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Sacha 'Voodoo' Oropeza

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Everything posted by Sacha 'Voodoo' Oropeza

  1. No doubt he's talking about Arma 3.
  2. Read the .pdf of the addon, it includes a "flight training center" part. In a summary, try to limit your FCR scans (if you wanna stick with the reality, you'll get more chance to be detected by enemies radars if yours is on). When your FCR is on, pick up the targets and define priority targets, first are airborne targets, then AA targets, and finally tanks and light armored vehicules. Concerning MANPADS, use your termal cameras to scan hills while performing your NAV, and ask your gunner to use his FLIR aswell. try to cover a maximum vision angle according to your flightpath in order to avoid bad surprises or missiles launches. Since there's not yet flares on the AH64D for Arma 3, if you get a launch signal, you better act quickly or you'll get shot down, even under IR/RF jammers. By the way RF jammers are useless in real life under 10nm. Learn the missiles behaviours and types, some of them heads to the nose of the aircraft, others aim for your tail. The key is to beam them (notche), once again, google for this. I won't explain this deeply because I don't think it's well managed on Arma, but if you play on DCS aswell, I can teach you few things on this "real" simulator. Use the terrain to cover your moves, don't fly too high nor too low or infantries may be mad at you. If you play in a good team ask ground squads to recon the area for AA launchers (AA soldiers are the most deadly thing for us).When you engage, use the distance and terrain to your advantage. I usually engage at 4kms behind hills, forests, rocks... Confirm your target twice with your gunner by matching range and heading. Shot and move to another spawn, avoid self exposure at maximum and stay tuned with your JTAC. There are a bunch of technics in the PDF for engagements. You'll need to work with a real gunner, not an AI. I do fly with mine since a year, we are from CPA n°20 (check Youtube if you wish) and we are working hard every weeks, mastering this beautiful aircraft.
  3. Would be great if someone takes care of the AH64D on A3... I don't wanna stick out with this bird... Even if there are still unfixable issues as far as I know, I bet someone have the skills to put sounds back on the AH64D isn't it ?... Please...
  4. Thanks for your answers guys, I wish BIS will do something about it... I hope they are aware than skilled community developpers made a descent work in terms of realism. They should look deeper in your work. Anyways, A3 fans (like myself) will continue supporting your work, because even if there are still some issues with the AH64D on A3, it is still the best addon so far, so I will continue using your addon. I managed to find some workaround with my dedicated gunner on dedicated server and we are doing great. You guys made the #1 addon aircraft on Arma and we won't give it up !
  5. I can confirm there's some kind of issue between the aircraft and the ground. Even if you are idle on throttle (and after many checks regarding joystick sensitivity, dead zone and even the map - tested on Stratis and FATA). I'm guessing that one of the latest Arma updates made some changes concerning physics because I never noticed that before. Anyway, the aircraft start sliding by itself (left to right/right to left;forward to backward/backward to forward) just after starting engines, and also after you shut down the aircraft sometimes. Any clue ? Edit #1: Sometimes you can even jump out the aircraft after engines shutdown and it will be still sliding slowly lol. Edit #2: Video - https://www.youtube.com/watch?v=5I5VLRm7YLo&feature=youtu.be
  6. Hey Nodunit & Franze, First of all thank you for this wonderful addon, you guys made an AMAZING work, so I give you all my respect for this. However I got some request. Will the flares become available soon for Arma 3 ? Moreover, it seems than pilot and gunner seat are not synchronized on multiplayer on a DEDICATED server, it resulted as a huge lag (maybe 3-5 sec) on the turret control using the M230 and when opening doors, and I couldn't change my screens using User Action 1-2. However, when I host a multiplayer game on my computer, my friend doesn't have any desync and everything runs great. So it looks like, the host of the server needs the be in the helicopter to avoid this "gunner" lag, which is unplayable. Finally, would it be possible to "loop" the APU sound as it runs ? In real life the APU start and runs until you shut it down. One last thing, will the lights (landing, anti-collision, inside) be tweaked in the next update ? Thanks mate.
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