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Found 21 results

  1. foreach(var Telling me how to do my job) { if(telling me how to run my mod) { return "I don't work for you, nor am I required to do as you ask. If you can't live with that get a life. I am only bound by the two EULAs and I do this on my free time and not legally required to do anything for you."; }; } EricJ Weapons Pack If you'd like to donate some money via PayPal my address is flanker56(at)hotmail(dot)com. Thanks! Video done by ToxicSludge Readme https://drive.google.com/file/d/16_dR0ZBWVwGw6JTvj3Rz-bbMYFYWoM5g/view?usp=sharing Arma3.de: http://arma3.de/include.php?path=download&contentid=948 Armaholic Link: http://www.armaholic.com/page.php?id=23858 Play With Six: http://play.withsix.com/arma-3/mods/u100 /////////////////////////////////////////////////////////////////////////////////////////////////////// M32 MGL (originally attempted by Slatts from his source models, etc. and configged by me): Armaholic: http://www.armaholic.com/page.php?id=26659 Play With Six: http://play.withsix.com/arma-3/mods/erikj-m32 /////////////////////////////////////////////////////////////////////////////////////////////////////// Blue Angels Super Hornet Skin Set Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=325018155 Armaholic: http://www.armaholic.com/page.php?id=27017 Arma3.de: http://arma3.de/include.php?path=download&contentid=2482 Play With Six: http://play.withsix.com/arma-3/mods/blueangels Required Addons: - John_Spartan & Saul Super Hornet: http://www.armaholic.com/page.php?id=22594 /////////////////////////////////////////////////////////////////////////////////////////////////////// Tactical Guides Pilot JFO-JTAC Guide Armaholic:http://www.armaholic.com/page.php?id=27025 JFO/JTAC Cheat Sheet: /////////////////////////////////////////////////////////////////////////////////////////////////////// A-164 Wipeout Skin Mod Armaholic (RC7): http://www.armaholic.com/page.php?id=27051 Play With Six : http://play.withsix.com/arma-3/mods/ericj-wipeout Steam Workshop : http://steamcommunity.com/sharedfiles/filedetails/?id=327515225 Arma3.de: http://arma3.de/include.php?path=download&contentid=2500 /////////////////////////////////////////////////////////////////////////////////////////////////////// Helo Skins Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=633842660 /////////////////////////////////////////////////////////////////////////////////////////////////////// Taliban Mini Pack: Armaholic: http://www.armaholic.com/page.php?id=29542 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=588162736&result=1 /////////////////////////////////////////////////////////////////////////////////////////////////////// Thompson Mini-Pack Armaholic: http://www.armaholic.com/page.php?id=27432 Play With Six: http://play.withsix.com/arma-3/mods/FrDIUTMcDkeLgJs6WWAtBw/Thomson-SMG Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=441223919 ///////////////////////////////////////////////////////////////////////////////////////////////////////// RHS: AFRF Lasers Armaholic: http://www.armaholic.com/page.php?id=30197 Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=600364780 /////////////////////////////////////////////////////////////////////////////////////////////////////// EricJ Containers Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=776690780 /////////////////////////////////////////////////////////////////////////////////////////////////////// UH-60 Blackhawks for A3 Readme: https://drive.google.com/file/d/1bzQWoPe-1pHoG5DyBhIafoIIpB1CDbAZ/view?usp=sharing Google Drive: https://drive.google.com/file/d/0B8BGm0Pi3UmtSURTX3YtRjBxa0E/view?usp=sharing //////////////////////////////////////////////////////////////////////////////////////////////////////////////// AH-1Z Readme: https://drive.google.com/file/d/1GHjdWcs1afFixvyNaHi_X_NuscDtwMqL/view?usp=sharing Google Drive: https://drive.google.com/file/d/0B8BGm0Pi3Umtd3VfTHBHVDNZaTg/view?usp=sharing ///////////////////////////////////////////////////////////////////////////////// Server Key https://drive.google.com/file/d/1GasKI6bhFMjrHmqX5pYXLYL1z3DV1vdC/view?usp=sharing - Config edits such as adding stuff: Please do not "bushwack" (or surprise) me on this thread with a modified config without PMing me first. I know you mean well and more than likely it's a capability that I simply haven't thought of so don't take it I don't appreciate your hard work you put into the adjustment. But I have plans when I'm not posting on where my mod is going or I just don't post it because its probably something small or large, depending on what it is. Posting modded configs is not good because it throws a possible wrench in my mod and therefore people think it's "approved" when it is not. PM me and I'll check it out and yay or nay it. Or simply ask me here on this topic thread and either way if you take the time to ask, more than likely I will say yes. - Texture Edits: Generally I don't mind texture edits but again if you're going to mod my mod then again, PM me to keep things nice so i know what's going on in case of any issues that may arise. - Adding it to other mods: And if you're adding it to a public release as part of another mod, again just take that time to PM me so I know what's going on. - Modpacks: You do not need to ask permission to add this to a modpack. As long as you're just adding it then there is no