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Maj D. Schultz

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Everything posted by Maj D. Schultz

  1. Maj D. Schultz

    Car turning to sharp and flips

    https://community.bistudio.com/wiki/CfgVehicles_Config_Reference this should help.
  2. Maj D. Schultz

    Lowlandswarrior RNLAF AH-64D Apache

    Neptune, when I'm finished updating my units modpack i'll be sure to jump over and see if I can lend a hand. It'll be about a week due to having to fix the things that marksman broke. Pm me the team speak info I can find you on if you'd please.
  3. Maj D. Schultz

    Car turning to sharp and flips

    What do you have set up in your config.CPP? Values might be too high.
  4. Maj D. Schultz

    Error in P3D when packing. Mass Tag?

    When I try and select mass, it's completely greyed out. I can't edit it at all.
  5. Maj D. Schultz

    Error in P3D when packing. Mass Tag?

    The model is an ARMA 2 ported AH1. I took great pains in making sure it was throwing little to no RPT errors and that everything worked properly on it. When I 1st released it, I was able to add slingloading memory points on it without having to do anything other then add the memory points for the slings. I had a request from my userbase to change the spotlight on the AH1 and UH1 from just being forward facing, to actually attached to the FLIR camera so the spotlight will look where the co-pilot is looking, I was able to do this on the UH1 without having to add any new memory points as it's FLIR camera was already set up the way I needed it to be. I just simply added in the config coding I needed. Example I packed the model with the changes to the UH1 and great success. It worked with no issues. However on the AH1 it did not quite have the memory points I needed to make this work, so I added in a new memory point. The "Gun_begin" as "gunnerview" was already on the model memory point. Tried to pack it with Mikeros tools (my favorite packing tool) and it threw a bitch fit. I can pack the model using ARMA 3 tools, however that somehow breaks my RVMATS on my choppers. Hope this information helps, I will try what was posted so far.
  6. Maj D. Schultz

    TF47 Launchers [WIP]

    Looking great, I know my unit is looking forward to using the AT4's and the SMAW's from you guys when it's ready.
  7. Maj D. Schultz

    [COOP-6] Evade and Survive

    Just wanted to say, thank you for all the hard work you've done the past year.
  8. Maj D. Schultz

    Lowlandswarrior RNLAF AH-64D Apache

    Ah, that's what I figured. Although my (neutral) recommendation to have it included still stands. Some people enjoy flying with the gauges, and for those that don't want them on. There is the option to turn them off in the game options. So you'd not be affecting what it is your attempting to do, only allowing those that do enjoy that aspect to be allowed too. Again, totes up to you, doesn't bother me in the slightest. Yeah the AFM XML coding is a COMPLETE bitch to understand, I've spent the last 6 months trying to brush up on it, and the little to no information on it provided by BI doesn't really help with the matter. It is all purely trial and error when making adjustments. Great to hear you're already onto the damage model. In porting over the UH1 and the AH1, I had to do a pretty interesting change to coding in order to get AFM and the damage model working correctly. It may or may not work for you, but I'd be happy to show you my work and we can see if it makes a difference. And yeah, I've been having Torque issues as well with my helis. Again, all trial and error. The fun stuff... hooray...
  9. Maj D. Schultz

    Lowlandswarrior RNLAF AH-64D Apache

    Congrats on release, very nifty work. Really really good job on this. Not the full release I know, but here's some feedback although I'm sure you're aware of the issues. 1st - AFM, like with my helicopter release, I can tell it's not "fully" adjusted to not have some interesting issues with the Trim. Have you had any success in figuring out the AFM coding? And to go along with this, to add the AFM flight gauges to your helicopter, add this line to your config code for your helicopter. I usually place mine right next to simulation = "helicopterrtd"; 2nd - Damage Model is good but not perfect, you cannot shoot the pilots. At all. While this may be the kind of gameplay you enjoy, the in-ability for the pilots to not be injured by any heavy caliber of round is slightly immersion breaking for me. Also, regardless of how much heavy caliber of rounds you place into the hull of the airframe, it will not take damage. Granted you can (and should be) shoot out the tail and main rotors. At some point enough heavy caliber of rounds will disable any airframe due to some point with electronics and mechanical parts and equipment being destroyed. If you're interested, I'd be happy to help give some of my experience.
  10. Maj D. Schultz

    Helicopters exploding

    Due to how the ARMA engine is set at this time, I believe they are designed to explode if tipped over. I'm not aware of any workaround for it.
  11. I've managed to get it on the AH1 and UH1 from A2, the problem lies with the fact that in order to do so, you are drawing the AFM from A3 airframes and they are not designed to the craft you are placing them on. Causing some interesting flying experiences, it works but its not perfect. It's largely in part that the documentation of AFM is little to none. Making it hard to fine-tune or edit. I've slowly been making progress but it's been very hard going.
  12. Maj D. Schultz

    USMC Aircraft (AV8B/AH1/UH1)

