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Showing results for tags 'wipeout'.
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Note: I'm new to posting on the BI Forums and decided that because of the mass of replies to the Jets DLC Feedback thread and how old it is it may be best to create a new topic to get a more immediate response. During the few hundred hours I've been flying, I've noticed that while the Wipeout's slow speeds give it a great loitering ability and gives the pilot plenty of time to hit multiple targets on the ground when diving, when coming out of a run, if you attempt to pitch up at around the ideal amount of degrees, for me 22 degrees, or attempt to turn, you will stall almost immediately. From what I've heard from other people I play with who flew the Wipeout long before the Jets DLC came out, they've said that the wipeout was able to climb almost vertically when coming out of a run like actual A-10s are capable of doing in reality. One video I've been able to find of the Wipeout doing CAS before the Jets DLC is this one, posted below. The Wipeout is capable of gaining much more thrust, flying with flaps fully down and climbing and doing loops to turn around and engage a target the pilot missed without any issue of stalling. What I'm asking in this topic is if there's a possibility that the Wipeout's stats or what ever you may call it as I'm ignorant of the terms, can be potentially reverted back to its old state, or specifically, have an increased climbing ability or some method to stop or minimize stalling when coming out of a gun run.
Introduction Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So we, passionate pilots, decided to see what we can do, and this mod is the result. What does it do? The core focus of the mod is to increase the damage to achieve a more realistic result. We also completely overhauled all sounds and particle effects, just take a look at our announcement trailer. Dependencies There are no dependencies with other mods. Compatibility The mod is compatible with multiple other A-10 mods. Among them are: ACE RHS Peral STI EricJ Fullerpj CUP Firewill License Changelog Download GitHub Steam Workshop Armaholic withSIX
#1.68 Update JET PHYSICS Change for the worse WHY OH WHY have the physics for Neophrons (and other fixed-wing) changed??? Is it a glitch or unforeseen physics effects from 64bit upgrade? Please say it is so..... The landing distances are ridiculously easy now but worse still, the takeoff is 450m (up from 350m) and thus--> Feres and Abdera strips are now gone as options for the Neos. (it took me hundreds of hrs to perfect Abdera): BIS if you want to disillusion/lose your most ardent and loyal subscribers, just keep changing the way the game. We love and play Arma for the challenge, complexity and realism that it offers not the typical easy and simple formats that the 'other games' offer. [COD/CS/BF et all are for plug and play 10yo] PLEASE FIX/REVERSE THESE LAST AIRCRAFT CHANGES!
I downloaded a psd texture of the A-164 (here). The file comes with 4 files (copies of each, 1 .tga and 1 .psd): plane_cas_01_ext01_co & plane_cas_01_ext02_co. ext01 is the main body / cockpit of the A-164 and ext02 is the wings and tail. I've edited both textures and have created a mission file and placed both .jpegs into it. I've used this script on the A-164 int: this SetObjectTexture [0,"plane_cas_01_ext01_co"] this SetObjectTexture [0,"plane_cas_01_ext02_co"] however only one of the textures loads on the plane, looking like this: I know I'm doing something wrong, and I'm wondering how I can get both the body (ext01) and the wing textures (ext02) to load on the plane at the same time? Any help is appreciated, Thank You.