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Sacha 'Voodoo' Oropeza

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Posts posted by Sacha 'Voodoo' Oropeza


  1. Hello everyone,

     

    I think most of you guys following me on Discord are aware of this, but we're still working on the project. Couple days ago I posted the first startup video which shows some of the new features, feel free to check it out. That said I'd love to hear from both Franze & Nodunit about it. Regarding changelogs, you'll find those either on Discord or Github for most recent changes and finally on the Steam Workshop when the update is pushed for public release on it. One of the most highly awaited feature which got recently done for instance, was the rework of the FCR. We did it. Now the Apache takes advantages of the vanilla A3 sensors config which greatly helps in terms of performances. That's just one thing amongst others so feel free to take a look. Also, if you have questions, head on our Discord as I can't track all questions everywhere and most of them already got answered.
     

     

    AH-64D Apache Official Project - Discord

    AH-64D Apache Official Project - GitHub

    AH-64D Apache Official Project - Steam

    AH-64D Apache Official Project - YouTube

    • Like 6
    • Thanks 1

  2. On 05/09/2018 at 7:01 PM, HeroesandvillainsOS said:

    Hmm really not sure. Is this happening with my most recent update over on Steam? Is your ALiVE up to date?

     

    Either way, this is not an insurgency any more so the civs don’t really matter. This is an assault mission now with 3 large areas to clear. I decided to drop the insurgency template and shift it to an assault op because Lythium was causing problems with ALiVE Insurgency (lack of civs, etc). Honestly, I was tired of the complaints on Steam because fixing it is out of my control. That fix, if even possible, has to come from either the map devs or JBAD devs.

     

    All mods up-to-date via Steam WS.

     

    That's what I thought, too bad there are still issues with the civvies on Insurgency on Lythium. I had to pick another option by customizing a KP Liberation to my own vision. Civvies are now in town, doing their stuff as well as OPFOR.


  3. On 05/08/2017 at 4:40 PM, miogushi said:

    hi HeroesandvillainsOS,

     

    i have a little problem, when i launch the mission on my local server, opfor AI doesn't move but Civ AI move, do you know how can i fix that ?

     

    thanks :)

     

     

    Hello there, I suffer the same issue. Both AI OPFOR & Civvies won't move, they'll just remain stationnary in houses. Also, there's still quite a few ammount of Civvies down there.


  4. 27 minutes ago, Voodoo311 said:

    I recently got back into Arma 3 after a long hiatus and downloaded your AH-64D mod. The mod is absolutely amazing and the chopper is a joy to fly but I do have one issue. Whenever I try to use the FCR it doesn't pick up the targets. I always remember to load the AGM-114L onto my bird and I always make sure that the missiles are slaved to the FCR and of course that the FCR is turned on. But for some reason it won't bring up any targets and if it does i'm usually right above the target or have a visual on it. 

     

    The bird still uses the old radar feature at this present time. At some point, we'll move to the next A3 generation radar. Everything is really complex codewise, so it's not to be expected soon as I'm making progress upon my free time as other any member of the dev'team.

     

    For today's intel, I've worked on a lot of stuff for the last few days. One of all those changes is the rework of the TADS, based on the real aircraft. 

     

    1532211581-desktop-screenshot-2018-07-21

    • Like 6

  5. On 15/07/2018 at 4:08 AM, ab_luca said:

    - Added TSD MAP automatic compatibility with all maps - by Farquharson.

    Hello! can you please explain how this function works?

     

    You would basically put TSD NAV mode on, and hit MAP.

     

    21 hours ago, BroBeans. said:

    Are there any plans to overhaul the SFM? or is the project purely focused on AFM?

     

    Cut's out a lot of the playerbase that don't have a analogue throttle from easily enjoying this mod

     

    Not at this time.

    • Thanks 1

  6. Hello guys,

     

    Quick heads up, as you guys may have notice, the AH-64D Apache Longbow Official Project is available for download on Steam Workshop for since May 2017.

     

    For those who wonders, changelogs are published on the mod's page. That said, most of the actions take place on the project's Discord and it's the best way to reach me out (links below).

     

    Intel wise, the developpers team starts to grow up, and it seems more and more people are hearing about the project and some of you have already contributed to it, either by providing code parts, flight data or very unique informations from the real world.

