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Found 1 result

  1. Arma 3 Observation Night Sky [BETA] This is some kind of example addon what can you do in Arma engine. Please do not ask me why some doen't work or why sometimes game crash. Mod using own library which is helping calculate some data for satellites, because it cannot be done ingame. WARNING!!! When the library is called, it can connect to internet for downloading TLE data. These files are not dangerous for your PC, they only contains data for calculating satellites. Files are stored in @ObservationNightSky/tle. Please if you don't know what are TLE data are, go to Wikipedia for more info. Using mod Module Satellites This module add satellites into the game. Satellites are showed as white dots on night sky (as real satellites). If you point at them, info will display. If not, some issue happened, please it is BETA and only sample mod. BEFORE PLACING MODULE, PLEASE SET INGAME REAL DATETIME. It means if it is today 2017-08-15, set this date also ingame. Otherwise game can crash or you can't see anything! Also you can saw sometimes falling star (meteor). This is the next reason for setting right datetime, because meteor showers are calculated from real parameters. On map you can see circle, bigger circle is the horizon. Smaller circle is 50 degrees of elevation. Module Milky Way This module simulates real Milky Way in night sky. You can see three different brightness of it. First is the maximum - for this brightness go to very dark place of map (without any light lamps) and set night without full moon. Second is the middle - set night where is the moon at half Third is the low - for this set night with full moon or go to city/town/village where are a lot of light lamps Please, you can sometimes see that Milky Way texture is "misplaced". It is due to strange Arma stars positions, because they aren't at their real positions! Also, Milky Way script was designed only for Altis and Startis, because script is dependent on lat lon coords. Meteors and Bolides These functions doesn't have scripts. If call it, it will run. For meteor run: [0, 50, 50, 0, 1] call ObservationNightSky_fnc_Meteor; Parameters: 0 - azimuth ( 0 to 360 ) 1 - elevation of start ( 30 to 90 ) 2 - slope of fall ( 20 to 70 ) 3 - from north or from south ( 0 or 1 ) 4 - distance from player ( +1000 to -1000 ) For bolide run: [0, 0, 50, 0, 1] call ObservationNightSky_fnc_Bolid; Parameters: 0 - bolide type ( 0 - small long trail, 1 - small short trail, 2 - big and long trail ) 1 - azimuth ( 0 to 360 ) 2 - elevation of start ( 30 to 90 ) 3 - from north or from south ( 0 or 1 ) 4 - speed of falling / or also gravity ( 0 to 5 ) Installation WARNING!!! Mod directory MUST BE PLACED in game installation folder. Otherwise it won't work or game can crash! Copy folder "@ObservationNightSky" to your Arma 3 installation folder. Add "-mod=@ObservationNightSky" to your Arma 3 shortcut like this: "C:\Program Files (x86)\Bohemia Interactive\Arma 3\Arma3.exe" -mod=@ObservationNightSky Or run it through Arma 3 Launcher. Uninstall Delete "@ObservationNightSky" folder. Downloads v1.0 BETA Mega v1.0 Sources Mega Released under Arma Public License Share Alike (APL-SA) Mod was not released in Steam Workshop due the reason that mod is not for using as regular player. Mod is designed for advanced mod / mission makers. Thanks to Stellarium (http://www.stellarium.org/) - calculating satellite magnitude - meteor shower calculating - also inspiration for creating this project SGP4 library (https://www.danrw.com/sgp4/) - calculating satellites libnova (http://libnova.sourceforge.net/) - Celestial Mechanics, Astrometry and Astrodynamics Library Bohemia Interactive studio - for amazing game engine Used tools - Object Builder - TexView 2 - Pack tools { - FileBank - Binarize - CfgConvertFileChange - CfgConvert } - GIMP - Zoner Photo Studio X - Microsoft Visual Studio 2015 Creator ArmanIII If you want to edit or make the mod / library better, inform me. If you want use some part of mod (as script, library sources) please ask me or only inform me about what are you doing. It is allowed to use mod in your mod. It is allowed to unpack mod and use part of it your mod (only with informing me about it).
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