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[FRL]Myke
Jun 8 2009, 21:35
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Footmunch/eddyD F-16 Fighting Falcon, ported to ArmA 2 by [GLT]Myke
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It is done....


Final release of the F-16 for ArmA 2.

http://www.armaholic.com/datas/users/372-f16_teaser01.jpg


First of all, the credits. Without all this people i couldn't finish it in it's actual quality. So take note of them as they are artists.

CREDITS:
Footmunch, for the F-16C
Snake Man for optimized MLOD (more lowres LOD's)
eddyD for awesome new textures (awesome work as usual, mate)
modEmMaik for lowpoly Shadow LOD and advices when i needed them
zGuba for config tweakings in the ArmA 1 version (i guess most of them are still in and unchanged)
Eble for the AIM-9L and AIM-120 AMRAAM models incl. Textures.
Maddmatt for the flarescript (taken from ArmA 2 .pbo's)
Some code fragments taken from Franze's F/A18 missile spoof script
Sounds taken from: http://soundboard.com and http://www.therecordist.com

BIS for a awesome game as usual.


So, what do you get finally:

Five F-16C with individual loadout:

F-16C Multirole
- M61A1 with 500 rounds.
- 2x AIM-9L Sidewinder
- 4x AIM-120 AMRAAM
- 2x AGM65 Maverick
- 2x Mk82

F-16C CAP
- M61A1 with 500 rounds.
- 4x AIM-9L Sidewinder
- 6x AIM-120 AMRAAM

F-16C LGB
- M61A1 with 500 rounds.
- 4x AIM-9L Sidewinder
- 6x GBU12

F-16C AGM
- M61A1 with 500 rounds.
- 2x AIM-9L Sidewinder
- 2x AIM-120 AMRAAM
- 6x AGM65 Maverick

F-16C Mk82
- M61A1 with 500 rounds.
- 4x AIM-9L Sidewinder
- 6x Mk82

There is also a bonus package (glt_f16_retex.pbo) which gives you 3 more F-16C Multirole in different Paintings (again, thanks to eddyD who made them). You may use this bonus addon as a template to create your own camo schemes at ease.


I will not fill up endless text, please refer to the included readme.pdf for detailed informations about installing, classnames and other more or less important stuff.

I'll just add the final changelog which shows you what have been done since initial release.

CHANGELOG


From initial release to 1.00
Improved: more low res LOD's and reduced section count for increased performance. Tweaks done by Snake Man.
Improved: new textures made by eddyD especially for this release.
Added: Mk-82 unguided freefall bomb.
Added: F-16C Mk82.
Added: Wingtip trails and body vapour.
Added: Automatic Counter measures. Drops flares on incoming missiles.
Feature: F-16 has 128 Flares loaded. Once empty, it will no longer deploy flares. Audible warnsound is still played.
Added: IAWS compatibility.
Changes: F-16 has now 10 missile holders instead of 8.
Fixed: Various rvmat issues.
Improved: Mass slightly adjusted for better Handling.
Improved: aileron and elevator sensitivity adjusted for higher agility.
Improved: sterring wheel sensitivity slightly raised.
Fixed: First Person was a bit off-centered.
Fixed: Armory no longer displays text from AV-8B.
Fixed: Addon is now binarized.
Added: .bisign and .bikey files.
Changes: F-16 Multirole now has Mk82 instead of GBU12.
Changes: AIM-9x replaced with AIM-9L.
Changes: Tailmark no longer shows [GLT] Clantag.
Improved: most normal maps and specular maps reworked.
Changes: replaced all soundfiles with better ones.
Improved: Afterburner sound now stops when disabled.
Improved: Afterburner sound now doesn't stop anymore while afterburner still enabled.
Added: 3 Groups placeable with F2.
Added: squad.xml clan sign applied on the wings.
Added: Low res shadow LOD for better performance. Model provided by modEmMaik.
Added: Engine exhaust animation.
Added: stringtable.csv including english and german text.
Added: Simplified re-texturing even mid-mission and creating new textured addons based on this one. Simple config and 2 Textures only needed.
Several minor fixes i can't remember ;)



Temporary download link:
New version 1.1 (25.6.2009)
F-16C Fighting Falcon 1.101 (http://www.file-upload.net/download-1727336/GLT_F16.7z.html)
- FIXED: Error message "missing texture skinM_co.paa"
- FIXED: F-16C not available in Editor
- FIXED: Wreck was invisible

Download mirrors:
Version 1.101 (NEW)armaholic.com (http://www.armaholic.com/page.php?id=5900)
Version 1.101 (NEW)arma2base.de (http://arma2base.de/include.php?path=download&contentid=183)
Version 1.101 (NEW)armedassault.info (http://www.armedassault.info/index.php?cat=news&id=2625)

