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Found 65 results

  1. Hi everyone, 😀 Today, i would like to add a steam effect under the flight deck of the aircraft carrier. I have placed 4 aircraft on the 4 catapults, and I have a trigger that activates a script allowing the aircraft to take off (with the blast deflector panel animation), but... I would like to add the steam effect under the flight deck of the aircraft carrier on each catapult. How can I do this? As shown in the image. The idea would be that after the script starts (which works with the 'go' trigger), another trigger adds the steam effect for all the catapults on the aircraft carrier. Name of the aircraft carrier variable: Freedom Trigger that activates the steam effect: - Condition : triggerActivated go - On Act ?????? Does anyone have an idea?😕
  2. BrutalStriker

    More weaponry

    Hello, I am a new player in arma 3. I liked every details that this game has along with the dlcs that have added tons of new weapons and vehicles. But it would be even better if there comes a new arma 3 dlc which includes some more nato and csat towed artillery including the M777 Towed Howitzer , the PzH 2000 Howitzer and Msta B, some heavy machine guns like the DShK and a few more modern MBTs, aircrafts(Helicopters and fixed wing fighter jets) and arms like Barrett M82 sniper, M4A1 etc . That will provide more realism and variation to the game.
  3. This model was made for Arma 2, can you believe it? Still looking great so many years later. My biggest respect to whoever made this. APL C-130 Modding/learning ressource Here you can download the source files for a simplified version of my A2 C-130 port. With these files you can make your own C-130 mod in a few steps. Even for existing C-130 mods it may be worth having a look as this includes modified textures, materials and a more detailed shadow LOD mesh among other things. Credits: Aplion - for Arma2- Arma3 port tutorial (I would not have been able to get into modding without that!) BIS for this C-130 and the APL Sample Files Tetet for fixing physX after that nerf several years ago. This is perhaps the best implementation across all of my mods. Adapted and ported by [Dust]Sabre License: APL Arma public license. (=Attribution, Arma only, Noncommercial) Don't ask me if you can use it. You can, that's the whole point of this addon. Happy modding. Downloads: Source Files V3.2b Workshop Link Important note if you want to extract parts of the model to update your existing C-130 mod: The models position is shifted compared to the A2 default model as I prefer to center the model around it's RL CoG. The original placing in the 3d space (which probably was done for good reasons) irritated me too much. Compared to the default A2 model the coordinates have been shifted by: X = 0, Y=-3, Z=2. Just do the opposite if you need and everything will fit nicely - or simply shift your model and all LODs the same way . Do not forget to activate "apply to all anims" and to "apply to all LODs" for an easy 1 click update Here is a guide how to integrate this into other mod environments or how to make a separate non conflicting stand alone version: Prerequisites: You need to have installed and set up the Arma Tools and your P Drive and all of that. Some experience with the tools like addon/object builder is required and I won't go into detail here. 1. First you rename the mod folder from apl_c130 to your modder prefix or mod projects prefix, let's call it ymp_c130 as example. For my old mod it was sab_c130. Nowadays I add another sub prefix to specify the mod I am working on. For sabres military aviation mod for instance it would be sab_ma_c130. This step is mandatory. Since you only type the name once or twice and then either copy/paste or let search/replace do the rest it doesn't really matter how long they are. 2. rename all file prefixes, for example "apl_c130_body_co.paa" to "ymp_c130_body_co.paa". I consider this to be good practise and it will make things a lot easier later. Sometimes the truly lazy way is to spend one or two extra minutes in the beginning. This will prevent file conflicts and reduce the chance of pasting the wrong texture over the wrong plane if you juggle many different addons. It also helps with readability, you will be able to find specifc textures or files much quicker if they are set up orderly. Feel free to skip if you're not a lazy person and want to do extra work down the line : ) 3. Open all textfiles with notepad++ or with something equivalent (all hpp, cpp and rvmat files). If you did step 2 correctly - you now have the option to mass rename everything in one click. Search/replace all open files: search "apl_c130", replace with "ymp_c130" (or in my case "sab_ma_c130"). Everything will be updated correctly. if you skipped parts of step 2 you have to at least change the root file paths, the model name, its reference in model.cfg, the path in config.cpp, all relevant classnames, unit[] entries and so on... 4. Open the C-130 p3d with Object Builder, in Menu Tools you can find Mass Texture & Material renaming, copy the following into the first line: apl_c130\apl_c130* this in second, adapt the prefixes as needed ymp_c130\ymp_c130* This renames all paths and filenames in one click 5. in all visual LODs fix the propeller blur proxies (in named selection list, rclick and reassign the p3d file). Ideally fix the first visual LOD, then simply copy/paste the 4 blur proxies into the other LODs (after deleting the old proxies). Do th same in Wreck LOD: reassign the wreck proxy to fix its path. Always make sure to open files from P: drive and not C : drive. 6. Open the other p3d files and fix the paths of their textures and materials (here it's only propeller blur and wreck model) 7. build your addon Optional refueling system ressources (not included in the APL-C130)
