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Found 29 results

  1. Hi I hope you're doing well. I have a problem with a Jet from a mod : the Rafale from the AMF ( french army ) mod. When it comes to JDAM/GBU strike, its a nightmare. The Locking/targeting cone is very small, and the pod is "locked" : once you reach the point you're locked on, when you're above it, the pod won't be able to keep locked on that point, like if it was not able to rotate more.  I would like to know if and how its possible to modify that, like Can WE give it the same values and pod as the A164 Wipeout for example ? Thank you for your help
  2. Hi I hope you're doing well. I have a problem with a Jet from a mod : the Rafale from the AMF ( french army ) mod. When it comes to JDAM/GBU strike, its a nightmare. The Locking/targeting cone is very small, and the pod is "locked" : once you reach the point you're locked on, when you're above it, the pod won't be able to keep locked on that point, like if it was not able to rotate more. I would like to know if and how its possible to modify that, like Can WE give it the same values and pod as the A164 Wipeout for example ? Thank you for your help
  3. When I join a KOTH game and kill someone with Rockets on a Jet or Heli my whole PC crashes. I already checked files on Steam, seems fine. And also updated the graphic card soo I dont know why this happens.
  4. is there any easy way to spawn a AI jet fighter in air and start search and destroy and when he is killed he will respawn again, same position and start over his task? ì am very bad with scripts, so I hope you people can bear with me.
  5. Hello We frequently hold air shows for players on an Invade & Annex server. In order to further enhance these performances and add visuality to the event, we want a smoke that we can turn on and off at any time. We should be able to change the smoke colors and size with codes. We want these fumes to work well on the A-143 Buzzard and F/A-181 Black Wasp II. Is there anyone who can help with this?
  6. TGP Simple Cockpit Slew Control the Camera Pilot cameras, AI gunner turrets, and connected UAV turrets can be controlled from the cockpit view via simple controls: Hold key and use mouse to slew. Keybind to slew camera to HMD target or Waypoint (Shift-click, Group, or ACE MicroDAGR). Toggle stabilization. Keys for Turret zoom Vision mode can be changed with Panel Mode or Vision Mode (Vehicle) HOTAS Compatible Keybinds Take Control - avoid having the scroll menu change Collision Lights CCIP Track Track unguided bomb CCIP (roughly). Calculations are a bit off, most accurate at 35-40 degree pitch up loft/toss trajectory. For other bombing profiles, use Gun Elevation Up/Down to adjust camera. Pilot Camera Zoom control is being requested on the Feature Tracker GitHub Steam Workshop
  7. Hello, I am trying to keep this simple. In my mission, I want one or two fighter jets to simply enter fly overhead and out of sight. This I can already do. I set the jets up far away, have them fly over the AO and when they are far enough away I simply delete them upon reaching the waypoint. Now my question is however; is there a way I can set this up to repeat after a certain amount of time? Instead of creating many multiple instances and triggers, I just want this one event to passively repeat itself after so many minutes. Is this possible? I've been finding a lot of information on waypoint cycles, but that isn't exactly what I am looking for. Thank you.
  8. Sean Newberry

    First Armored Division

    Come join the First Armored Division, we currently have 12 people, but pull in the corp 30-40 in events and drills! We have many mos, everything from motorized rifleman to a helicopter gunner. We primarily focused on land fighting but will have the occasional apache in missions. There is no age limit, only requirement is to have arma 3 and speak ok english. https://discord.gg/NsUyQXjQ4z To join copy and paste this link into your browser and accept the invite.
  9. officialepicpatrickyolo