Version 1.1 (OLD)eprison.de (http://www.eprison.de/files/643/5535)

3rd party reskin packs:
Polish F-16 (and HMMWV Desert) reskin by camealeon (http://forums.bistudio.com/showthread.php?t=92422)
RNZAF F-16C Falcon by NZDF CRASH (http://forums.bistudio.com/showthread.php?t=92496)
Royal Dutch Airforce F16 by VXR (http://forums.bistudio.com/showthread.php?t=81530)



Operation Arrowhead config fix (requires GLT F-16 addon):
- [fixed] doesn't require A2 anymore.
http://www.filedropper.com/gltf16oafix_1

arma2base.de (http://arma2base.de/include.php?path=download&contentid=2347)
armaholic.com (http://www.armaholic.com/page.php?id=11310)

Snake Man
Jun 8 2009, 22:20
I guess that most if not all will disappear as soon the addon will be binarized. But unfortunately the binPBO doesn't work for ArmA 2 yet.
I used ArmA BinPBO to binarize the PMC Apache addon which works OK in ArmA 2.

[FRL]Myke
Jun 8 2009, 22:25
Hmmm...ok, will give it another try. Thanks.


:EDITH:
binarize.exe crashs whenever i try it with "unknown software exception (0xc0000005)". Might be cause i use vista x64.

MattXR
Jun 8 2009, 22:42
i already convetred this addon with the effects working after some edits, but then lost the whole pbo file lol. :( But great job! with the weapons1!

Old Bear
Jun 8 2009, 22:42
ArmedAssault.info (http://www.armedassault.info) Mirror and News (http://www.armedassault.info/index.php?cat=news&id=2553):

http://www.armedassault.info/mirrorgen2/6715890.gif (http://www.armedassault.info/index.php?cat=addons&id=930)

We have also added this release to your personal author profile (http://www.armedassault.info/index.php?cat=authors&id=358)
If a release or contact information is missing, feel free to drop a PM, it will then be added.

Binkowski
Jun 8 2009, 22:46
Thanks for the port, love the F16's.

[FRL]Myke
Jun 8 2009, 22:51
@<hidden> Bear
Thanks for the mirror


@<hidden>
Does someone else having troubles with binarize and Vista x64?

:EDITH:
Tried to reinstall BinPBO and binmake but this didn't helped. Any suggestions?

schaefsky
Jun 9 2009, 01:43
Thanks, loved it but missed the loadouts in Arma1.

Buliwyf
Jun 9 2009, 05:14
Thanks buddy, but is it possible to release key and signature for the addon, too? :rolleyes:

Leopard
Jun 9 2009, 08:42
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=5902).

http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=5900)
F-16 Fighting Falcon for ArmA 2 (http://www.armaholic.com/page.php?id=5900)

Gedis
Jun 9 2009, 09:12
wow, good job on conversion, but as you used aim-120 from arma1, why couldn't you use mk-82,83 or 84 bombs(if they are in arma1) for the proper bombers name, and gbu loadout could be named as precision bomber or something like that :)

just my 2 cents...

modEmMaik
Jun 9 2009, 09:48
:EDITH:
Tried to reinstall BinPBO and binmake but this didn't helped. Any suggestions?

The addon may include a already binarized p3d in the data (Weaponrack_R.p3d) and the wep folder (rkt_maverick_mesh.p3d), which may cause the exception (my binarization of the A1 version crashed because of that).

So I would suggest to binarize the other .p3d files plus model.cfg and remove the other stuff temporarly. This way you get binarized .p3d files to replace the unbin one. When done, simply pack the RKTa_F16 with the binarized p3d's to generate the keys.

That is what I have done to eddyD's latest A1 version.

Miller
Jun 9 2009, 10:11
Thanks Myke :)

ArmA2Base.de Mirror:

F-16 Fighting Falcon by Myke (http://arma2base.de/include.php?path=download&contentid=183)

Kind regards
Miller

Richieb0y
Jun 9 2009, 11:48
hi nice plane but it wont show up in the list of USMC i did make the mod folder.

