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Very WIP version here: https://steamcommunity.com/workshop/filedetails/?id=1583193287 Still needs: 1) improved textures 2) animated weapon bays, pilot controls 3) further tweaked model 4) properly configured hitpoints so that the engine, sensors, controls, etc can be damaged while the plane hasn't been completely destroyed ------------------------------------------------------------------------------------------------------- So I noticed, years after Arma 3 has been out, there are still very few mods for an F-35B, and none are standalone. Alternatives: So I decided to try to make my own port, and in the process to modify the model to be a bit more F-35-like and a bit less X-35-like, and also to make some changes to stats that are simply judgement calls So at the moment, I've got a standalone VTOL F-35 with a working targeting camera, sensors suite+stealth properties, dynamic loadout system, and animations working (pilot controls still aren't animated). I will try to make the textures look better soon (it is way too bright under mid day direct sunlight). I haven't uploaded this latest version yet, hence the discrepancies with the text and linked file above the line. Misc. Pics: I'm trying to give it a more versatile weapon's loadout, so that it won't just be limited to a pair of bombs (or SDB racks) and a pair of AMRAAMs I was going to give it an integrated 25mm gatling gun with 300 rounds (yea, I know, only the A model has this, and with only 180 rounds, I'll probably lower the ammo count for this "F" model later), and 4 weapon pylons. However, the 25mm still in the game files is actually worse than the 20mm gatling after its recent buff. Also for a space an weight limited V/STOL model, a smaller 20mm cannon makes sense, so its getting the same 20mm cannon as the blackfoot (which should be based on the real world XM301 gun, which is a 3 barrel version of the good old M61 Vulcan, and is said to be "the world's lightest 20 mm Gatling cannon", so it seems a good fit for a V/STOL fighter) I'm also going to add a new missile type, a smaller version of the HARM, the AGM-99 ALARM (Advanced Light Anti-Radiation Missile, I'm going to try and tweak its blast so that 1 is not sufficient to take out a Tigris/Cheetah, but it will kill static radars and Nxy recons). I can't stand the name 20mm minigun, so I will clone the weapon and rename the clone "20mm gatling", since a goal of mine is that vanilla assets will be completely unmodified when using the mode. Each of the two outer pylons will support: 1x ASRAAM/Bim-9x/AMRAAM D/ALARM/1x12 DAR Pod, still considering a 1x12DAGR pod These pylons will be on the doors and will swing out with the doors when fired. Each of the two inner pylons will support: 2x AMRAAM D/2x ALARM/4x SDB/4x Scapel/1x GBU-12/1x CBU-85 I'm considering making a 3x ASRAAM rack for the inner bays, (to be something like a MSDM/CUDA type missile: So an A2A loadout could be, for example 6x AMRAAM, or 2x BIM-9, 4x AMRAAM A CAS loadout might be 24x DAR, 4x scalpel, 4x SDB A SEAD loadout might be 2x ALARM, 8x scalpel... if I allow DAGRs, I could see that changing to 24x DAGR and 4x ALARM Top speed is about even with the Black Wasp for now (I think I'll scale it back a little). Radar stealth is the same as the black wasp, radar range is the same as the black wasp. Its IR stealth is a 20% reduction in detection range (a 0.8 multiplier). Its IR sensor is the same as that found on the A-164 wipeout, except not limited to view distance settings. Fictional lore for the F-35F in armaverse:
Did someone want some FIXED wing? Because as per the WIP thread, "look who's baaaaaaaack": This is a port of the F-35B from Arma 2 using the Arma 2 source files released by Bohemia Interactive, with differences such as having both air-to-air and air-to-ground loadouts using Arma 3 weapons, having a helmet-mounted display (HMD) in the style of the A-164 Wipeout, and possibly more differences in the future. For further information, please read the included readme; a BISIGN and a BIKEY are both included as well for multiplayer use. DOWNLOAD v1.1 CURRENT (EDIT: Now with fixed mod.cpp) Download v1.0 I would like to pay special thanks to mankyle for providing me with a config for the HMD as well ongoing config advice, and to NouberNou for providing me with a breakthrough in resolving my problems with the model config. Changelog: v1.1 Changed AA and CAS loadouts:Added weapons to both loadouts, as per the above reference in the Classnames section Now using custom classnames for the loadouts, weapons, and magazines Added LGB loadout Added a script to enable the weapon bays to open when selecting internally-carried weapons, and to automatically close when they are expended or the pilot selects externally-carried weapons or the gun pod Enabled hiddenSelectionsTextures arrays for each loadout (currently only "f35_co.paa") to facilitate future retexturing. Enabled VTOL via "auto-hover" (toggled via action menu or default keybind "X") and short take-off Replaced the AH-99 Blackfoot-derived HMD with an A-164 Wipeout-derived HMD Tweaked model:Added underfuselage gun pod and six underwing pylons Pilot point of view was adjusted Removed various textures that were no longer needed, i.e. gear light is now handled via config and memory points instead of via texture Right-hand flight stick and hand now moves when pitching or diving, and banking/rolling Various additional config tweaks Known Issues: The aircraft tends to pitch upward and roll/list leftward when taking off via auto-hover, should adjust once speed and altitude are gained HUD is off-center relative to "game" crosshair, keep the latter enabled Vehicular sound bug that seems to have appeared with v1.18 Wingtip collision lights aren't appearing