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Found 62 results

  1. VERSION 0.3 RELEASE -Better crew placements -New and improved shadow LOD -Adjusted CoG (Less wobbling on ground) -New interior and improved -New livery, "PT-17 Stearman Weathered" -Lowered get in points -New mod image -Added scripts -Moved PT-17 Rally and PT-17 Rally Rouge from BLUFOR and OPFOR to Civilian (sorry for any issues this may cause) -Better world model optimization -Couple other things I can't remember... *Expect an update soon, after Jet DLC is released and new documentation is added* OVERVIEW Over the past few months, I have worked on and off on a PT-17 Stearman for Arma 3. The amazing model was supplied to me by Helijah who had created it for the game Flight Gear, and, with his permission, was ported to Arma 3. With the massive amount of help by [Dust]Sabre, I was able to complete this addon. It was my first addon, so it took a while to make, but here it is! I will continue to work on it here and there, as I have a few projects I'm doing simultaneously, and try to fix bugs and issues that arise. TO DO/ WISHLIST -Add that wing walker version -Make some better textures -Add reflections, so it doesn't look so dull -Add Sabre's and my scripts FEATURES -Working instrument panel -Multiple Liveries -Custom engine sounds -Dual controls -Wreck Model -[Dust]Sabre's and my aircraft related scripts Current pictures of the model: If you would like to learn more about this awesome aircraft- https://en.wikipedia.org/wiki/Boeing-Stearman_Model_75 LICENSE The PT-17 Stearman for Arma 3 is released under Arma Public License(APL) The author of The PT-17 Steaman for Arma 3 gives no warranty. No commercial or military use etc.. DOWNLOADS (outdated) REQUIREMENTS Sabre's Aircraft Library Credits and Thanks: Hnchmc (Seymour Butz)- For bringing the model to Arma 3 Helijah- For his fantastic model and letting me use it! (Link to his Aircraft Hangar) [Dust] Sabre- For his tremendous ammounts of help (and his aircraft library)! Flanders25- Helping me with issues Alwaren- For his Blender tool box Bohemia Interactive- For their fantastic game! Class Names: "hnc_stearman", "hnc_stearmanN2S", "hnc_stearmanCanadian", "hnc_stearmanRally", "hnc_stearmanRallyRouge", "hnc_stearmanWeathered", "hnc_stearman_wreck" Last Update: April 2nd, 2017 Past Updates Change Log:
  2. I'm trying to make the superhornet plane into a VTOL by reading this: https://community.bistudio.com/wiki/A3_CfgVehicles_Plane_class_config_reference#VTOLPitchInfluence So i have added VTOL=3 in the config and it works fine, but the plane is turning really slow in hover mode so i tried: VTOLPitchInfluence=500.0; VTOLRollInfluence=500.0; VTOLYawInfluence=500.0; That should in theory make the plane turn like CRAZY. but nothing happens once I'm ingame.. I tried changing the same parameters on the Apex VTOL and it works on that one (it turns like crazy) Can someone give me some pointers on why this is? Cheers!
  3. I downloaded a psd texture of the A-164 (here). The file comes with 4 files (copies of each, 1 .tga and 1 .psd): plane_cas_01_ext01_co & plane_cas_01_ext02_co. ext01 is the main body / cockpit of the A-164 and ext02 is the wings and tail. I've edited both textures and have created a mission file and placed both .jpegs into it. I've used this script on the A-164 int: this SetObjectTexture [0,"plane_cas_01_ext01_co"] this SetObjectTexture [0,"plane_cas_01_ext02_co"] however only one of the textures loads on the plane, looking like this: I know I'm doing something wrong, and I'm wondering how I can get both the body (ext01) and the wing textures (ext02) to load on the plane at the same time? Any help is appreciated, Thank You.
  4. Hello my name is Duck and i have a problem. I have made a cool drone that inherits from the Darter drone which works fine but i need to animate the rotors and i have tried everything... i need help getting these rotors animated on engine start!