I check the target line and everthing is good but it wont show up


oke sorry i found it lolz testing now

swissMAG
Jun 9 2009, 11:52
@<hidden>

This addon will add one new faction "US Air Force" (USAF) and 4 variants of the F-16.
So you should be looking in the USMC Faction :D

Edit: Great, to late

Looks great. Trying it in 1.5 h. :yay:

[FRL]Myke
Jun 9 2009, 14:11
lol, as the USMC doesn't use the F-16 (afaik at least) i thought i should make an USAF faction before people starts moaning. :D

@<hidden>
Will see if i can get a MK p3d from somewhere. No promise but i'll search for. :D

@<hidden>
Key and bisign will follow as soon i can state it final. Have to get the binarizing working (thx modEmMaik for some hopefully helpful hints) and the wingtraisl also (got hints from Eble about this one, thx too).
If all goes well, final version including key and bisign, release should be this week.

MEDICUS
Jun 9 2009, 14:13
Very nice!
Thx for this one.

Richieb0y
Jun 9 2009, 14:46
this plane is really cool it blends whit the rest of arma2

and the AI is good in it too thx myke :)

Snake Man
Jun 9 2009, 16:16
I took a look at the model, fixed the too many sections, added few more resolution LODs so that it ends now below 100 points, also added the MLOD Weaponrack_R.p3d so binarize runs it okay.

Now it binarizes beautifully, only error in RPT after short testing was this:
Warning Message: Cannot load texture ca\air\data\materialy\skrabance2_detail.paa.Not sure if you have already done several edits to the model, but here is the model (http://www.sendspace.com/file/p2r7ie) I edited so at least you can snatch the extra low res LODs from it.

Oh and please add library entry for this as now it just inherits the harriers text.

monty67t
Jun 9 2009, 16:39
Really nice port from ArmA. It flies great in ArmA2. Good job!

Blue_Flight
Jun 9 2009, 19:29
Well done to all involved!

I love it :)

-=GA=-Toetagger
Jun 9 2009, 20:01
I love the way it looks and handles!....great work!

Miller
Jun 9 2009, 21:20
Thanks Myke :)

ArmABase.de Mirror:

F-16 Fighting Falcon by Myke (http://arma2base.de/include.php?path=download&contentid=183)

Kind regards
Miller

[FRL]Myke
Jun 13 2009, 00:46
Ok, here's a little update:

Things goin well, had some minor problems with it which i could solve with some help from some very nice guys in this Forum. :D

Not yet ready to be released as final but here a changelog what has been done so far:


- Added: Mk-82 unguided freefall bomb
- Added: F-16C Mk82
- Added: Wingtip trails
- Added: IAWS compatibility
- Fixed: Various rvmat issues
- Improvements: Mass slightly adjusted for better Handling
- Fixed: First Person was a bit off-centered
- Fixed: Armory no longer displays text from AV-8B
- Fixed: Addon is now binarized.
- Added: .bisign and .bikey files.
- Changes: F-16 Multirole now has Mk82 instead of GBU12
- Several minor fixes i can't remember ;)


There are still some points which i'm not quite happy with but i hope to sort them out in the very next days.


http://www.armaholic.com/datas/users/372-f16_teaser01.jpg

OverDawg
Jun 13 2009, 02:21
Fantastic! Keep up the great work!

Schilly
Jun 13 2009, 03:25
Playing around with this I was unable to get the customizable loadouts to work correctly... Is this something that needs to be changed inside the PBO or on the plane its self in the editor?

ziiip
Jun 13 2009, 03:31
Small wishlist:

-add a cannon(i noticed the F-35doesnt have any either, WTF?)
-make the engine glow
-add a joystick to the cockpit

Good stuff though, really good model and the afterburner effect is five star.

vengeance1
Jun 13 2009, 04:02
Nice Work keep it up we love the F16! :bounce3:

Snake Man
Jun 13 2009, 05:30
If you need any last minute help, send me a PM with the link for the latest files and I'll take a look at it.

eddyD
Jun 13 2009, 08:59
Nice work Myke
Is not better that amraam on the wingtips and sidewinder inside !!
like this pic
http://www.f-16.net/modules/Gallery2/gallery2/main.php?g2_view=core.DownloadItem&g2_itemId=174423&g2_serialNumber=2
Cant wait test this baby when arma2 come out :)

cya
eddyD

Mondkalb
Jun 13 2009, 12:06
Does your clantag need to be on the vertical stabilizer?

[FRL]Myke
Jun 13 2009, 12:37
@<hidden>
No it doesn't. This marking i'll keep for claninternal use, public variant will have a more neutral marking. It is WIP.

@<hidden>
Good point. At first i would reply that Sidewinders in Wingtips is common loadout but then a google picture search showed me that mostly AMRAAM's are on Wingtips.
However, for me there are 2 reasons why i've put Sidewinders:
- AIM9 are close range missiles while the AIM120 is designed for BVR Combat. So for most missions a AIM9 seems to make more sens than a AIM120 (i'm guessing that, no pro here)
- For me personally, the quite smaller AIM9 looks visually better on the Wingtips than the AIM120.
Might be change, i'll surely think about it.