     

    Also, I'd like to point out that my YouTube channel has been deleted by YouTube for some unknown reason, which means all my past content are gone, including tutorial and other developpment preview. Everything needs to be redone, therefor I'll provide new content as soon as I can.

     

    Finally, here's a short preview on what I'm currently working on, on top of what I've already changed since the last update few days ago :

     

    1531519987-ah-64d-monocle-design-6.png

     

    What are to be expected in the future : 

    • HDU rework, including monocle display based on real world AH-64D pilots testimony involved in this project
    • Proper 3D model of the IHADSS, pilot vest and perhaps other gear that will come with the bird, without additional download
    • More flight data for the Advanced Flight Model (AFM), based on NASA declassfied materials

    Keep in mind that all this project is really time consuming and I can't manage it all by myself, hence I'm always looking for more devs to hop in.

     

    As this project is open source, everyone who contributes to its developpment will get credits through the official page which lays on Steam.

     

    AH-64D Apache Longbow Official Project - Discord

    AH-64D Apache Longbow Official Project - GitHub

    AH-64D Apache Longbow Official Project - Steam

    AH-64D Apache Longbow Official Project - YouTube

    • Like 5

  7. On 25/04/2018 at 4:16 PM, SandMartin said:

    1) Can you make, to allow one MPD on the FCR Page and second MFD to the ASE Page at same time ? it will be usefully often in combat situations! ( I mean one MPD with Radar information, second MPD with Radar Warning Receiver information in same time!)

    2) Can you make a FLIR page on MPD for the Pilot ? To allow pilot see where is he looking at the moment.

    3) Can you make a Shilka Threat icon  on the ASE (RWR) MPD page, to make AH-64 full capability with RHS/CUP mods ? 

    4) Can you make the laser designator controllable?

     

    Hello there,

     

    1) MPDs were originally restricted because of Arma 2 limitations back in the days. I may add more flexibility to those, but this is not planed yet. However, you could use C.SCOPE which will display threats directly in front of your eyes through the IHADSS.

    2) This is something I really wish and I'll look into, what thing to consider is that in the real thing, you can add FLIR/DTV as background on any MPD page. However PIP in A3 has some limitations and I wonder how the performance would go along with the bird.

    3) AFAIK Shilka are already displayed correctly, however I gotta check the entries in the code, as most of those are coming from Arma 2 once again.

    4) Laser designator is already controllable.


  8. On 08/04/2018 at 7:36 PM, ineptaphid said:

    Hi guys. Great to see this amazing project is being continued and is in great hands. A couple of quick questions-

     

    i have not flown this bird in several months and am not sure of the changes made yet-I generally play SP and had gotten used to most of the basic/main systems and what i could do alone. Is this still possible? (Reading the last update it seems flying alone is not an option now)

    Also the steam page says this is meant only for AFM. Has the flight model been changed a lot? I usually used this in standard flight.


    SFM didn't get tuned and therefor causes many bugs with the bird. According to a real AH-64D pilot, the AFM as I designed it, does reflect pretty much the real thing on basic manoeuvers.

    • Like 1

  9. Hello everyone,

     

    Here are some more changes which occured in the past weeks on my end. A lot of changes have been made regarding the original code which involve deletion of hundred of unused lines. Some bugs and new features have been fixed, but in its current state, the bird must be fly with two players only as there is some issue regarding PNVS optics and P* HMD ACQ which makes the P* unable to capture onboard laser spot. The gun pipper calculation was known to create a lot of issues regarding targeting, hence it was removed and trade for the brand new vanilla targeting systems. From now on, and until another way is found, the M230 should only be used with TADS and laser acquisition which makes the gun usable at far distance by the CPG with pinpoint accuracy. Also a major fix was the TADS and guns AZ limits which could prevent suitable orbits around the target area, now both guns and TADS share the same AZ limits making the work easier. Moreover the flight model is still WIP (I'm looking for RTD devs). Finally, external and internal startup sounds are now working and a lot more...