  5. Hello! I create a tiny little mod that does 2 things: * it adds laser designator (batteries included!) to all vanilla planes, with allows you to self designate targets for LGB * increases the allowed horizontal turn level in TGP view from -180, 180 to -720, 720 with lets you pan view freely. WARNING! if you lock on (using CTRL+T) it goes back to -180, 180, I couldn't fix that http://www.mediafire.com/file/cg7meve5epqzrc0/%40improved_TGP.zip
  6. Hello all, A few days ago I began work on creating a Junkers Ju 87 Sturzkampfflugzeug, or more commonly known as the "Stuka dive bomber" or "That plane that has that siren". The Ju 87 Stuka was a WWII dive bomber used in the Second World War by Germany. This aircraft is something of a unique one. On the wings were miniature propellers that powered the Jericho Trompetes (or Jericho Trumpets), which created that unmistakable screeching sound of the Stuka. The great model is of the work of Helijah. More of his aircraft for flight gear are here It should be noted that I have no experience with weapon cfgs, and that [Dust]Sabre, the person who always answers my stupid questions, is away. Therefore, the development of this aircraft will not be the fastest. As well, I have two other projects on the side, and I try to divide my time between all three. I'm trying to learn the most I can of weapon cfgs, and hope to have a working, in-game version by next week. Plans for the Ju 87 Stuka -Working tail gun -Custom bombs, a 250 and 50 kilogram bomb -Working Jericho Trumpets -Fully working instrument panel -Two sliding canopies. One for pilot, other for gunner. -Dive brakes/Automatic dive recovery system (Maybe..) -Second Version, Ju 87G Anti-Tank aircraft, with Anti-Tank cannons -Static wreck model, able to be placed in 3DEN -Possibly an arming menu (POSSIBLY) Progress of the Ju 87 Stuka Exterior - 100% Interior - 90% Instruments - 20% Tail gun - 0% Bombs/Armaments - 0% Model cfgs - 95% Animations - 90% Jericho Trumpets - 0% LODS (Memory, Shadow, Geo) - 80% ^ Please note that the list holds no order of importance ^ As always, any and all help is GREATLY appreciated by some of the more veteran mod makers out there. Enough about the issues, some pictures of the current model in bulldozer The addon will require Sabre's aircraft library, as it uses some materials. Big thanks to the following -Helijah for the awesome model and textures -[Dust]Sabre for his sample models, and everything he has taught me -Flanders25 for his major help, guidance, and second set of eyes when I miss something That pretty much sums it all up. I will update the thread as work progresses.
  7. 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!
  8. Hello everyone, I am formally announcing my next work in progress project: The Cirrus SR22. The model is courtesy of Helijah. Here's a link to his hangar for Flight Gear. The Cirrus SR22 is a single-engine five-seat composite aircraft built since 2001 by Cirrus Aircraft. I've been working on this the last month and a half on the side, and I've come far enough with it that I feel it's time to share it. Here are some in-game WIP screenshots of the SR22: My current to do list is as follows: -Animate instruments -Fix the flight model -Add the Shadow LOD Possible additions, not of a high priority at the moment: -Working GPS with Altis/Stratis/Tanoa maps -Ballistic Recovery System (Emergency Parachute Recovery) (WIP!) There's a few other things I'm working on, but not significant enough to list here. This aircraft is extremely similar to the Cessna TTx (The Caeser BTT as it's known in-game), therefore I would like to use sounds and hand animations, if BI ever releases the configs for APEX vehicles. If this is the case, expect APEX to be a requirement in the future. I continue to work on this when I can, along with three other projects I have going simultaneously right now. Feed back is welcome :)