reason to ask. - Redistribution: So far Armaholic, PWS, and occasionally Arma3.de has the authority to redistribute my mods as they're respected, and more public and they deserve the allowance given their hard work. Other modders, or even players DO NOT have permission to re-upload without permission. So to make it clear, ASK before finding some hostile comments and I will take appropriate action to get it removed. If you really like the mod and find it within yourself to enhance your reputation then I will never permit such a thing. I'm not your Stepping Stone to better greatness. If you want to be popular get off your fat ass and get to work. Requests: - Commune with the spirits, or consult an Ouija board, which is this: http://amzn.to/1I8Ogiw - If tell you no, it means NO. - Don't ask me to redo other people's works, I don't have your permission, nor are you as a player authorized to "give permission", I will check and if you say that it's "okay" then I will delete your PM if you PM me. - I don't work for you, therefore be nice and ask, not order around. - And if for some reason I accommodate your request, then I still don't work for you. I'm being nice and taking the time to do work for you. I don't work for you and don't expect me to take it. Then your request will magically disappear and that will be that. And if you complain you should have thought about that before you decided to think I'm your bitch, go talk to a therapist if you have mental problems about this. Error Reporting: - First off most small errors I won't rush to fix an upload so bringing up a small error like "Oh the sights aren't rounded, I don't like it." Isn't going to lift my skirt. Nor are "game breaking" issues like you want an updated version and bringing up bullshit issues. - I will check, and post videos, especially if its a bullshit error like "I can't use my uniform pack because of your mod" or "I have things appearing in the air and it's breaking the game". If I can't reproduce the error given your parameters then I'll feel you're full of shit, and will be treated accordingly. I don't trust most of the community as far as I can throw a ten ton vehicle as far as this issue is concerned. - If a particular mod is truly causing CTDs, then yes I'll unfuck it. - If you post bitch complaints like "I don't like how the sights are" or "The casings are ejecting to the left" then you're just that, a bitch. And I will continue to talk to you as if you are one, because on the whole I don't care as that's just weak. Get off your fat ass and make it yourself. - If you want it done faster, do it yourself and I don't work according to anybody's timetable, other than my own. As I won't honor all requests, because there isn't anything saying I have to, so if I tell you no, either once or repeatedly then it means No, which given the level of intelligence on these forums will require me to tell you to go fuck yourself. - I'll upload fixes when I feel like it, so like the above, if I feel like uploading it now, then it's my decision, not for you to effect as I don't work for anybody on these forums. So expecting me to always upload is a far gone hope that you need to get out of your head. - I'm not saying don't report errors, is that most of the time they're bullshit errors and I will not believe you the next time. I'd highly suggest reading Peter and the Wolf as you all seem to be Peters around here. Streamlined/Custom Mod Packs: - As you know my mod has a rather large variety of weapons, but it's not always good for most people (too many weapons, not the weapons you're looking for) so here's what I usually do instead or request: - First please PM me here on the forums and all I ask is a good definitive list for what you're looking for rather than not knowing what you want. - If you're part of a clan please just one person as it keeps down the level of confusion and keeps things organized both on my end and your end. And it prevents too many people wanting an off-beat gun and so on. Its your clan and a specific weaponset is always needed. - More often than not I have a fairly good idea on what I have on and don't have available. If I know I can't do it, and know of a mod that will suit your needs, I will of course recommend it in lieu of any work. It's not that I don't want to do it, but if it's already done then I see no need overall to take the time to do it. But if I do have it I can get it to you. And of course I will give you a timeline roughly when it will get done. I will upload it to your representative or if needed, and so on. - I do have TS3, and my gaming site is here: http://562ndts.enjin.com/?welcome If you are registered on the Enjin forums the messaging system will work as well. Again as long as it's one person. - As far as the weapons go I will see what I can do. I have pistols to mortars and some other stuff, but be aware I use a lot of Arma 2 source files to get the weapon to you. I do have some 3D modelling skills so i can also manipulate or create things to get what you need. Again if I can't do it then I will let you know. "I don't like this" (and it's one or a few people = Not going to motivate me, but it's duly noted "I think you should do this and only this to 'enhance' the game" (Or telling me how to run my mod) = Yeah no thanks, I'm the mod author so I'll do as I see fit to satisfy as many people as possible. "I'll berate Eric about