    Aircraft Banking Randomly

    I recently got into ArmA, and tried out my joystick (T.Flight HOTAS 4) to fly aircraft in this game. While flying the Yak-130, I noticed that my aircraft would randomly bank to the right without any input from me. I noticed the same with helicopters, but it stopped doing it after a couple hours. How do I prevent this from happening? It makes landing and bomb runs extremely difficult for me, and it frustrates me.
  10. Hi all, Jets, UAVs, and helos are able to fire missiles detecting a threat, while landed. That's weird and disastrous most of the time. How to fix it: Suggestion: Disable the possibility of firing any kind of weapon when gear is down (eventually touching ground, but it's not safe).
  11. I am trying to update a older aircraft and one problem I am having is the ejection system, it is not working - when I eject from the aircraft, the ejection seat appears but hovers above the aircraft and nothing else happens. I have tried adding in this; I am not sure how to get it properly working, any help would be appreciated.
  12. I am new to working with Cfg's and I have been working on adding some more camo textures to a jet however, the option of them appear in-game but when I click on it, the texture stays the same, can someone perhaps point me into the right direct? Also, how can I make a vehicle show up on a certain side, so like if I was to try and get a jet to appear in the editor what would I put in the .Cfg to make it show up. Thanks in advance!
  13. I just got info that F/A-181 Land to carrier Arrest Max Allowed Speed = 275kmh When Jet DLC first release, the landing speed for a correct AoA with full flaps landing config is around 210kmh, but after one or two updates, the landing speed changed to 275kmh ± 5kmh (in game data says 265kmh on speed = 275kmh AoA too high (too slow) = 270kmh or below AoA too low (too fast) = 280kmh or higher So, with the wire snap speed at 275+, and a correct landing speed at 275kmh ± 5kmh, you will have a big chance of getting a wire snap even landing in a perfect way, which I tested it for a long time and have years of carrier landing experience in ArmA3. Can any devs answer this question: Is the setting intended or just someone forget to change the data? Before update: After update:
  14. Hello, I am a complete noob to scripting with virtually no experience in coding, so guidance would be much appreciated. Is there a way to use a script to equip an aircraft with a weapon that is not selectable in the dynamic loadouts menu? For example, equipping a BLUFOR A-164 Wipeout with an OPFOR Sharur AT missile? EDIT: For anyone else who finds this, I found sucess in this method: In a vehicles init field, enter: this setPylonLoadOut [PYLON NUMBER, "NAME OF MISSILE", true]; Example: this setPylonLoadOut [4, "ace_maverick_L_PylonRack_3Rnd", true];
  15. It is finally here, ladies and gentleman! After several months of waiting, implementing and overhauling - the sound mod for Firewill's F-16C/D Fighting Falcon is now in v1.0! Whoo hoo! To celebrate, I made a short video showcasing a taste of what it's like in-game. Huge shout out to the Air Combat Command guys (Dogs, Haze, Fett and Bomb) for helping me out with filming and MP testing. Also a big shout out to Laxemann, who helped me understand a few things about the new audio system and answered all of my questions. Here it is! There's been a LOT done to this aircraft since the initial video I released in October, which showcased what I've been working on, but the end result is an improvement I never thought we could make. A changelog is available below, if you're into that sort of thing. One thing that I'm still trying to get working is the low-pass filters and new stereo processors for use with this and future aircraft sound mods, it's on the wishlist - hopefully I can add it in a patch later down the road if we ever figure it out. Oh yeah, this will also be available for download on the ArmA 3 Workshop! This is a huge milestone for me and Shazer, so why not give this mod the full treatment? ;) Major features overview: Implemented several new soundsets to the aircraft Much more realistic interior Clearer / better sound samples for exterior Finally; If you encounter any other bugs, issues or have feedback that I would find constructive - please share it below or send me a message. DOWNLOAD! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1193740840 ArmAHolic: Coming Soon Google Drive: Server 1 --NOTES--- * This mod requires Firewill's F-16C/D Fighting Falcon mod, available on ArmAholic and the Steam Workshop. --CHANGELOG / MOD STATUS:-- Known issues: - Sometimes the plane is silent when flying over, think this is an ArmA scripting issue. *Wishlist* - Change pitch of idle based on throttle inputs (not sure how to do this) - Get distance filters to work properly (buggy, issues with implementing) - Stereo processors implementation (same as ^) v1.0.1 TWEAKS: - Increase volume on nearly all exterior samples - Tweaked shutdown/startup volumes. FIXES: - Fixed exterior shutdown sequence not working properly (incorrect file format) - Exterior idle_distant sample was not correctly defined. v1.0 - Successfully implement all new Jets DLC soundSets and Shaders - New idle samples - All new interior samples - New close proximity rear forsage (afterburner) sound - Low throttle distance sound - Frontal approach sound - Custom ranges set for some samples - New customized filters for current and future releases - Cleaned up config, new separated shader/set files - Interior / exterior idle volume increase - Eliminate noticeable exterior idle loop int/ext (0.7.8) - Mid-throttle sound for close proximity - New full throttle sounds (distance and forsage) - Implement "D" variant into config. - A lot of tweaks and fixes I can't fully list v0.4 (10-2017) - Implement shaders / sets into aircraft config. - Initial sound adjustments v0.2 (02-2016) - Firewill's F-16C varient release - Overhaul of all sound files - Added actuator sound upon thrust (exterior) - Added several high/low pass filters to interior for more realism - Exterior start-up sequence changed - Idle sound replaced - Exterior throttle up a/b added - Eden compatibility (currently trying to remove Firewill's afterburner scripted sound file as it just ruins the realism, will be added in a hotfix) v0.1 (04-2015) - Initial release for USAF Mod.
  16. What is the script that makes AI in the jet, locate the ally and players anywhere on the map? (Allies and players who are also flying in jets anywhere on the map) Is there any script to do this? I would like the help of both players!
  17. I've made an addon that adds a texture to the texture list in "edit Vehicle Appearance" on the gryphon, but I can't figure out a way to keep the vehicle appearance and the pylon settings for the jet after respawn. Any ideas?
  18. Hi, I hope this DLC wiil give us some improvements for the firing system of all Arma aircraft. I have on mind the fact, the CAS support is absolutely inefficient. Jets manned (by player) are focused on maneuverability and radar/targeting acquisition. But, please, keep on mind that full AI jets should be efficient for supporting players. And this way isn't evident till yet. The CAS module is poor, not to say rotten. Players should ORDER a jet firing at any target, or even ground position, regardless of knowledge about enemy or any target or some weird consideration. The Arma engine doesn't have to decide for a player the opportunity to fire or not a bomb on a position. In other words, let the player decide to order a bomb release where he wants, when he wants, against who/what he wants, even on empty places or at sea. Right now, try to order an unguided CAS on any point of Tanoa forest, take 3 coffees,... abort. Frustrating!
  19. YanYatCheng

