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Sacha 'Voodoo' Oropeza

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Everything posted by Sacha 'Voodoo' Oropeza

  1. Shifty.FR has looked into the rvmat error, he reworked the file but better ask him directly, he fixed the rvmat issue before this last update. The 75% throttle issue is a bug which comes from A3, do you have the same issue with the AFM AH-9 (with gauges helper display) while being full collective up ? If so, you gotta rebind your axis to make it work, this is Arma sorcery. Make sure you fly the AH-64D with AFM, do not exceed the VNE (163kts IAS) otherwise the controls input efficiency will greatly loose. Also make sure you have the following settings to prevent weird bugs regarding the AFM altough it's written in french, you'll get it :
  2. Hey guys, Here is the latest version of the AH-64D compiled into .pbo which is the current version on the master branch of the AH-64D (v1.42+) GitHub. Also feel free to join Nodunit & Franze AH-64D Project Discord server. I did made very last changes for the upcoming week before compiling the files in the .pbo so I would recommend anyone to download this latest version. Download Nodunit & Franze AH-64D (v1.42+)
  3. Downloaded the package from GitHub master branch, I got no problem whatsoever. Looks like an issue by your side. I'd highly advise you to use PBO Manager v1.4 to compile the files in .pbo.
  4. Hello gents, This week changelog on the AH-64D (v1.42+) GitHub as follows : Reduced APU volume. Reduced ignition starters volumes. Slightly increased "ah64_estart2a.ogg" duration. TADS slew is now fixed to the ground (Point of Interest). Added new PLT DTV/PNVS optics in order to counter A3 limitations regarding aircraft performances. Early flares system, replacing the old one, doesn't display Flares/Chaffs quantities (WIP). Added new get-in animation. Added ground-to-air radar threats compatibility (A3+RHS+LOP) - now positively identified by the ASE. Added support vehicles compatibility (A3+RHS) - Arming menu will be available whether Ammo, Fuel, or Repair truck is placed. Aircraft compatibility with ACE refueling system. Increased CPG TADS axis sensitivity. Added Waypoint Cycle Backward/Forward - Custom User 17 & Custom User 18.
  5. I made a fix on the TADS instability while being CPG which somehow worked (shakeness still present but is reduced. The optics tracks the ground now as a Point of Interest - tested only in single player for now). It will be available in my next release. Also started to bring in flares, but it seems I have to edit the 3D files in order to create new memorypointcm[] and memorypointcmdir[].
  6. Doesn't work in multicrew on Nodunit & Franze AH-64D, as far as I know. However with a an AI sitting as CPG, there's no problem whatsoever.
  7. Hello gents, Following the AH-64D GitHub update pushing the "dev" branch to the "master" branch. This week changelog as follows : Edited AFM now based on A3 B_Heli_Attack_01 (WIP). Edited get-in & get-out sounds. Tweaked cockpit interior sounds volumes. New engine interior sound captured from the real aircraft. Aircraft will spawn all doors opened by default. TSD NAV mode instead of TSD ATK initialized by default. Edited default skin. Added realistic flyby external sounds (JSRS4). Re-edited AGM-114 Hellfire sound (JSRS4). Re-edited M230 sound (JSRS4). Re-edited M261 rocket launcher sound (JSRS4). Fixed prime.rvmat error - by Shifty.FR. Changed "B_30mm_AP" to "B_30mm_MP" ammo settings. Download Nodunit & Franze AH-64D (v1.42+)
  8. There you go ! Feel free to join the Nodunit & Franze AH-64D Project Discord server.
  9. Damn too bad... the model was wonderful ! I got hyped. Also I saw your work regarding FLIR rendering. I was curious about it. Arma 3 Vanilla FLIR is unrealstic as everything is tinted in grey, whereas in the reality, building and other stuff render well trough it. I'd like to find a way to get a better FLIR.
  10. You do have to pack the files yourself using BIS Tools as there's no .pbo on the GitHub as it is made for development. Also, I talked about reworking the external lights aspect. I'd like to provide the AH-64D roughly the same external lights effects as those are bugged for now. Finally, Nodunit, I was wondering about these... Any ETA ?...
  11. It appears Shifty.FR fixed the prime.rvmat error. Master branch is now up-to-date with latest changes; changelog is available on the AH-64D (v1.42+) GitHub page.
  12. Sacha 'Voodoo' Oropeza

    JSRS SOUNDMOD - CE.20.0419

    JSRS and the Nodunit & Franze AH-64D aren't compatible yet as it is a standalone addon with about 16000 lines of code in its config.cpp. This addon is extremely complex, and consumes a lot of performance, that said I edited its code in order to provide this rendering which is based on Lord Jarhead's work.
  13. These sounds are now part of the AH-64D on the v1.42+. There's no need to have JSRS installed to enjoy Franze & Nodunit AH-64D, but I do advise you to have it as Lord Jarhead made a wonderful work on this latest version.
  14. Sacha 'Voodoo' Oropeza