a single thing I don't like (as in one person) because persistence pays off" = Not going to happen, you can kindly pester somebody else, and continued activity when told I don't appreciate starts to turn into abject harassment. No thanks. "Mod is CTDing my Game": I'll fix it for sure, as some of you have seen. Do me a favor and describe what mods you're running, and so on, that way I can see for myself, and 9 times out of 10 it was my fault, so I'll fix and reupload. "I don't like these sights how they look"" = Duly noted, but I really don't care about that kind of opinion. While they're not very hiqh quality models got it, overall I try and to my best to get them as accurate as possible. So if you don't like a particular style, well, either request or find another mod. A lot of you players tend to think that your opinion matters and I should jump on a request like flies on shit. Fact is that if it's brought up continuously and I keep saying No, then well, I'm not interested in doing some things, I just don't have to and don't want to. Part of the mod is some personal things as well as what players are looking for. Again I can listen to your suggestion, but given that other than various donations, I do all the work so that gives me a lot of leeway in saying Yes or No to a request. I can understand if I break your heart if I do say No, but I don't get any reimbursement for my time and effort I put into my work. If you feel the need to complain about it I'll do my best to ignore it, as the main thing people seem to not understand is that I can listen to you, but I make the final decision, not you, to include it. Just thought I'd post this given I tend to see how people act. Skin Requests: - I don' t mind doing skin requests but keep it sane and of course specify what aircraft/helicopter you need. For various aircraft it can take a few days or so (depending on the detail of the base aircraft) to create a PSD template and then I'll get it to you. - At the minimum draw a "Stick plane" of what you want. Bear in mind for default aircraft there are limitations on how the aircraft was textured, so you may not always be able to get the effect you want. I will of course let you know. Issues and how to fix them: - "Infinite Ammo": Open the Steam Interface and right click and click on Properties. Click the Local tab and Verify Game Cache. Sometimes downloads glitch and causes that problem. After that the weapons should work fine. Also check your ASDG Joint Rails, ensure that you don't have another one (usually older version) running which may cause issues as well. - Game CTDs when trying to resume saved games: I've been getting a lot of complaints when my mod is used with the Arma 3 Launcher that comes with the game. I don't use this method so I don't see any issues as of yet when I get the reports. I'm not saying it's not out there, but if your game is crashing when resuming any missions, Instead of using the Launcher I go through the game itself, i.e. Configure/Expansions and Enable or Disable as needed. Restart the game and things will or should work fine as I've resumed various saved games and haven't had any CTDs or anything related. I also don't have anything to do with the Launcher so if you have issues, contact BIS if that comes up or use the method described. For PayPal donations click the linky: https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=2J4LKTG8R8PQJ&lc=US¤cy_code=USD&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted
  2. Hello guys, I'm experimenting with creating a simple driveable helicopter carrier that also works with AI-controlled helicopters. The carriers is a simple ship with a large cargoBayDimension specified in the carrier class, and the AI helicopters don't have any problem loading itself into the carrier, but once it's loaded, it will never turn off its engine as engineOn command doesn't seem to work on attached vehicles nor vehicles loaded on transport vehicle. What I had in mind was to create a script that instantaneously turns off the engine and sets the rotor speed to zero right before the helicopter is loaded into the carrier. I have tried using setWantedRPMRTD AI_chopper setWantedRPMRTD [0, 0, -1] and setEngineRPMRTD AI_chopper setEngineRPMRTD [0, -1] to no avail. It seems that most engine-related RTD commands only work on player vehicles and only when the advanced flight model is enabled, and some are only available to take-on helicopters. Any ideas what command or possible workarounds I could use? I did try putting the exit points of the cargo bay just barely above the carrier deck, and since I do have the WMO mod loaded, the AI choppers can be unloaded onto the deck and somewhat safely spool up before flying off, but this doesn't work for spooling down after landing, and since WMO is a bit wonky, I'd like to not rely on it as well if possible.
  3. Survivable Crashes (& Shoot-downs) When activated, this mod allows the crew of a vehicle to survive it's destruction and escape with some damage taken. While designed for helicopters, vehicle classes may be whitelisted. When the vehicle reaches fatal damage, players will be knocked unconscious, ejected when near the ground, applied randomized damage, and then woken up. The vehicle will explode after 40-80 seconds. These effects may be customized by using the Survivable Crashes Settings Module in your mission. ACE3 damage will be automatically applied if it is in the active mod pack. This mod is being revitalized by Saborknight. Videos: Crash @ 2:00 Crash @ 1:50 Additional Information Download WIP - GITHUB Old Download: Github Releases Notes:
  4. Currect Version: 5.2.1 (09-01-2019) FAQ FOR FREQUENTLY ASKED QUESTIONS (Expand) Download Links: Dropbox (631, 69MB) Steam Workshop 2035: Russian Armed Forces v5.2.0 ModDB Please if you like and want to support our mod, feel free to donate so that we can continue giving you quality work. :) (Most of the money will go towards the mod improvement, as in better models etc.) For more 2035 high quality content, we recommend to check out our sister project ArmA3 Aegis! Please do check out and follow their BIS topic and Steam Workshop! =============== 1. DESCRIPTION =============== 2035: Russian Armed Forces focuses on adding a fictional "future" version of the Russian Armed Forces to ArmA3. Great effort has been put into an attempt to seamlessly integrate them into the 2035 era of the Armaverse, so that the faction could stand right next to the others in the base game (NATO, AAF, CSAT). Featured are: - Our own uniforms, vests, helmets and gear made completely from scratch (models and textures). - New vehicles and armor, ranging from T-14 Armata, Pancir AA launcher to the Kamaz trucks, Tigr and more. Tanks DLC features fully compatible. - Usable for any kind of enviroment. Various types of camo for both ground units (Flora, Partizan, Surpat, Desert, Winter... ) and vehicles/aircraft (Russian green, Desert, Nakikda, Winter, Arctic... ) and so on. - Russian weapon pack featuring new guns such as the AK12 (and its variants), AEK, Pecheneg, PP2000 etc. Marksman DLC features fully compatible. We plan on expanding the roster, gear and armament with further versions. Same goes for some of the ArmA3 assets/placeholders that will be replaced in the future Mod is is currently compatible with Zeus, ASDG and ALiVE. ALiVE users: Faction name is "min_rf" (without quotation marks). =============== 2. REQUIREMENTS =============== - ArmA 3 ======================== 3. INSTALLATION/UNINSTALLATION ======================== Extract the folder @Min_RF into your ArmA3 game directory and enable the mod in the launcher. Also put the Mindas.bikey into the core Keys folder. - If using CBA/ASDG, you *MUST* use the "min_rf_wp_c.pbo" and the bisign from the ASDG folder, replacing the one in Addons - otherwise you will have no scopes. You also must do it after every update. For uninstallation, disable the mod in the launcher and delete the respective folder. ================================ 4. CREDITS ================================ Mindas - Everything. Models, textures, config.. yes, he's that busy! Deathstruck - Betatest, screenshots, permissions. AveryTheKitty & Aegis team - Asset sharing from Aegis and vice versa. Toadie2K - AK animations. TheEvanCat - Black Titan launcher. VanSchmoozin (VSM) - Balaclava model. Sabre One - Armata models. PetrTlach - Consultations. BadHabitz - Help with solving some of the retexturing problems concering the Titan launcher. Bohemia Interactive - The rest of the assets and ArmA3. ========================== 5. MODDER'S RESOURCE INFO ========================== - Retextures are okay. Any manner of them. Feel free releasing those without asking . (for those who are interested: HiddenSelections are enabled for both uniforms and weapons) - Same goes for using the mod as a requirement for another. - Please ask our permission before releasing mods that heavily alter or are based on the assets of this mod (models etc.) ========================= 6. CONTACT INFORMATION ========================= You can usually contact us on the respective forums. Mindas BIS Forums: https://forums.bohemia.net/profile/747965-mindas/ Armaholic: http://www.armaholic.com/users.php?m=details&id=62241&u=Mindas Deathstruck BIS Forums: https://forums.bistudio.com/user/751402-deathstruck/ Armaholic: http://www.armaholic.com/users.php?m=details&id=9573&u=Slashback ========================= 7. LEGAL STUFF/ DISCLAIMER ========================= By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, yaddy yadda. ================= 8. VERSION HISTORY ================= Click to expand the spoiler section to see the changelog. =============== 9. SCREENSHOTS =============== [Click to Enlarge] Current Version: Previous (Expand):
  5. Enhanced Helicopter Tailrotor Effect Mod Version 2.1 For Arma 3 by ANZACSAS Steve. ------------------------------------------------------------------------------------------------------------------------------------------ - Enhances the tailrotor effect on vertical tail rotor configured helicopters. - Version 2.1 Added all vanilla Helicopters also Bis Base Classes. - Increased start time to 15 secs. - More challenging flight characteristics. - More of a "Take on Helicopters" feel. - Version 2.1 Now works better with rudder pedals AND is AI friendly. - Will work for Addons based off these units/classes. - Signed and has server key. - Big Thanks to CPT Dubois for helping to Dev for rudder pedal use.:) - Enjoy.:) https://steamcommunity.com/sharedfiles/filedetails/?id=1526953405 http://www.mediafire.com/folder/kvn91htvuhwun/ANZACSAS_Enhanced_Helicopter_Tailrotor_Effect_Mod_v2.1 Note - This mod enhances the torque/anti-torque effect associated with vertical tail rotor configured helicopters.Try the mod and you will feel the effect.