  4. I am proud to announce that NightIntruder and I have began making the much needed CH-46 for arma 3. Right now, we are concentrating on the USMC version but have plans for other models of the aircraft which will be announced later. There will be two versions of the CH-46, one will be a more simple version and the other a more advanced version The simple version is planned to include: - Advanced Flight Model - ramp, doors, windows animations - working sling load and rescue hoist - dedicated crew chief and loadmaster seats - flight instruments animations + backlighting - NAV lights + landing lights + formation lights - custom sound - fast engine start + fuselage vibrations - ACE3, NIMITZ, RAV All Fuel - compatible - walkable deck + numbered seats (player can take whichever seat they wants) This version is meant for the casual player who just wants to get in and fly somewhere The Advanced Version - Advanced Flight Model based on real CH46s specifications - rotational beacon lights, cargo light and cockpit flood lighting - engines / APU management - switchable VIS / IR-compliant instrument backlighting in the cockpit - emergency lighting + windows & doors removed in case of crash - briefly floatable a/c for emergency regardless not being equipped with sponsons - custom damage system: announciator panel, FireGeo LOD, visible damage on a/c - custom enhanced sound + real time engines start + engines smoke effect + engines / APU management - fuselage vibrations dependant on specific flight phase - rain effects on windscreen and windows + animated wipers - custom crew animations: CrewChief position in port door and with working on rescue hoist, Loadmaster position on ramp, pilots animations, savior on hoist etc. - random malfunctions, extremely rare, but yet possible - damage/malfunction being increasing over time (script) ie. fuel leak, drive train damage, engine malfunction, ramp blocked etc. - NAV lights switchable from STEADY to FLASH - main rotor tips lighting - ACRE / TFAR compatible - custom environmental radio sounds The advanced version is for someone who wants a little more of a realistic experience -Both the advanced and simple version will have multiple weapon configurations Please keep in mind that we are trying to get these features on the aircraft, and if we cant, well we cant. This is a heavy WIP and nothing here is guaranteed. I will try to update this often when there is work to show, please feel free to ask questions and give feedback CURRENT TEAM NightIntruder flanders25 TeTeT (Scripting) Alex150201 (Scripting) handicap (Statistics and photos) William Cordoza (Statistics and photos) Special Thanks to: -Bohemia Interactive for M2 model Current Progress: 1/6/16 -Details are beginning to be added to model 1/15/16 -Exterior model is nearly complete, and the interior will be wrapped up in the next week or so if all goes as planned 1/16/16 -BIs default M2s have been added for waist gunners 1/17/16- Model is basically complete, BIS M240 added for ramp gunner, starting cockpit work 1/20/16- Started UV Mapping for texturing *MAY TAKE A FEW WEEKS OR EVEN LONGER* 1/25/16- UV Unwrap is complete. Beginning to make textures 2/15/16- Textures are completed (External and internal) 4/1/16- Chopper is in game and making the cfgs has began!
  5. Napalm and WP Smoke marker rockets by ANZACSAS Steve v2.0. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Steam Link - https://steamcommunity.com/sharedfiles/filedetails/?id=1703765606 - This is a port of my work from Arma 2 and Unsung but updated to Arma 3 specs and standards.:) - Napalm bomb and White Phosphorus Smoke marker rockets. - Napalm fire gives damage for full length of time for AI and players. - AI cannot see through smoke and fire efx. - AI Suppression effect added. - Support module compatible.See example mission. - Works on US and Independent faction fixed wing aircraft. - CUP and RHS aircraft compatible. - Secret weapons mod and SAB's military aviation pack compatible. - Firewills A-10, F-14,15,16,18 compatible. - F/A-18 Super Hornet compatible. - Unsung, NZDF and USAF mod and many more. - Works for addons that use default naming system for pylons/hardpoints. - Airborne napalm efx and damage will travel in the direction of the strike! - Comes with Enhanced,more brutal and intense CAS modules to add into your missions for instant light and heavy ,high and low napalm and bomb airstrikes! - Comes with example mission for Support Module airstrikes.Found in your @ANZACSAS Napalm and WP Smoke marker rockets Mod folder. - Comes with two MP Missions with the MK77 Napalm added to aircraft. Altis - Save the Platoon and Tanoa - Carrier Ops day3. - Anyone wanting to use this addon /code in their addon or mod just ask.:) - Optional but recommended to be used with my other Particle efx mods - here - https://steamcommunity.com/sharedfiles/filedetails/?id=1484261993 and here - https://steamcommunity.com/sharedfiles/filedetails/?id=1537745369 - Thanks to BI and the community. - Enjoy.:) - Credits - - Code,Particle Efx and Sounds by ANZACSAS Steve. - Model and Texture by Mondkalb.Big Thank you.:) - Model and Texture modified file paths and alignment to Arma 3 by Firewill. - Dual Rail bomb mount model and Texture by Firewill.Thanks bud,nice one.:) - Big thanks for the awesome showcase vid by Viper1Zero and also one by Haze. - Thanks to DustSabre for setting up the reflective surface efx.🙂
  6. Will players be able to use HOTAS systems to fly aircraft when they are added to base game? This would be very easy to implement considering there are systems made specifically for Xbox that work with PC as well so both would be included. I figure you wouldn't even need to make a preset setting in the menu, but just allow for them to be binded to in game controls once base game helis are added.