    JSRS SOUNDMOD - CE.20.0419

    Could anyone confirm ? So changing it "B_30mm_HE" or "B_30mm_MP" may solve that. Here are my latest changes on Franze & Nodunit AH-64D mixed with JSRS 4. EDIT: I changed the ammotype for multipurpose ammo in the aircraft's config.cpp, that did the magic trick ! Thanks LJ, you rock.
  15. Good evening everyone, Here are my latest changes. These changes are not yet pushed to the GitHub but those will be soon. I reworked on the AH-64D in order to integrate some JSRS 4 features. Also, I don't know if there is a way to add internal & external sounds on the weaponry. The AH-64D was coded using one sound per weapon category with no distinction between internal & external sounds for the weapons whatsoever, so I had to rework on those as my previous version was okay in the pit, but for the guys on the ground it was an immersion breaker as the sounds weren't top quality. Lord Jarheads'JSRS 4 fixed the immersion factor. Here is the changelog (v1.42+) : Added realistic external flyby sound. Modified AGM-114 sound. Modified M230 sound. Modified M261 launcher sound. Rise your volume up and enjoy ! EDIT: It appears the "B_30mm_AP" wich was officially coded in the AH-64D didn't produce any explosions and so sounds were missing aswell so I changed it for "B_30mm_MP" which are multipurpose ammunitions. This last minute changes is not shown in the video as it was already uploaded and as I do have a peasant bandwith. From now on the impact of the rounds produce some more loud sounds as the rounds hit the ground (the rendering is absolutely spot on). I think I can't improve the audio part even more than that regarding weaponry sounds so I consider this as fixed for the v1.42+.
  16. Sacha 'Voodoo' Oropeza

    JSRS SOUNDMOD - CE.20.0419

    By the way, there is no sound for the M230 (B_30mm_AP) impacts that goes with explosionEffects = "ExploAmmoExplosion"; on this JSRS version. Those explosions don't produce any noise. I guess this will be fixed.
  17. Sacha 'Voodoo' Oropeza

    JSRS SOUNDMOD - CE.20.0419

    Job done.
  18. Aaaaaaaaand v1.42+ improvements still going on as I just got home... Changes have been pushed from the "dev" branch to "master" on GitHub.
  19. Hello everyone, I don't know if it's the appropriate place to post but anyway... Does BIS have already considered making BIS_fnc_UnitPlay function to work on dedicated servers ? As a milsim organization, we'd love to see this function fully working on dedicated servers since the AI is terrible regarding chopper insertion/extraction procedures. This provides a great immersion and realism feature. Thanks !
  20. Sacha 'Voodoo' Oropeza

    JSRS SOUNDMOD - CE.20.0419

    Hey LJ, I've been running JSRS since A2:OA (the good ol'days), thanks for your stunning work for all these years. However, I got a question, I'm wondering if addon aircrafts may be subject to JSRS sound enhancement aswell ? I'm currently working on Nodunit & Franze AH-64D and I'd like to know if it's possible to make it compatible, at least for the external sounds parts (as the aircraft has it's own internal sounds with APU and so on...). The module is very complex (I'm sure you've heard about it before), but I'd like it to get the benefits of A3 evolutions in a matter of external lights rendering and sounds rendering such as JSRS for instance as your addon has became a reference in the community after some years of hard work. Feel free to take a look at the config.cpp file, line 4032 (which corresponds to SoundExt class), on the - AH-64D (v1.42+) GitHub.
  21. I created a GitHub which should allow everyone who wants to, to join and work on the project in a single dedicated place. The "master branch" cannot be edited however the "dev branch" should be open to everyone. The files in the "master branch" already include my changes from the v1.42 (please refer to the previous changelog) as in the "dev branch". AH-64D (v1.42+) GitHub
  22. Follow the IHADSS. There is no issue at all with the 114L on radar acquired targets. Also, take some time to deeply read the manual. There are some useful "hidden functions" as the waypoint cycle function (that we use to setup BP/IP, Contact Point and Echo Point (TA) for BOT/BOC CAS. Also, the C.Scope function is really a situational awareness enhancer.
  23. Hey guys, So I managed to work on my laptop by the time I get back home. Here is the link of the updated version of the Apache I worked on (v1.42+ based on source files) as well as the up-to-date changelog (as I modified the PNVS last tuesday (removed GHOT & BHOT and put NVG instead). This version is not bug free just like the v1.42, but was tested and works on A3 stable branch. Longer APU sound - Now last much more longer than before (not looped yet), but this allows to go trough all the procedures (even if the current ones are incorrect and heavilly simplified due to Arma engine limitations) while having the APU ambience running, just like in real life. Modified AGM-114 Hellfire Sound - Comes from the real aircraft, which got recorded trough the intercom (which explains some minor parasites). Tweaked AGM-114 Hellfires Power & Area of Effect - Now wider and the missiles have different specs, more effective and deadly by the surroudings, depending the generations and warheads. Furthermore, the explosion aspect has been edited in order to match better what it should look like. Mixed M230 Sound - which is the result of the original sound + a guncam sound on top of it. Requires more work as it may sound a bit weird from the ground during a CAS as it is an .ogg file I believe which is not subject to audio distortion from distance. Tweaked M230 Area of Effect and Dispersion - Are wider and appears to be more deadly for light vehicules and infantries. Also, the rate of fire has been slightly reduced. Tweaked PNVS Optic WHOT & NVG - Does now allow a much better zoom, in order to counteract Arma engines limitations regarding the onboard systems interactions of the real aircraft. The PNVS has been mixed with the TADS since the CPG and P* systems are not linked yet; that permits a better situationnal awareness and greatly improves the aircraft effectiveness. Disabled "Click Helper" at the init for immersion reasons. Download link
  24. So just to clarify things out, the changes I've made to the AH-64D were based on the v1.41 and not the v1.42 - you get it, my changes haven't been integrated in this new version. I'll export my changes to the new version probably in about two weeks as I'm not home anymore and that I have a huge workload on top of that for that period of time. May we have the changelog of the v1.42 ?
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