  6. Project Taketombo Hi, I'm P. Dubois aka "Feenx" I have a work-in-progress to share. This project is being developed under Feenx Studios and won't have an official name until closer to it's release. Note this project is in the development phase so everything listed here and below is subject to addition, change or cancellation. Some features will make it to the release version and some won't. There is no release date as of now or any further information to give outside of this thread. However, if interested I'd recommend following this thread for future updates. This project includes some but not limited to the following below: VISUAL ANIMATIONS (in SFM) Collective. Pedals. Cyclic *already animated*. Switches (essentials only). Main and tail rotor pitch linkage. Doors open / close. Trim strings (with wind). Night flying; landing light, position, anti-collision (strobe) and instrument lighting. plus more... VISUAL SIMULATIONS Caution panel warning lights appropriate to arma SFM damage hitpoints. Blade coning appropriate to rpm and lift. Airframe vibrations. Some aerodynamic occurrences during hovering and forward flight. Aircraft behavior (enhanced wind simulation). plus more... MECHANICAL SIMULATION (basic start-up and shut-down procedures) Battery. APU (generator). Starter. Throttle; independent of collective; keybind/rotation axis; configurable control for manipulating rpm (idle to fly). Rotor brake. plus more... AUDIO SIMULATION Various levels in engine noise for appropriate rpm. Aerodynamic sounds during hovering and forward flight. When interacting with switches and other parts of the helicopter. plus more... This will all be built and tested on a helicopter model. This helicopter will be built from the ground up and serve as a template for these upgrades to the standard flight model. Initial thought was to use a base BIS helicopter but that turned out to not be the best option for our vision. Not sure yet, deciding between AS350, Bell 206, or R66 for now which will serve that purpose. To elaborate, this project is to enhance the SFM with immersive and interactive features for helicopters. Creating a brand new working helicopter model is just an added bonus. That more so helps us to lay down the ground work for this project and move forward to upgrading pre-existing helicopters in the future. Thank you for reading
  7. A3 Bundeswehr Vehicle Retexture Pack for Arma III Introduction This mod is meant to bridge the gap of missing logistical vehicles for communities and groups using the BWMod by retexturing Arma III vanilla vehicles to Bundeswehr (German Armed Forces) standards. Features Flecktarn (German Woodland) camo for all vehicles. (Tropentarn (German Desert) camo is planned for a separate future release) Custom textures for each vehicle. Custom dirt maps for each vehicle to make it feel more realistic. Accurate tactical signs. Individual license plates for each vehicle. Adding unarmed transport and medevac versions the Arma and Pandur APC's through hiding the turrets. All vehicles have accurate BWMod units in them when placed via Editor or Zeus. All vehicles have custom inventory loadout's featuring weapons like the G36 / MG4 / PzF3 and ammunition from the BWMod. All vehicles are fully compatible with the Editor / Zeus / Garage. Media screens: GroundVehicles: (Flecktarn/Woodland) Offroad Offroad "Feldjaeger" (MP) Offroad Repair SPw Fennek SPw Fennek Medevac SPw Fennek 1A2 HMG 12.7mm SPw Fennek 1A2 GMG 40mm M-ATV M-ATV medevac M-ATV HMG 12.7mm M-ATV GMG 12.7mm Truck 7T transport Truck 7T transport covered Truck 7T medevac Truck 7T ammo Truck 7T fuel Truck 7T repair Truck 7T medevac Truck 7T device Truck 15T multi container Truck 15T repair Truck 15T ammo Truck 15T fuel APC Arma transport APC Arma medevac APC Arma FLW APC Pandur II transport APC Pandur II medevac APC Pandur II FSW ARV Nemmera AH Sholef 155mm AirVehicles: (Helos) AH6 LNU MH6 transport AW159 LNU AW159 transport AW159 SAR AW101 transport AW101 SAR CH67 transport CH67 SAR Taru LH Additional Info I tried to keep the quality of the textures high and as close as possible to reality and to match the vehicles of the BWMod. Some of the names of the vehicles are based on real vehicles and some are fictional. this is my very first public mod so be kind and let me know if there's any way to make this mod better. constructive criticism is always appreciated. also let me know if there are any bugs appearing, i'll try to fix them as asap. Dependencies this mod needs CBA and the BWMod to function properly. Download Team / Author © Williams/OsiriZ 2016 Special thanks to: - Koffeinflummi and the whole BWMod Team for giving me the permission to use they're content and for the great mod. - Zigomarvin for his "usable cargoramp script" - Bohemia Interactive for the awesome games and trey're support for the modding community Changelogs v1.0.0 Classnames v1.0.0 Contact info.a3mods@gmail.com License Do not open or change the pbo's! Do not upload anywhere else! Use at you're own risk!
  8. Helicopter physics seem to feel closer to a rail system recently. I've got all the difficulty options up, but they still feel too responsive and with less aerodynamic effects. Vortex ring state is still a new term to me , but other shaking and wing noise seem to be gone. Also the turn rates on everything seem to be really fast now. Pitch, roll and yaw is faster to accelerate even with controller curves turned way down. I noticed RHS has way lower stress damage tolerance, but the VRS and accelerations seem to be the same. I realize Arma isn't trying to be DCS world with future equipment, but I also can't find much in the patch notes about it changing so much. Would be nice to see some more options in the advanced flight model for noise, max turn rates or VRS effects just for making vanilla stuff more difficult. I'm enjoying the easier flying, but feels like the heli challenge has a low upper limit (if that makes any sense). Atorq damage was something I struggled with for a while, but the other helicopter atmospheric effects I remember seem to be missing or really reduced influence on flying. Anyone else notice the change?