  7. GOM_fnc_aircraftLoadout V1.35 by Grumpy Old Man Features: Change serial (tail) number on compatible aircraft (currently supported: Gryphon, Shikra and Black Wasp) Change pylon priority (makes multiple pylons act as a single weapon if they have the same priority) Works with all addon aircrafts with properly configured pylons Preset function to save presets and load them, mission/server independent deleting a preset works only when holding down CTRL to prevent mishaps Option to set pylon ownership to either gunner or pilot, also works with presets Change the livery of the aircraft if it's configured for one Allows certain players to modify aircraft loadouts, as well as rearm the pylons and repair/refuel the aircraft Can be restricted to work only if fuel/ammo/repair sources are within 50m of the object holding the menu You can simultaneously only refuel as many aircraft as you have fuel sources Can sort for compatible weapons or allow to mount all weapons on all pylons Ability to set reporting, receiving of remote targets and own position One click to clear all pylons if you changed your mind Can be operated by a lone pilot or a designated logistics crew Multiple players can install multiple pylons on the same plane, one pylon at a time Pylon installation will take some time, depending on mag size (twin cannons or gatlings will install faster than a 12 missile dagr pod) Rearming with engines on How to use this script: Unpack the downloaded .rar and check out the demo mission. Copy the file structure besides init.sqf and mission.sqm into your own mission. Don't forget to back up before overwriting any files! Functions for mission makers: List of commands used by remoteExec (changed in 1.33😞 Read: The addAction on objects will only show up if the players weapon is lowered. Make sure you have aircraft placed that are dynamic loadout compatible (especially for missions made pre 1.70!). The script now by default needs to have at least one ammo source, repair source or fuel source within 50m of the object that is holding the loadout menu. The respective options will be greyed out otherwise. This can be changed however. Simply adjust the variables in the of GOM_fnc_aircraftLoadoutParameters.sqf to your liking, the comments tell you what each variable does. (!) Check out the included mission file on how to add this menu to objects, players or triggers, dedicated server and local hosted server compatible. Aircraft Loadout V1.35 Download Known issues: If you encounter any errors please send me a PM containing details (screenshots,.rpt,error messages etc). If you encounter vehicle resources not working with ACE3 check out the functions for mission makers section above. Changelog: V1.35 Fixed: Players are no longer able to load presets created with a different pylon restriction setting, thanks @magicsrp Due to this change all presets needed to be reset V1.342 (Most likely) Fixed: Error with CUP Aircraft not returning getAllHitPointsDamage V1.341 Fixed: "Unknown attribute t" .rpt spam, thanks @magicsrp Previous changes: 10.07.2021: Added the file to google drive, so it should be permanent. Also removed the armaholic link. RIP. Enjoy
  8. Objectives: - Enhace targeting systems, navigation, situational awareness and instrumented flight capabilities. - Enhance Immersion. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Features: - Helmet mounted displays for all Bluefor and Independent helicopters. - Both metric and nautical units variants are included. - Enhanced turrets for gunships and recon helicopters, which include: various levels of zoom, film grain effect in dayTV mode, ground stabilization and new UI. - "Forward looking" total velocity vectors (flight path markers). - Weapons aim where they should. - Weapons enhancements include: 2000rpm and 4000 rpm setting for the m134 miniguns and ripple settings for DAR rockets (single, ripple 2, ripple 4). - Removes certain GUI elements such as airframe damage, fuel status (included in the actual HMD), weapon crosshairs, and magic radar from non-radar capable helicopters. - Fully working for RotorLib Helicopters (adds Torque Percentage counter) - Multiple Countermeasure Release programs. - IR Jammers (Comanche, Huron and Ghosthawk). - Custom Helo skins and helmets! - Includes Wipeout HUD/HMCS and weapon enhancements. - Includes MELB HMDs. - Includes RHS: UH-1Y, UH-60, CH-47, C-130J HUDs/HMDs. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Custom Action Keybindings: - User Action 10: HMD ON - User Action 11: HMD OFF - User Action 12: IMPERIAL - User Action 13: METRIC - User Action 14: FULL HMD - User Action 15: DECLUTTERED HMD - User Action 16: GREEN - User Action 17: YELLOW - User Action 18: BRIGHTNESS HIGH - User Action 19: BRIGHTNESS MED - User Action 20: BRIGHTNESS LOW ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Sixgun's MELB HMD v4.0 showcase: Patchwork's 2.0 review: ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- CURRENT VERSION v4.5 ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Download Links: Dropbox Armaholic With Six Steam Workshop: HMDs MOD HMDs CUP HMDs MELB HMDs RHS ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Changelog: Author: Kimi_uy (AKA geraldbolso1899) Credits and Thanks: - Bohemia Interactive. - PatchworkHD for the awesome reviews. Patchwork's youtube channel - TheSystematicPsycho for the logo. TSP's youtube channel - 161st V-SOAR community for all the feedback. - Neptune for the Time Of Flight concept and Hellfire Missiles. - eRazeri for the config help. - SykoCrazy for some config help and MELB. - RHS team for allowing me to do HMDs for the UH60, UH1Y, C130J and CH47. - Onkeldismaster for config help. Enjoy! Please show your support for my Helmet Mounted Displays MOD for Make Arma Not War!!! END USER LICENCE AGREEMENT: DISCLAIMER You are permitted to install and use this software for personal entertainment purposes only. You may not use this add-on (nor any of its parts) in any other add-on or mod (not even partially) nor redistribute or mirror it without Kimi_uy's prior permission and agreement.