  9. 173rd Airborne The 173rd is a professional 'Military Simulation' unit; priding itself on professionalism, realism, accuracy and maturity. Through the guidance of both former and active service members of Armed Forces throughout the world, the 173rd meshes real-world tactics with the Arma game-play mechanics. Through these ideals and principles the 173rd strives to act in a manner that is, above all, other levels presented in other environments and communities. About Us We, as the 173rd Airbone, are seen to perform operations ranking from situations including direct action insertions, Air assaults, and dropping behind enemy lines. We pool our resources to create new content for all to enjoy, allowing a constant stream of feedback from our members to guide our direction. The mutual respect between members, regardless or rank, experience or status; is what allows for us to form a cohesive unit and to truly get the most out of the experience. Furthermore, our reenactment of the 173rd Airborne does not impede the enjoyment or structure of online game-play: We do not require for members to refer to each other by rank, sir or to fulfill unreasonable demands, as well as having a deep understanding that personal issues take precedence. That said, we require a basic understanding of hierarchy whilst in-game; meaning that each soldier must endeavor to perform as their selected role and commit themselves as a member of a team. Our training schedule is a method for continuous improvement across the entirety of the roster, as newer members may offer a wealth of experience, which veteran members may not have had access to. In essence, our focus is to bring all members to a basic standard and build upon existing systems, in order to create a more enjoyable and immersive experience for all. As well as this, we also see ourselves performing a variety of operations ranging from scheduled Campaign Operations; Field Training Exercises; Brief Missions & Co-Operative Scenarios with other Realism Units. Requirements Minimum age is 16 years Must be available for Friday 2000GMT, Saturday 2000GMT Must have a clear, working microphone Must have a legitimate Copy of Arma 3 Must have Teamspeak 3 How to contact us Website: 503inf.enjin.com Teamspeak: 151.80.230.238
  10. This version is discontinued, find the new one included here ******************************************************** Robin DR 400 ******************************************************** This is a port of Helijah's FlightGear Robin DR 400 Credits/Thanks to: Helijah for the model and textures http://helijah.free.fr Christian Thiriot, Brett Harrison, Laurent Hayvel for textures Alwarren for the Blender Toolbox Arma 3 port by [Dust]Sabre https://forums.bistudio.com/topic/188022-robin-dr-400/ ******************************************************** Required addons Sabre's Aircraft Library ******************************************************** This addon for Arma 3 is released under CC-BY-SA The authors of this addon give no warranty Downloads: This version is discontinued, find the new one included here
  11. Hi, i found the F18 Super Hornet mod and i have created a mission with the eden editor with both versions of the fighter, the E and F version, the F version as you probably know is "tandem-seat". So i have the empty fighter, a Munition HEMTT vehicle and two pilots, one of them the player, there is a village in which there are several OPFOR units and i have set some waypoints for the plane. It works like this -First i get in the fighter as the pilot so i can use the Service menu and select which equipment i am going to use -Then after the fighter is rearmed, then i get in the gunner seat and tell the AI pilot to get in. -I have used a trigger linked to the AI and the first waypoint, so when he gets in, it goes to the first one and then the fighter takes off perfectly. The problem is, although i have set limited speed in several waypoints the plane goes too fast so i can bomb the objetives, and also it flies at 300M height, so the fighter gets hit, and also, it is not stable at all. I have tried with the flyInHeight script, but the speed is still too high and not stable. Does anyone know how to make it fly slower, higher and more stable? And also i would like to know how to make it land when it returns to the airport. Thanks and sorry for my poor english.
  12. Hey Guys I got a little project i was thinking about for a while and now i finally made it real. A Glider :D The new DG1001M. A Two Seater Glider from the German Manufacturer DG Flugzeugbau. The DG1001 is a nice looking and nice flying Glider for long routes. Because of the my love to Gliders and the fact that i fly them myself i decided that it is time that ArmA finally gets one of these nice looking planes. This is how it should look like if it is finished: And this is how it looks right now: So you see an very early WIP :D PS.: I still search someone with Blender/Scripting Skills to put this thing in the game so if anyone is interessted just pn me :D Have a nice day!
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