    Jets - ILS

    It's been a long time, as i know, no one fix this issue that brings unrealistic game play to ArmA3 jet game-play: wrong ILS, Instrumental Landing System. The ILS in real life works like this: which use...blah blah blah... and have a 3 degree glide slope, which is around ~600m/s for vertical speed. But the one in ArmA is having a ILS glide-slope that is more than 5 degrees: A steep glide-slope may, or will cause a critical and deadly damage to the landing gear, which will cause a crash on final. Having a right ILS is critical to all jet pilots when landing at bad weather, or even night, or even having short range graphic generation which will completely make them blind on a normal ILS approach or a extended base leg. I hope this will bring attentions to the developer and correct this mistake. At last, I would like to thank all developers and mod makers for their hard work towards the coming Jet DLC. Here's the ONLY glide slope that i found right in ArmA3 (i dunno why...):
  20. 8th Virtual Tactical Fighter Wing --------- Event Information --------- Time Zone: EST Event Dates: Most weekends at 10 PM EST Active Members: 8 ---------- Requirements to Participate ---------- - Some sort of controller that allows for precise control of ailerons, elevators, rudder, and throttle along with buttons for toggle functions. - A Facebook Account - Microphone - Willing to download a large volume of mods - Team Player - Fluent English Speaker -------- Typical Mod List --------- - ACE - All CUP mods - Firewill F-16 - Firewill Air Weapons System - Firewill Pilots and Crew Pack - Fox MIG-23 - Fox MIG-25 - Fox MIG-29 - POOK SAM Pack - TOH South Asia - Sonic Boom - Extra Editor - F16 Real Sound - JSRS 4 Apex - Blastcore Tracers - Blastcore Phoenix - USAF --------- About 8th VTFW ---------- The 8th Virtual Tactical Fighter bridges the gap between arcade flying and simulators. We almost exclusively operate Firewills F-16 series due to its versatility and assortment of mods. We are quite relaxed but do role play to maintain immersion when preforming missions. Originally we started as a group of local airsoft players in Florida who attended a common field called DV8 Airsoft. We decided to make up a fictitious airfield called "Lithia Air Force Base" that uses the tail designation "DV" and the 8th VTFW as seen on the tail. This is a play on DV8 Airsoft of course. These are our custom color schemes generated based on Firewills template. We have three squadrons active for you to join at your preference. Each squadron bears custom tail colors and serves a specific role. 1st Fighter Bomber Squadron [RED TAIL] This squadron focuses on CAS, Interdiction, and Strike type missions. This is the most active squadron since they are used in my combined arms missions with infantry and armor. A 1st FBS F-16C preforming a practice run over Everon. 2nd Fighter Squadron [BLUE TAIL] Air to air engagements such as CAP, Escort, and Sweep missions is focus of this squadron. A 2nd FS F-16C Preforming Escort over Takistan. 3rd Wild Weasel Squadron [YELLOW TAIL] 3rd WWS F-16C flying the long 70km trek on a SEAD mission over TOH South Asia The primary mission of the 3rd WWS is Suppression of Enemy Air Defenses or Destruction of Enemy Air Defenses missions are the role of this squadron. They disable, distract, or destroy SAM sites like the SA-2 while other units preform their mission.
  21. Hi, I've some strange issue with my jet gear animation. It works fine when I preview it in buldozer, but in game when I switch raise/lower gear, I can only hear gear sound and animation doesn't work at all. Screenshots: Config: Model.cfg no rpt errors or in-game, any ideas how to fix it?
  22. Hi Guys, my second project and this time for AI aircrafts. Helicopter Patrol Fixed Wing Patrol Features Developed for AI Aircraft (helicopters and fixed wings) Aircraft patrols between markers and adjusts the height based on setup Possiblity to limit speed In case enemy is noticed during patrol, aircraft engages Intel share from ground units in search distance. Which means if there is ongoing battle air unit will be aware of enemy positions if they are in search distance (adjustable) Adjustable communication delay for intel share Restarting the patrol after aircraft finds no more enemy after an engagement Possibility to have multiple aircraft patrols in a scenario Script can be called from triggers or init.sqf Detecting all enemies inside kill zone. From now on aircrafts will not ignore infantry which do not fire on them. Advanced optics will detect all inside