  9. How can I make a fighter plane attack the ground by order with AI? With the find and destroy method, it just dives and takes off. How can I attack soldiers or buildings at the same time?
  10. Addon "Aerodrome ICAO signs and NDB" for ARMA 3 PC game by NightIntruder ver. 0.93 05.OCT.2016 PLEASE NOTE: reading of the readme included in the addon is the obligation before usage of the addon. Without reading whole document you are not permitted to use the addon and obliged to delete it from all data storages where the addon was stored. 1. INTRODUCTION 2. ADDON FEATURES 3. CREDITS & COPYRIGHTS 4. LICENCE AND END USER AGREEMENT 5. BUGS & TO DO 6. CHANGELOG 1. INTRODUCTION The addon was made by NightIntruder. My main goals to achieve while working on the addon were: - to have ICAO signs for airports whenever I fly with my fellow v-pilots during our scenarios, - to have helping signs while taxiing according to ATC's direction - to have airport charts that would help having better SA at airports - to have better and more realistic immersions at airports - to encourage mission makers of colaborating communities to include ATC slot for their's MP scenarios It took me 4 days to create the addon. Initially I didn't want to release the addon but finally I thought that the addon is good enough to share it. In creation of the addon following software were used: - Autodesk 3D Studio Max 2016 (3D, models, unwrapping) - Autodesk Photoshop CS 2 (2D, textures) - Notepad ++ (writing configs) - BIS Developer Tools: Object Builder, ModelBuilder, IMGtoPAA. 2. ADDON FEATURES: - 1 model of NDB station - a bearing system courtesy of TeTeT - 6 different models of standing sign (low-poly, app. 240 polys per sign) - 3 different models (simple polys) for laying sign - 833 custom made textures that cover most of ICAO signs related to taxiways, stands, APRONs, runways - changing textures of a signs' polys based on setObjectTextureGlobal command - standing signs are backlighted during night time - a mission with pre-placed signs on four Tanoa's aerodromes and NDB stations is included - charts of Tanoa's aerodromes are included - a server key included - a manual with path to textures included 3. COPYRIGHTS & CREDITS - NightIntruder: work on whole addon, including models, textures, rvmat and config - Bohemia Interactive Studio: for the great ARMA-family games. - 7WEDS and ArmaCoopCorps communities fellow v-pilots for being inspiration for the addon. - TeTeT: for scripted bearing indicator system 4. LICENCE AND END USER AGREEMENT The addon has been made under Creative Commons 4.0 BY-NC-ND licence: http://creativecommons.org/licenses/by-nc-nd/4.0/legalcode The Author of the addon is Robert Koterbski also know as NightIntruder. Copyrights and ownership of the addon belongs entirely to the Author. There are additional restrictions applied by the author to the addon in terms of End User Agreement: - using the addon for military purposes is not allowed without permission granted by the Author, - you have no rights to upload the addon on Steam or use it at any monetization servers Remeber, the addon is provided "as-is", use at your own risk. 5. BUGS & TO DO BUGS: - not known TO DO: - to add a few missing textures - to add ruin model of NDB station - to add approach /depart procedure charts (courtesy of jacd from 7WEDS) - get feedback and release final version 6. CHANGELOG Version 0.93 05.10.2016 - added NDB station object with 4K textures (change in package weight from 6 to 38MB) - sample mission reworked (added new NDB stations at 5 places and script of bearing indicator) - 3 aerodrome diagrams were updated to new positions of NDBs - the addon's manual was extended by NDB-wise section Version 0.92 03.10.2016 - sample mission reworked (added approach NDB stations at 5 places) - Bala airstrip diagram added Version 0.91 03.10.2016 - scope of the addon enhanced by NDB station object and script Version 0.9 02.10.2016 - first BETA release of the addon DL link (google docs): http://drive.google.com/open?id=0B6u6Y4Pnn63jNUdrUWE5aWtDRlE DL link (sendspace): http://www.sendspace.com/file/t3zkak
  11. 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.