     

    Latest changelog :

    • Dynamic rotor sound.
    • Added damage sounds.
    • New startup/shutdown procedure based on the real aircraft (WIP).
    • Flares effects display fixed.
    • Fixed internal & external startup sounds.
    • Increased engine spooling time.
    • Removed M230 full auto for burst with proper sound effect.
    • Crash wreck fixed.
    • Tweaked armor values.
    • New M230 gun calculation based on laser range, own speed, movement and ballistics.
    • Reduced 30mm ammo velocity.
    • Increased 30mm rounds spread.
    • Fixed TADS & M230 AZ limits.
    • Fixed PNVS AZ & EL limits.
    • Changed default loadout.
    • Changed CPG animation.
    • Changed AGM-114, M230 & Hydras sound effects.

     

    Discord AH-64D Project (v1.43+)

    GitHub AH-64D Project (v1.43+)

    • Like 8
    • Thanks 6

  10. 20 minutes ago, .kju said:

    now it should:

    https://cdn.discordapp.com/attachments/300880224722092033/417017157155815434/fza_ah64_US.cpp

     

    you broke this too:

     

    
                class SlingLoadUpExt
                {
                    sound[] = {"A3\Sounds_F\vehicles\air\noises\", 1.258925, 1.000000, 500};//missing sound file
                    frequency = 1;
                    volume = "camPos*(slingLoadActive factor [0,1])";
                };

     

     

    It works ! But looks like we have to face new textures, loadout and animations bugs.

     

    1519495841-sans-titre.png

     

    Edit : The NR version works just fine.


  11. 2 hours ago, .kju said:

    These are all wrongly defined - they have to be inside the class:


    Warning Message: No entry 'bin\config.bin/CfgVehicles/eventhandlers
    Warning Message: No entry 'bin\config.bin/CfgVehicles/HitPoints
    Warning Message: No entry 'bin\config.bin/CfgVehicles/MFD
    Warning Message: No entry 'bin\config.bin/CfgVehicles/UserActions

     

    Alright, so I moved those classes inside 'class fza_ah64d_b2e', and I got no more issues with 'class HitPoints'.

     

    Still the bird doesn't want to show up within the editor.

     

    1519489853-b2eclass.png


  12. 3 minutes ago, swtx said:

    it's a bracket issue.  You will need to use a program like Notepad ++ or Visual Studio Code to match up your brackets all the way down the config to make sure you either have enough closing brackets for major class or if you have too many.

     

    It's a very big config so it's going to be tedious and take some time.

     

    Need to check bracket pairs all the way down.

     

    Hope this helps

     

    I do use Notepad++, but as you said, with nearly 13.000 lines, it's gonna take a lot of time... That said, I spent an hour trying to find out what's going on with either and "}" or ";" missing... Still no joy.


  13. 12 minutes ago, swtx said:

    You will need to list fza_ah64base as a base class above config Vehicles in the upper part of your config.

     

    should look like this:  class fza_ah64base; // External Class Reference

     

                                           class CfgVehicles

                                            {

                                             config parameters here

                                            };

     

     

     

     

     

     

    Thanks man, did the same for other classes :

     

    Quote

    class All; // External Class Reference
    class Air; // External Class Reference
    class fza_ah64base; // External Class Reference
    class NewTurret; // External Class Reference

     

    But now I get this for some reasons...

     

    1519343092-endoffile.png

     

    Whole config.cpp accessible here.

     

     


  14. Hello folks,

     

    As some of you may already know, I'm working on the AH-64D Project, which was originally made by Franze & Nodunit. As the project went open source, I decided to reorganize the code before exploring new possibilities however I got an issue which I don't understand hence I post here a part of the 'new' code.

     

    1519341428-sans-titre.jpg

     

    The concerned code part (CfgVehicles) is accessible here on Pastebin.

     

    Any ideas ?


  15. 3 hours ago, islesfan186 said:

    Very cool that someone is carrying on with this mod.  I do have to say though, I think the start up and rotor sounds that are in the current version are perfect.  I worked on apaches for 7 years so the sound of the start up is burned into my brain, as are it's rotor sounds.  

    I would offer my assistance as an advisor like I did to nod and Franze on the original, but I worked on D models, the army has been using E/Block III aircraft for years now so my knowledge is not very up to date

     

    It would be a pleasure to have your insights within the dev' team. For the record, we also have real world Apache pilots involved in the project whome are also sharing some informations such as real life experiences, systems and procedures. My goal is to bring the original mod to a next level as close as a proper simulator hence I'm totally up to bring in more contributors. Again, this wouldn't have been possible without Nodunit & Franze original work.

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