kill zone (adjustable) Return to base (RTB) if fuel is low (20% considered as bingo fuel) RTB based on damage situation (less tolerance to damage during normal flight compared to being in combat) RTB based on ammo. The decision is made based on cannon ammo count. RTB if gunner dies. Refuel, repair and reload ammo at base Target priority rules. Enemy aircrafts are highest value targets. After that comes tanks, armored vehicles, static weapons and infantry. Dense enemy formations have value multiplier which means 10 infantry in close formation is more valuable target than a single Humwee Laser guidence is used if aircraft has any missiles/bombs which can benefit from laser lock. Future Plans Possibility to have multiple bases Known Issue(s) I didn't code anything to improve the aiming of AI pilots. So still vanilla skils and attack methods are in play which means helicopters are also doing fly by to attack and they cannot hit that accurate. Download Dropbox (version 2.1) Armaholic (version 2.1) Sample Mission Dropbox Usage Details are in readMe.txt inside the zip. Examples about how to add custom code or adjust patrol behaviour are inside AirPatrolEnd.sqf. Sample mission can be found above. Version History v.2.1 Fixed: Independent aircrafts were not using laser guidence. Fixed: Logic Objects on map can cause aircraft to stuck in combat mode over an area as such objects might be categorized as enemy. Added: After attack while waiting the restart countdown, aircrafts will do loiter over the area. Tweaked: Some code optimizations. v.2.0 Fixed: Workaround applied due to bug in BIS_fnc_EnemyTargets function which does not consider static weapons as enemy Added: Fixed wing support Added: RTB based on ammunition Added: RTB if gunner is dead Added: Aircraft uses laser for guided bombs Added: Target priority rules v.1.5 Fixed: Possiblity that aircraft stucks at a marker and starts turning around it Added: RTB based on damage Tweaked: Adjustable ServiceTime option removed from script call. Service time is now depending on how much fuel is missing or how much damage is taken Tweaked: AltitudeArray removed from script call. Multi-dimensional array will be used to hold markers and altitude together v.1.0 Initial version Enjoy!
  23. I have a trigger that had this on activation: {[_x] execVM "rearm.sqf"} foreach thislist; // Written by Weasel [PXS] - andy@andymoore.ca // This script rearms, refuels, and repairs vehicles. // Vehicles must be less than height 2 (typically landed, if air vehicles) and must remain in the // trigger area for 3 seconds. It then drains all fuel, repairs, rearms, and refuels. // // Setup a trigger area to activate this (F3 in map editor) with the following settings: // // Trigger REPEATEDLY, BLUFOR, PRESENT // Name: Rearmlist // Condition: this; // Activation: {[_x] execVM "rearm.sqf"} foreach thislist; // // Warning: If this trigger area overlaps another trigger area (such as ammo-transport Scripts), sometimes // things don't work as planned. Keep this seperate if you can. _unit = _this select 0; // Don't start the script until the unit is below a height of 2, and make sure they hold that // height for at least 3 seconds. WaitUntil{(getPos _unit select 2)<2}; sleep 3; if((getPos _unit select 2)>2) exitWith{}; WaitUntil{speed _unit < 2}; sleep 3; if(speed _unit > 5) exitWith{}; // Make sure unit is inside one of these lists (trigger areas) if( not (_unit in list rearmlist1)) exitWith{}; _unit setFuel 0; _unit VehicleChat "Repairing..."; sleep 2; _unit setDammage 0; _unit VehicleChat "Rearming..."; sleep 2; _unit setVehicleAmmo 1; _unit VehicleChat "Refueling..."; sleep 2; _unit setFuel 1; _unit VehicleChat "Finished."; if(true) exitWith{}; It works in SP but not on my dedicated server. What can i do?
  24. Hi. I placed a jet and gave it waypoints etc. Now when it gets shot down i want it to respawn after 30 seconds or so. I want the AI to have a 100% skill level and have it circle close to the center of the map. Any jet will do, a random one out of the 4 would be very good though. I tried a little bit but it didnt work. And i do not want to google for five hours, did it 30 mins and found nothing which is why im asking here. Help would be appreciated!
  25. Hi. I want to have the A10 jet from RHS circle around an area and only attack targets that a unit laser designates for him. I want him to use the GAU8 gatling gun on lasers too, how do i make that happen? Because if i just let him fly around he will attack tanks and vehicles by himself...
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