  12. Hi all, I decided to give some time on existing Navy assets in community, even if Arma is much more a Land force milsim,... with few air assets. First of all, BI has produced: - the CVN Freedom, an object not really dynamic, but stated as a "dynamic airport" with some added components as radar or AA defenses from BI, but also cats and arresting wires. - the FA 18 Black Wasp II , the only aircraft with a tail hook (mandatory if you want to stay aboard 😉) On the other hand, the community produced, at least: - the USS Nimitz, unfortunately also a "static dynamic airport", but with much more possibilities (moving excepted) than the USS Freedom, - many outstanding mods, with plenty of aircraft, but for Navy, so planes with tail hook, the award is for Unsung one. In fact, I'm not sure you will find any other mod with Navy jets and planes able to land on deck of a carrier. After that... some mods are worth the trial, sometimes with better aerodynamics and realism: RHS, IFA3, CUP... Why all aircraft carrier are static? Probably make them sailing and able to recover some played (or AI) aircraft is far too complex.(We are not on DCS). The Vehicle In Vehicle possibility (since Apex) is for transportation but doesn't really meet the requirement for deck handling. Can we make them move (for a scenery or an attack by enemy)? Yes, at least for CVN USS Freedom. Here is a little code I wrote for a pattern. The CVN start a leg of x seconds, turns left or right, and so on. The position is at the first leg start, choose the orientation of the pattern (no matter the orientation of the object (Land_Carrier_01_base_F) in editor, the leg duration (in sec.) , and the direction of the turn (right = true). This pattern is optimized for 60FPS which make it U-turn in 5 minutes (fast but realistic) and move the CVN at 60 km/h (roughly). I'd rather write 32 knots. CVN PATTERN (CVN1 is the name of the BI aircraft carrier) MGI_CVN_PATTERN = { params [["_CVN",objNull],["_firstDir",0],["_leg",300],["_rightTurn",TRUE]]; if (!isServer) exitWith {}; _CVN setdir ((_firstDir + 180) mod 360); _CVN setVariable ["CVNPattern",[_firstDir, getDir _CVN]]; _CVN setVariable ["CVNTrueDir",_firstDir]; _CVN setVariable ["CVNTimer",0.1 - diag_tickTime]; ["movingCarrier","onEachFrame", { private _CVN = _this param [0,objNull]; private _leg = _this param [1,300]; private _rightTurn = _this param [2,TRUE]; private _dir = _CVN getVariable "CVNTrueDir"; private _t = _CVN getVariable "CVNTimer"; _CVN setdir ((_dir + 180) mod 360); _CVN setPosWorld ASLToATL (_CVN getpos [0.3,_dir]); [_CVN] call BIS_fnc_Carrier01PosUpdate; if (((diag_tickTime + (_CVN getVariable "CVNTimer")) mod _leg) < 0.1) then { _CVN setVariable ["CVNTimer", - diag_tickTime]; _CVN setVariable ["CVNTrueDir",_dir + ([-0.01,0.01] select _rightTurn)]; if (abs((360 +(_CVN getVariable "CVNTrueDir") mod 360) mod 360 - (_CVN getVariable "CVNPattern")#1) < 0.5) then { _CVN setVariable ["CVNTrueDir",(_CVN getVariable "CVNPattern")#1]; reverse (_CVN getVariable "CVNPattern"); _CVN setVariable ["CVNTimer",0.1 - diag_tickTime]; }; }; }, [_CVN,_leg,_rightTurn] ] call bis_fnc_addStackedEventHandler; }; [CVN1,45,120,FALSE] call MGI_CVN_PATTERN; So, the dynamic airport starts to be dynamic. I added also the rescue helicopter "pedro" , following the CVN. You can take control on it, or let it do his job. It takes few seconds to be on station, at start. PEDRO RESCUE: MGI_rescuePedro = { params [["_helo",objNull],["_CVN",objNull]]; if (!isServer or [_helo,_CVN] findIf {isNull _x} > -1) exitWith {}; currentPilot _helo disableAI "radioProtocol"; _helo setdir (getdir _CVN +180); _helo setpos (_CVN modelToWorld [200,0,35]); _helo flyInHeight 30; _helo flyInHeightASL [50,50,50]; [_helo,_CVN] spawn { params ["_helo","_CVN"]; waitUntil {!isNil{_CVN getVariable "CVNTrueDir"} or !alive _helo}; while {alive _helo} do { _dir = _CVN getVariable "CVNTrueDir"; _helo move (_CVN modelToWorld [200,-400,35]); _helo limitSpeed (diag_fps * (1+ (0.005 * ((_helo distance2D (expectedDestination _helo #0))-500)))); sleep 5 } } }; [this,CVN1] call MGI_rescuePedro; What about deck landing? You can test an approach, even a touch, but you can't stay aboard as for any other moving objects. Now, for the fun you can attach the jet on deck. I did a little trigger, itself attached to the CVN, but that is not really sexy. What about USS Nimitz (mod)? Unfortunately, I didn't succeed in making it sail properly... The result is a full flush deck, as the bridge dives... No time for workaround relative positions of all the parts. So, we are still far from a realistic Navy ambiance. For example, the main tool for a deck landing: the Optical Landing System (OLS) is missing. In a second step, I will comment the airplane simulation. I'm not a modder but there are some tips which could improve the game playability and immersion. That's not incompatible. Have fun. All comments and remarks welcome as usual. Pierre