    This mod will be updated after the marksman update to take advantage of the new suppression coding and to also adjust each aircraft.
  13. Been having an interesting experience when players are exiting a custom configed CRRC. They will randomly and unexpectedly die when exiting the boat. Regardless of if the boat is moving, or sitting still. And only really seems to happen when hitting a beach head and players are jumping out. No idea why this happens. Here is the config I use, it's pretty much use's exactly the same config coding as the A3 Rubber Boat excepted with my own edits. (Mainly, sounds and adjustments to speed and handling.)
  14. Maj D. Schultz

    Marine Expeditionary Force Mod

    It'll be the USMC craft I released awhile back edited with his own adjustments since I gave him the source files.
  15. I'm attempting to add in the new "initspeed" into the modded weapons that my group uses. However it doesn't seem to be working properly, when I compared my config to the ARMA 3 Weapons config, mine is set up exactly the same yet it still doesn't seem to work. Shooting the MX Rifle, the bullet travels MUCH further with better velocity, even though the Rifle's initspeed is set LOWER then my rifles. Initspeed of 800 whilst my rifle is set at 948. I've been doing testing using the color coding that shows a bullet's stopping power over travel distance. Red -> Yellow -> Green -> etc. Doe's it have to do with the magazines air friction causing problems? I ask because I'm wanting to have two rifles that both shoot the same magazine but one that simulates a shorter barrel then the other one, thus having slower bullet speed as a result. Think M16 and M4. Any suggestions? Example. Unmodified MX Rifle Unmodified 6.5 Ammo CFG AMMO Unmodified 6.5 CFG Magazine And here's my modified weapon and values.
  16. Maj D. Schultz

    Confused about new "initspeed" on weapons.

    I'm disappointed that the muzzle velocity change, while important, still doesn't affect the bullet velocity of how fast the bullet travels. The muzzle velocity I noticed does affect how "far" the bullet will travel before it starts dropping, however every test I conducted showed that regardless of if the bullet was fired from a shorter barrel or a longer one. The bullet speed always remained the same. This still doesn't realistically portray muzzle velocity at all and thus I still have to stick with the client side scripting work around my unit uses currently. Where having a longer barrel means more bullet velocity for killing power, and a shorter barrel means less velocity for less killing power over shorter distance. Maybe one day we'll get the whole fish.
  17. Maj D. Schultz

    Confused about new "initspeed" on weapons.

    Thank you everyone for the help and suggestions. I think I grasp the concept much better now.
  18. Maj D. Schultz

    TF47 Launchers [WIP]

    If your SMAW is anything like everything else you've done... The 15th MEU
  19. Maj D. Schultz

    Helicopter rotor blade blade rotation help

    You tried putting this into your cfgvehicle? mainRotorSpeed = 1.2; backRotorSpeed = 6.1; It controls how fast the blade animation plays. main being the main rotor and back being the back (tail)rotor. Also what up Simmering and/or Genesi :P
  20. Maj D. Schultz

    USMC Aircraft (AV8B/AH1/UH1)

    The aircraft are ports.from ARMA 2 although with extensive work done to help them be viable in ARMA 3. I plan to release another update in a month or so. Lot's of play testing being done for tuning and fiquring out AFM.
  21. Maj D. Schultz

    TF47 Launchers [WIP]

    The 15th MEU did a test where we only used the AT-4's and our nivida card users were all crashing out after 30-45 minutes of game play every time.
  22. Thank the gods. Too bad Titan will have to wait two weeks to get it as we just did our modpack update yesterday. Great work as always man.
  23. Maj D. Schultz

    TF47 Launchers [WIP]

    Wonderful launchers, not sure you know about these RPT errors or not. But here they are. I shot a total of 3 launchers, one of each kind. Look's like it throws the "Error during evaluation of expression _position in m3maawsExhaustSmokeRefractMed" every time one is shot. 16:41:15 Error in expression <positionX> 16:41:15 Error position: <positionX> 16:41:15 Error Undefined variable in expression: positionx 16:41:15 Error in expression <positionY> 16:41:15 Error position: <positionY> 16:41:15 Error Undefined variable in expression: positiony 16:41:15 Error in expression <positionZ> 16:41:15 Error position: <positionZ> 16:41:15 Error Undefined variable in expression: positionz 16:41:15 Error during compilation of bin\config.bin/CfgCloudlets/m3maawsExhaustSmokeRefractMed.position 16:41:15 Error during evaluation of expression _position in m3maawsExhaustSmokeRefractMed 16:41:35 Error during evaluation of expression _position in m3maawsExhaustSmokeRefractMed 16:41:56 Error during evaluation of expression _position in m3maawsExhaustSmokeRefractMed Otherwise everything works wonderfully.
  24. Maj D. Schultz

    FFV GunnerActions

    "passenger_boat_1"; "passenger_boat_2"; "passenger_boat_3"; "passenger_boat_4";
  25. http://olive-drab.com/idphoto/id_photos_usmc_ifav.php The IFAV is used by USMC Force Recon (and others) when conducting missions. I'm at the point where i'm very comfortable at coding. However I am terrible at modeling and texturing. Is anyone interested in jointly releasing a project like this? I'd even be satisfied if its an ARMA 2 vehicle modified to even remotely look like it. (Honestly to me it looks like a truck haha). Any takers? ---------- Post added at 20:48 ---------- Previous post was at 20:46 ---------- Whoops wrong place!
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