  9. Hello, I am having severe difficulties accomplishing gold medal on the helicopter time trials when I am using regular flight model. I realize that I am far from great when it comes to flying, but for example on TT7: Hillside Groove, I manage to finish with as perfect a run as i can possible manage, but its still 2:33:980, and the requirement for gold is 2:29:500. My question: Is it supposed to be possible to get the gold medal on every helicopter time trial with regular flight model, or is it expected of us that we learn how to master advanced flight model just to knock the time down a few seconds? Looking at videos on youtube I can see that AFM lets you get faster speed on straight lines and sharper turning abilities using A and D on the keyboard, but it is of course significantly more difficult to play. Why are the gold requirements the same for the two, when RFM clearly has massive disadvangages? People on youtube using AFM barely get the gold medal by clearing it in 2:28 or 2:29, which leads me to think that its not possible to do it with RFM. I tried posting the same question in the Q&A section of the forums but haven't gotten any replies, so I figured I could try my luck here. I apolgize if this is not the appropriate place to post this. If its neccessary, feel free to move it or delete it. - Ben
  10. Are there any plans for a new release of Take On Helicopters? There is definately a market for it in the Helicopter Simulation community, and options are few. We have to make do with DCS where there are some missions available, or FSX, P3D and X-Plane that don't really include missions. The graphics in Take On Helicopters are ancient compared even just to Arma 3 and the voice acting sucks. And for the most part it seems these forums have dead for near 5 years. I do hope you have something new in the works for this title. Regards SpeedBirdNam.
  11. I have a some issues I wan't to address that regards jets and helicopters. - Scalpels and DAGR locking range differs between jets and helicopters. Jets, like the Gryphon, locks on target at 3km while the Blackfoot locks at 5,3km. ATGMs 3km locking for a jet is so close, can't this be tweaked? Given size of maps and top speed of jets wouldn't at least 6-10km be more preferable? - DAGRs and Scalpels from a Hellcat or a Pawnee is a complete mystery to me, sometimes I get a lock at 1-1,3km most often no lock at all. Seems completely random. - Bombs like the GBU-12 from the jets has no locking reticule, used to be a square that goes "diamond" on lock, now it's nothing. - Gryphon black/white camo skin variant has been blurry since release. - Gryphon and Buzzard targeting pod doesn't rotate 360 degrees, so you brake lock before impact with bombs and you are not able to see target hit, also since release. - What happened to the missile camera HUD display and the zoomed out map HUD in aircrafts? And lastly, why is the loadout for the Gryphon so limited? There's 3x and 4x Scalpels ingame for the the Buzzard for example, x2 bombs, DAGR etc, any chance of fixing this? Thank's in advance for any replies Kind Regards
  12. I recently decided to start making bases for my singleplayer survival modes. I finished one, and saved it, but the button to publish it was grey'd out. I don't know if it's because I used mods to make it, or what, but I don't even know if it's a thing that's been implemented yet. If anyone's curious, I'll add a link to download and poast screenshots. Armaholic is down and I don't want to upload a scenario to the Workshop so the forums sounded like the best place to me. Requires CUP Terrains Malden 2035 (official addon, for the resources) Helicopters DLC (helipad lights) RHS US Armed Forces (turrets) Screens Download File contents Installation
  13. CheyenneAH56

    SCmod v1.40

    SCmod v1.40 aerial firefighting simulation Put yourself in the shoes of a water bomber pilot. Read PDF user document for information. download / armaholic subscription / steam workshop PDF user document gameplay eden editor tutorial #1 eden editor tutorial #2 - Enjoy !
  14. Hi there, i'm creating some addons for my own personal use to use with Arma 2 OA for a while now - I have recently begun to create an armored vehicle, in this case a 2S3 Akatsiya self-propelled howitzer for more immersion in my missions. For the main gun I inherited the cfgammo, cfgmagazines and the cfgweapon entries of the BIS D-30 towed howitzer in my config.cpp. For most parts I have the unit already working. What bothers me is that the howitzer now engages air targets, e.g. an AH-64, which the D-30 definitely does not. The similar MLRS or BM-21 Grad don't show this behavior. I checked unit cost and ammo cost settings for example, but what else does affect the target selection of units in Arma 2 OA? Can somebody