  13. This addon will add Cold War era aircraft reskins to your A3 for several NATO and Warsaw pact armies. It is intended for use together with the GM DLC to give the some air mobility. It also adds pilot gear for both sides. RELEASE DATE: 28-Apr-19 UPDATE V 1.03: 16-December-19 AUTHOR: Lennard (Steam name: Thunderstreak) ----------------------------------------------------------------------------------------------------------- CLASSNAMES: BW UH-1D - "len_uh1d_bw" CSLA Mig-29A - "len_mig29a_01_cs" LWP Mi-8 - "len_mi8amt_lwp" LWP Mi-24D (AT) - "len_mi24d_AT_lwp" LWP Mi-24P (AT) - "len_mi24p_AT_lwp" LWP Mig-29A - "len_mig29a_01_lwp" NVA Aero L-39 - "len_l39_nva" NVA Mi-8 - "len_mi8amt_nva" NVA Mi-24D (AT) - "len_mi24d_AT_nva" NVA Mi-24P (AT) - "len_mi24p_AT_nva" NVA Mig-29A - "len_mig29a_01_nva" SCREENSHOTS: REQUIREMENTS: Arma 3 RHSAFRF RHSUSAF RHSGREF KNOWN BUGS/ISSUES: None known at the moment. CREDITS: BIS - Arma 3 game RHS - A2 Ports da12thMonkey - Config help EULA: By downloading this content you agree with the following: - The addon shall in no way be modified or repackaged, unless permission is given by the original author. - No responsibility can be claimed on the original author for (im)possible damage to your system/game that may be caused by installation of this addon. - You may not use this addon for any commercial or military training purposes. ----------------------------------------------------------------------------------------------------------- UPDATES: V 1.01 - Added ZEUS compatibility - Added pilots for BW and NVA V1.02 - Added NVA Mi-24D and Mi-24P variants - Added NVA L-39 - Added NVA pilot gear - Updated NVA pilot uniform V1.03 - Added LWP Mi-24D and Mi-24P variants - Added LWP Mi-8 variant - Added CSLA, LWP, NVA Mig-29A - Added LWP pilot uniform Download direct Steam workshop Mirrors are welcome! Have fun!
  14. ******************************************************** Lockheed C-130 Hercules ******************************************************** Credits and Info here: https://steamcommunity.com/sharedfiles/filedetails/?id=375880426 Source Files of the basic version can be found here
  15. Two things I love? Single Player games and the Hind D. As great as those missiles are, the nose mounted cannon is completely off limits to a single player like me 😞 Do you fine people think it's possible for me to write a script that enables the mouse to control the gun and camera while the player character sits in the pilot seat and flies with WASD? I can actually fire the gun as the pilot using BIS_fnc_fire: [assignedVehicle player, "GI-2"] call BIS_fnc_fire; It's just a matter of getting the gun track the mouse! How do I do this? Basically I want to bring the way a single player and AI crew control a tank to helicopters such as the hind D. Is this possible? Can we change the helicopters roles so the gunner seat is classed as a commander seat maybe? (left right foward stop forward 😉)
  16. Introduction ITC Land Systems is a mod that aims to adds depth and realism to arma’s aircraft, with the main focus being fixed wing aircraft in the ground attack role. Update V1.8 Update V1.7 - performance, usability, reliability Changes: https://forums.bohemia.net/forums/topic/215419-itc-air-systems-v16-fcr-mavericks-new-mfd-system/?do=findComment&comment=3298124 Update V1.6 - Major overhaul Fully interactive MFDs Sensor slewing system(including HMCS) Realistically configurable JDAMs(programmable fuzes & impact angle) Selectable Nose/Tail fuzes Ripple release for bombs Air-Ground Fire Control Radar Realistic physx based autopilot Rover TGP video feed Realistic targeting for mavericks TGP Infrared marking laser Steerpoint system for navigation and targeting Expect new documentation on the github wiki soon https://www.youtube.com/edit?o=U&video_id=I7_3CVfOZKc Hotfix V1.51 Fixed a GBU-12 guidance problem Fixed a config inheritance issue Update V1.5 - Two seaters and Bomb rippling It has been a while, but here it is, v1.5 Changelog Two seater compatibility Bomb ripple releasing Known issues Waypoint autocycle sometimes may not work properly with paired releases, as the second bomb will release before the waypoint is cycled. Two seater system The two seater system comes in the form of a scripted system that lets the WSO and pilot share the pilot's TGP, and a system that synchronizes the steerpoints between the two users. The WSO camera can by default be opened with left shift + down. Bomb ripple release In V1.5 you will be able to ripple certain bombs, both guided and unguided. If your bomb can be rippled the settings for it will show up in the WPN page when it is selected. Ripple-able bombs include dumb bombs like the mk82, but also guided bombs like the JDAM. The ripple system will also let you automatically cycle waypoints every time a bomb is released. Future plans This update came a little slower than the previous ones, but worry