Maybe the physics have been improved since the latest update? ---------- Post added at 17:32 ---------- Previous post was at 17:09 ---------- Rectifying my findings. When using create vehicle, the physics seem to be screwed. The bomb falls out of the sky straight without any aerodynamic effect. However when using setvelocity, the bomb seems to have a weathercock effect. So that means the entire movement of the bomb is based on the velocity which will end in certain pitch angle and falling speed. So you are right the physics aren´t realistic. And THIS may be the problem with the slight deviation of the release tables. In short. Manual release tables work. But the engine doesn't get it 100% right. Interesting looking at the game engine at work like this! :D
  19. Been toying arround with this mod and it indeed IS good. Now...it may be a little nitpickinf but the aircraft stalls arround 130kmh in level fllight. That is roughly 70kts. A way to low value obiously. But I persume its to compensate for Arma's confined AO. Accepting the above I want to point out the aircraft has a negative AoA when flying over 300kmh. That brings trouble if you want accurate unguided bomb deliveries from low-medium altitudes. (1000 - 3000 meters) The bomb, when released from the rack, will also drop a little faster than it should due to the angle it starts with (but recovers to a normal trajectory quickly). There for, when using RL bombing profiles, it will drop short of target since it will continue to calculated profile lower.
  20. Crielaard

    AC-130X for Arma 3

    http://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 http://community.bistudio.com/wiki/setWaypointLoiterType http://community.bistudio.com/wiki/setWaypointLoiterRadius Use directions as above and it will work. The C-130 doesnt seem to work with the support module. You need to build your own script for that.
  21. I'm trying to bind the radio's to my stick. When I bind it to one of my stick buttons it gives this code in the profile file: 131330. So I edit the HPP file so it looks like this: class tanget_lr { key = 131330; ctrl = 0; shift = 0; alt = 0; That should do it right? Well. it doesn't... Any ideas?
  22. Feature request/idea: Autodetect whisper/talk/yell So the TS plugin detects the voice type (maybe go through a wizard?) and the hearable distance is changed automatically. ....if at all possible?
  23. Crielaard

    AC-130X for Arma 3

    Indeed. But it is easier than I thought. There is simply a loiter option in the Waypoints settings. All the way to the bottom. In addition there are two commands to change the behaviour: setWaypointLoiterRadius - Obvious funtion...it changes the radius setWaypointLoiterType - Makes the aircraft loiter lefthand or Righthand "CIRCLE" or "CIRCLE_L"
  24. Crielaard

    A-10C for Arma 3

    Just some functions that are mapable to any kind of joystick or other input device would be great anyway. :) I am soooo tempted to ask the question I may get banned for. So I stick with: "Makeing good progress?" ;)
  25. Crielaard

    A-10C for Arma 3

    I use it for Arma and it work great! (Although ArmA is nothing like a flightsim) The Warthog is a very good invenstment for flightsims or simmelar stuff.
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