help? Here is my still very incomplete config.cpp: class CfgPatches { class 2S3_OA_config { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CAWeapons","Extended_EventHandlers"}; }; }; class CfgAmmo { class Sh_122_HE{}; class Sh_152mm_HE: Sh_122_HE { cost=500; airLock = 0; }; }; class CfgMagazines { class 30Rnd_122mmHE_D30{}; class 46Rnd_152mmHE_D20: 30Rnd_122mmHE_D30 { ammo = Sh_152mm_HE; count = 46; displayName="152mm HE"; maxLeadSpeed = 0.3; }; }; class CfgWeapons { class D30{}; class D20: D30 { displayName="152mm D-20 Howitzer"; magazines[]={"46Rnd_152mmHE_D20"}; }; }; class Turrets{}; class MainTurret{}; class CfgVehicles { class Tank; class 2S3: Tank { side = 0; displayName="2S3"; model = "\2S3Akatsiya\2S3"; scope = 2; type = 1; faction = "INS"; vehicleClass = "ARMORED"; accuracy=0.6; armor=160; damageResistance = 0.00544; mapSize = 9; cost = 2500000; sensitivity = 1; threat[] = {0.600000, 0.200000, 0.040000}; crew = "Ins_Soldier_Crew"; typicalCargo[]={Ins_Soldier_Crew}; selectionLeftOffset = "PasOffsetL"; selectionRightOffset = "PasOffsetP"; class Turrets: Turrets { class MainTurret: MainTurret { stabilizedInAxes = 0; maxHorizontalRotSpeed= 0.3; maxElev= 50; body= "mainTurret"; turretAxis= "Turret_Axis"; gunAxis="Maingun_Mem"; gunBeg= "Maingun_End"; gunEnd= "Maingun_Start"; weapons[]={"D20"}; magazines[] = {46Rnd_152mmHE_D20}; lockWhenVehicleSpeed = 5; class ViewOptics { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.4; minFov = 0.4; maxFov = 0.4; }; class ViewGunner { initAngleX = 0; minAngleX = -30; maxAngleX = 30; initAngleY = 0; minAngleY = -100; maxAngleY = 100; initFov = 0.4; minFov = 0.4; maxFov = 0.4; }; }; }; }; }; };
  15. 5th Canadian Division Who? We are the 5th Canadian Division. We are currently one of the only Canadian Based Arma 3 Clans. The 5th Canadian Division is based in the Eastern Coast of Canada and involves Land, Sea and Aerial Operations! What? The 5th Canadian Division is comprised of 3 Brigades, 36th Brigade, 37th Brigade and 403 Tactical Helicopter Squadron. In each brigade there are special roles to be filled, roles such as Scout, Infantrymen, AR Gunner, AT Gunner, sniper and more! We also offer a special forces team to complete special tasks. We also offer the opportunity to become an aviator in one of our Chinook or Griffon Helicopters! Where? We have our own Teamspeak server: Teamspeak IP: s6.ts3.cloud:35253 When? To join, all you must do is join our teamspeak server and talk to someone with the "Recruiter" tag. If no one is avaliable, just message me on steam and we will get something figured out! My steam name is Josh158 Our schedule looks like this: Monday: BCT/CIT/BAT Tuesday: Brigade/Squadron-lead Training Wednesday: Mini-Op Thursday: Jump School/CMT Friday: DCIC Saturday: Operation Briefing Sunday: Operation BCT= Basic Cadet Training CIT= Combat Infantryman Training BAT= Basic Airman Training CMT= Combat Medic Training DCIC= Drill Ceremonial Instrutor Course Requirements: -16+ Years of age -No dishonourable discharge from any other units -Not apart of a current modern era unit -Must speak fluent english (A special skill such as mission building, website editing, etc, are good things to have upon applying) NOTE: We are a newer unit. So there isn't currently anything like what the bigger units have
  16. Arma are first and foremost an infantry MIL SIM, however sometimes I wish we could merge Arma with DCS. When I write that, I don't mean the 100% complex flight sim, but maybe larger areas, more realistic flight models, a bit more flight management as we still have a pretty simple model in Arma even with the new helicopters DLC. I also know resources to make it need to come from somewhere, however I would buy and pay a good sum of money to get a DLC that could offer more fleshed out helicopter / airplane models to the Arma world. https://www.youtube.com/embed/mW3vAge9OzM With the new Jets, we are running out of maps, the official maps are very small when you travel with Mrk1 and the cloud base is not really representative as there are some abnormalities compared to "flight"sims. This is NOT a complaint, just an observation, and a bit of daydreaming about a fusion of the two worlds ;)
  17. hounddog75

    Arma3 Overview - Helicopters

    Hey guys, I posted another overview video of Arma3 helicopters. As always, feedback is welcome! Thanks, Hounddog75
  18. Read about that shiny new scripting command (setFeatureType) in a Jet´s DLC topic, found it has a config brother, and figured somebody might enjoy this Get it on the steam workshop edit: Preview pictures with & without the addon loaded. Taken from a comanche gun-cam, hovering in 3km height at the most southern point of the big island (i always mix them names up) - one comanche and a warthog standing on the salt lake.