not, my work itself has not slowed down. I have started shifting attention to a new project. For some sneak peeks feel free to join the discord. Update V1.4 - Pylon/Bombs Drag & Weight, SADL Datalink messaging, Fuel consumption indicator Hotfix V1.351 V1.35 Mini-update: Laser codes, GBU-12, APKWS, Laser Spot Search Laser Spot Search & Track The laser spot search feature has been overhauled. Previously it would just find the nearest laserTarget object and lock on to it. In its current form, when you enable Laser Spot Search, the pod will start scanning in its currently set direction and field of view for any laser with the desired code. While searching the TGP will say LSS on the right side. When it finds a laser, the TGP will start tracking it, and will say LST on the right side. Update v1.3 - TAD, SADL, TGP ITC_Air base-classes & Compatibility UPDATE V1.2 - MFDs, Compatibility, LJDAM Contents Here are some of the core features of the mod. To view the full contents of the mod, view the documentation. Rover Munitions WP Smoke Rockets GBU-38 JDAM Steerpoints ITC Aircraft comes with a steerpoint system to help users navigate, target, and communicate locations. Steerpoints are stored in the ACE Microdagr waypoint list, allowing players to easily create them from the microdagr. Alternatively steerpoints can be generated from the current TGP position with a hotkey, automatically saving them as a microdagr waypoint with the naming scheme “Mark n”(number). Targeting HMCS: Pilots can use a hotkey to lock the TGP to a position they are looking at with their HMD. Steerpoints: When switching steerpoints, the TGP will automatically lock to the position of the selected steerpoint. Radar: Pilots can use a hotkey to lock the TGP to the location of a vehicle currently locked by the radar. IR Marker HMD & TGP Compatibility Requirements CBA A3 ACE 3 Included Aircraft The mod’s features can be configured for any aircraft, but by default it works on 2 standard aircraft and 2 Jets DLC aircraft. All of our mod’s aircraft are custom versions to ensure the mod is always kept completely optional. All can be found under NATO > Airplanes. F/A-181 > F-181E A-164 -> A-10E A-149 -> Jas-39E A-143 -> A-159 Compatibility https://steamcommunity.com/sharedfiles/filedetails/?id=1501767670 Documentation Documentation can be found here Download The mod can be found on the steam workshop
  17. Hello, :) my question is, when i place a few planes on my uss freedom, is it possible to close the canopy? Can't find anything in the attributes. And it really looks better when there not open. Thanks in advance. :) Greetings
  18. CUP CAS Modules mod for Arma 3 by ANZACSAS Steve. --------------------------------------------------------------------------------------------------------------------------- https://steamcommunity.com/sharedfiles/filedetails/?id=2151978106 - Instant brutal and intense Airstrikes !! - Enhanced AI behaviour CAS Modules for CUP Mod fixed wing aircraft !! 🙂 - Big Napalm and bomb strikes for great cinematics! - Signed and comes with server key. - Thanks to bis and the community. - Thanks to CUP Team.Especially Alwarren for the instant support!! - Support module capable!! - Comes with example mission for Support Module airstrikes.Found in your @CUP CAS Modules ANZACSAS Mod folder! - Enjoy. Required Addons - Napalm Mod https://steamcommunity.com/sharedfiles/filedetails/?id=1703765606 CUP Vehicles https://steamcommunity.com/workshop/filedetails/?id=541888371 - Quick how to use - - Place module on map.Sync to a trigger with a Radio Alpha activation or whatever activation you choose. - Make sure player is equipped with a radio. - The direction of the module sets the direction the planes will attack from. - Found in the module tab in the editor (F5) in the effects tab. - See below for a more in depth how to use guide by Phronk from BI Forums. Phronk says, Here's how to place a CAS module in the editor and edit it: Click the Modules button on the right (Or press F5) Click the category, "Effects" (It's the third one down) Click the "Close Air Support (CAS)" item in the list Place the module on the map Double-click on it to open the module and edit it Very bottom category in edit box lets you change type of attack and CAS plane used Here's how to sync it to a trigger: Place your Blufor player unit Place a trigger and set the Activation to "BLUFOR" Right-click your Blufor player unit, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your unit to the trigger Right-click the placed CAS module, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your CAS module to the trigger Also, the azimuth you set the CAS module to will be the direction the CAS plane will ingress from. If the azimuth is 0, then the plane will come in from the north and egress south. Copyright 2019[ANZACSAS Steven].This item is not authorised for posting on Steam, except under the Steam account named ANZACSAS Steven.
  19. https://steamcommunity.com/sharedfiles/filedetails/?id=2111460425 F-16 Falcon CAS Module For Arma 3 by ANZACSAS Steve. --------------------------------------------------------------------------------------------------------------------------- - Instant brutal and intense Airstrikes !! - Enhanced AI behaviour CAS Module for Firewills F-16 Falcon Mod !! 🙂 - Big Napalm and bomb strikes for great cinematics! - Signed and comes with server key. - Thanks to bis and the community. - Support module capable. - Comes with example mission for Support Module airstrikes.Found in your @ANZACSAS Napalm and WP Smoke marker rockets Mod folder! - Enjoy. Required Addons - Napalm Mod https://steamcommunity.com/sharedfiles/filedetails/?id=1703765606 Firewills F-16 Falcon Mod https://steamcommunity.com/sharedfiles/filedetails/?id=366423278 - Quick how to use - - Place module on map.Sync to a trigger with a Radio Alpha activation or whatever activation you choose. - Make sure player is equipped with a radio. - The direction of the module sets the direction the planes will attack from. - Found in the module tab in the editor (F5) in the effects tab. - See below for a more in depth how to use guide by Phronk from BI Forums. Phronk says, Here's how to place a CAS module in the editor and edit it: Click the Modules button on the right (Or press F5) Click the category, "Effects" (It's the third one down) Click the "Close Air Support (CAS)" item in the list Place the module on the map Double-click on it to open the module and edit it Very bottom category in edit box lets you change type of attack and CAS plane used Here's how to sync it to a trigger: Place your Blufor player unit Place a trigger and set the Activation to "BLUFOR" Right-click your Blufor player unit, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your unit to the trigger Right-click the placed CAS module, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your CAS module to the trigger Results. Also, the azimuth you set the CAS module to will be the direction the CAS plane will ingress from. If the azimuth is 0, then the plane will come in from the north and egress south Copyright 2019[ANZACSAS Steven].This item is not authorised for posting on Steam, except under the Steam account named ANZACSAS Steven.
  20. ANZACSAS Steven

    F-15 Eagle CAS Module

    F-15E Strike Eagle CAS Module For Arma 3 by ANZACSAS Steve. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ https://steamcommunity.com/sharedfiles/filedetails/?id=2111546134 - Instant brutal and intense Airstrikes !! - Enhanced AI behaviour CAS Module for Firewills F-15E Strike Eagle Mod !! 🙂 - Big Napalm and bomb strikes for great cinematics! - Signed and comes with server key. - Thanks to bis and the community. - Enjoy. Required Addons - Napalm Mod https://steamcommunity.com/sharedfiles/filedetails/?id=1703765606 Firewills F-15E Strike Eagle Mod https://steamcommunity.com/sharedfiles/filedetails/?id=582478120 - Quick how to use - - Place module on map.Sync to a trigger with a Radio Alpha activation or whatever activation you choose. - Make sure player is equipped with a radio. - The direction of the module sets the direction the planes will attack from. - Found in the module tab in the editor (F5) in the effects tab. - See below for a more in depth how to use guide by Phronk from BI Forums. Phronk says, Here's how to place a CAS module in the editor and edit it: Click the Modules button on the right (Or press F5) Click the category, "Effects" (It's the third one down) Click the "Close Air Support (CAS)" item in the list Place the module on the map Double-click on it to open the module and edit it Very bottom category in edit box lets you change type of attack and CAS plane used Here's how to sync it to a trigger: Place your Blufor player unit Place a trigger and set the Activation to "BLUFOR" Right-click your Blufor player unit, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your unit to the trigger Right-click the placed CAS module, highlight "Connect" and then click "Sync to" Left-click the trigger; this will sync your CAS module to the trigger Results. Also, the azimuth you set the CAS module to will be the direction the CAS plane will ingress from. If the azimuth is 0, then the plane will come in from the north and egress south Copyright 2019[ANZACSAS Steven].This item is not authorised for posting on Steam, except under the Steam account named ANZACSAS Steven.
  21. The latest version of the Simple Radar Warning System, Functions, Vehicle init (for automatic system arm), Player manual system switch, Configurable function call, Fly safely and... Have fun! File Download (Drive) *Original Post*
  22. Reverse Thrust by Jack Ost What is it ? This script allows to simulate in a semi-realistic way the reverse thrust on a plane. It's possible to use pushback on any type of aircraft and to use reverse thrust in flight. Features Ground activation : Ground activation allow to simulate the pushback of the aircraft. It means that the plane back with low speed ,it's constant at 5km/h. It works for any aircraft. To turn back on , use the same button to roll left or right but in reverse order ( left-> right). The plane stops after disengaging the system. In flight activation :Use with a propeller aircraft ( registered in the module ) : Reverse thrust snaps directly, it has a role of brake for the plane and causes a very important loss of speed. This will slow down quickly to acquire a low speed or to make a short landing . To gain speed, you must disengage the system and speed up. Use with an airplane without propellers (switch mode deactivate): Reverse thrust does not engage directly, it wait, that is to say that once the landing gear touch the ground, system engage. It will slow down quickly to acquire a low speed and thus make a short landing. Skip to below 80 km / h the system deactivates itself; otherwise the system will stop when you disengage. Download French version : Here Now English version : Here Now Armaholic or WithSix Download below Guide French Guide : Guide en Français English Guide : English Guide Crédits Bohémia Interactive Jack Ost Special Thanks To Piolotepasvirtuel and Bee Gee from http://www.pilote-virtuel.com for informations and very useful documentation. To "Conflit de Canard" Coop Community for testing To Moon for helping me
  23. Captain Mason-e0927844420c6c6e

    [WIP] Pilatus PC-12

    Hello everyone! I was looking around and found the lack of civilian fixed wing aircraft. One of my favourite airplanes is the Pilatus PC-12. I found this free model and I was thinking about making it a functional aircraft in Arma and I am just looking for feedback to see if this would be something people would like :)
  24. Hello. I would like to know how to have this menu for the plane in game ?
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