  19. Here is my newest minimod. This time I messed around with the aircraft configs in order to make them less of deathtraps. After many hours of trials I found out that all you really need to do is to lower the explosionShielding (to 0.5 from 10~20) on the main config part (NOT the hitpoints). The result is this: helicopters and planes can take more hits from AA fire and not turn into giant fireball right away, while the modules (engine etc.) do get damaged and destroyed. In the end aircraft are destroyed by crashing down rather than by fire. It is still possible to destroy the aircraft with gunfire or explosive, but they are more resilient to this, but their modules will get damaged, with will knock the craft out and cause AI to bail. It also gives you a chance and time to eject. I also zeroed out epeImpulseDamageCoef with in stops the crashing from being a death sentence. If you are lucky and don't hit anything during the crash, the chances are the helicopter wont explode and you will survive the crash (helo will still get damaged modules). It's pretty random though, but least its no longer a certain death sentence. In combination with above: I changed the crewCrashProtection, so the crew is more likely to get injured during the crash. Note that these are incredibly simple config tweaks, so different aircraft might behave differently. I edited the base classes so all vanilla aircraft as well as many modded ones (pretty much all of CUP) are affected. Features: * lower explosionShielding so aircraft take less damage from AA fire * modules still take damage as normal, so aircraft still crash * zeroed out epeImpulseDamageCoef so it is possible to survive a crash * crewCrashProtection changed so it is more likely for the crew to get injured during a crash * simple base config edit with affects a lot of modded aircraft without the need for compatibility patches Known Issues: Might lead to some odd behaviour of the aircraft under fire (might not get damaged as much as it should), but it usually works pretty well. Let me know how stuff behaves with this mod on Download: http://www.mediafire.com/file/8hgnsz2j7ngsmsy/%40less_explody_aircraft.zip
  20. United States Naval Warfare Pack Bringing the Arma Community the missing assets from the United States Navy and U.S. Marine Corps By Seven Seas Studios Hello and Welcome! 7SS is proud to announce the WIP Launch of the US Naval Warfare Pack. This pack will include all the missing USN/USMC assets from Arma 3. This includes Ground Assets, Air Assets, Sea Assets, Uniforms, and Ordnance. In the below Spoiler, you can see all the Assets we are working on currently: Aircraft Helicopters AH-1Z Viper CH-53E Super Stallion CH-53K King Stallion MH-60R SeaHawk MH-60S KnightHawk UH-1Y Venom Fixed Wing C-2A Greyhound E-2D Advanced Hawkeye F/A-18C Hornet F/A-18D Hornet F/A-18E Super Hornet F/A-18F Super Hornet E/A-18G Growler F-35B Lightning II F-35C Lightning II KC-130J Super Hercules MV-22B Osprey T-45C Goshawk UAV's MQ-8b Fire Scout X-47B/C Boats SOC-R Mark V SOC SURC (Small Unit Riverine Craft) RCB (Riverine Command Boat) RHIB versions Ships LHA USS America LHD USS Bonhomme Richard LPD USS John P. Murtha LSD USS Ashland Cruisers - Ticonderoga Class USS Port Royal Destroyers - Arleigh Burke Class USS Michael Murphy LCS USS Independence All assets will maintain the utmost standard of accuracy and quality, and are specifically made for realism units. These vehicles will be created in such a way so they are as close to the IRL counterpart as close as possible, within the limitations of Arma 3. These mods will have the following features: All Mods Real Statistics (Speed, Turning, Etc.) ACE3 Compatibility, this includes the ACE Cargo System, the ACE Repair System, and the ACE Fastroping system TFAR/ACRE2 Compatibility, built in LR-radios in the helicopters 7SS Startup Module Aircraft Features Service menu Easy Mode - Standard Arma 3 Start-Up Medium Mode - MFD Interaction Advanced Targeting/EW Systems Aerial refueling - USAF compatible Ship Features Working war stations Working seats Working Screens Walkable Drivable(Eventually) Note: 7SS Modules will allow all vehicles in sync to have a set fold, fuel level, heath level, and more! Announcement 03JAN2016 Dev Team: Foxone SJones17 TheSn4k3 Demix524 arindfle Biohazard3420 FullerPJ KokaKolaA3 Peral SuperFastBlast Norsk2277 G.Hines Flander25 Credits: Bohemia Interactive Studios, for making Arma 3 John_Spartan & Saul, for their amazing Afterburner script and animations, and their Service Menu Firewill, for his outstanding Missilebox TeTeT, for help with scripts, O2 and general imput Mankyle, for his LCS-2 model K20017 and his US Navy friend, for alot of very nice reference pictures Discord Link - https://discord.gg/0mIH3iu3cDNRiL7V WE ARE ACTIVELY LOOKING FOR PEOPLE TO JOIN OUR TEAM, WE ARE CURRENTLY LOOKING FOR PEOPLE WITH MODELLING, SCRIPTING, CONFIG, O2 (OXYGEN) AND ANIMATION SKILLS, IF YOU WANT TO HELP OUT PLEASE CONTACT SOMEONE FROM THE DEV TEAM This add-on is released under: Creative Commons License Attribution-NonCommercial-NoDerivs CC BY-NC-ND
  21. Hello, I'm an addicted player of Arma 3, mostly on helicopters...(<3 AFM) I play also on DCS and X-Plane and I have a question that I think here is the best place to resolve my question. I have pedals, throttle quadrant and a Joystick, fine for Helicopter and Airplane simulation but there is a thing missing here... but I don't know what to buy (or wait????): What I should do? Buy TrackIr 5, or wait for the Oculus Rift Non DK version? I have time, so I'm not in a hurry to get one of these. But I don't know because for simulation some people say that OR is not fine because you can't see instruments but I have heard that with OR you can see better the "distance perspective" or I don't know how to explain this... so if you see an object at 20 meters, it's like you really see that object at 20 meters but how I said I don't know all that. And a thing like that for flying helicopters is very immersive and cool. For what Games/Simulators I need this? Assetto Corsa, City Car Driving, X-plane, Arma, Take on Helicopters, DCS and if is OR a lot more of games. Sorry for any incorrect spelling. :) Cheers.
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