@<hidden>

-add a cannon(i noticed the F-35doesnt have any either, WTF?)
The F-16 is equiped with a M61A1 Cannon including 500rounds. So i don't know what you mean.

-make the engine glow
I will try if i can manage this. I'm not a pro modder, i'm just fiddling with Footmunchs model which was improved by Snake Man. But i'll put it on my TODO list.

-add a joystick to the cockpit
Unlike how the pilot has his hands, the F-16 has no center stick but throttle control on the left and flight control stick on the right. As i wrote above, i'm not a modder and honestly the benefit to include those details is...well, quite low. However, i will see if i can find another pilot position which fits better.

@<hidden>

Playing around with this I was unable to get the customizable loadouts to work correctly... Is this something that needs to be changed inside the PBO or on the plane its self in the editor?
Didnt made any in-depth tests but now a quick trial-and-error session showed me that it needs a setvehicleammo 0 command prior to reloading new weapons. The following code worked for me:


_plane = _this select 0;
_plane setVehicleAmmo 0;
_maglist = ["500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_AIM120_GLT", "2Rnd_Maverick_GLT", "2Rnd_Mk82_GLT"];
_weplist = ["GLT_M61A1", "GLT_SidewinderLaucher", "GLT_AIM120Launcher", "GLT_MaverickLauncher", "GLT_BombLauncher_Mk82"];
removeallweapons _plane;
{_plane addmagazine _x} foreach _maglist;
{_plane addWeapon _x} foreach _weplist;

Placed a F-16 CAP and changed loadout via above script to F-16 Multirole.
Please remember that the order you apply them controls where they are mounted. Ordering is from outside to inside ,altering left/right.
So if you apply a Mk82 first, they will be mounted on Wingtips. :D

:EDITH:
Just tested it and found out the following: addWeapon order doesn't matter, it's just the addMagazine that affects the mount order on the plane.

@<hidden>
I guess i will switch AIM9 and AIM120 at least on the Multirole variant.

Schilly
Jun 13 2009, 15:27
For the adding / removing of weapons... Can this be done in the init line? or does it have to be in a sqf?

[FRL]Myke
Jun 13 2009, 15:30
Sure you can do this in the initline. It's just you have better overview in a script. In the init line, this code should work:


this setVehicleAmmo 0;
removeallweapons this;
{this addmagazine _x} foreach ["500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_AIM120_GLT", "2Rnd_Maverick_GLT", "2Rnd_Mk82_GLT"];
{this addWeapon _x} foreach ["GLT_M61A1", "GLT_SidewinderLaucher", "GLT_AIM120Launcher", "GLT_MaverickLauncher", "GLT_BombLauncher_Mk82"];

Schilly
Jun 13 2009, 16:28
Ahh okay perfect... I have been trying to get it to work... But its been giving me a pain in the ass. Is the version you have in the thread the latest one? As it's working now, except its telling me that the MK82s don't exist lol.... Im assuming your working with a newer version than I.

---------- Post added at 04:28 PM ---------- Previous post was at 03:42 PM ----------

I got it to work okay, however even when using the remove all weapons, it still shows the old weapon slots there but with no ammunition for them. Any ideas?

[FRL]Myke
Jun 13 2009, 16:29
Argh...yes indeed, the Mk82 is not implemented in the available version. I'm sorry for this. Refer to the included readme for the correct clasnames available.

Schilly
Jun 13 2009, 16:31
Argh...yes indeed, the Mk82 is not implemented in the available version. I'm sorry for this. Refer to the included readme for the correct clasnames available.

Thats no problem I sorted that, read my above post however. Seems to be a common thing across the board... as these commands work on all vehicles, allowing me to add 500 GBU's to a C130 if I wish lol... Or 6 GBU's to a A10, but it still shows the old weapon slots in red as if they are just out of ammo... doesnt actually remove them. This a bug? or the way its meant to work?

S7_Mega
Jun 13 2009, 17:01
I was in the USAF 1988-1992 and worked on the F16 as a Fire Control Attack Avionics Technician at Eglin AFB. During my time at this test base the AIM120 was being developed and test fired.

While the aircraft can have the AIM120's mounted on the wingtips it severly limits the planes potential to pull a high g-load, for that matter a medium g-load. With wing mounted fuel tanks the g-load limit is 6g's. I know this is more detail than most care for as the game isn't a flight sim and doesn't take weapons loads into consideration and how it affects the aircrafts performance.

Eglin is a weapons development base. Live fire missions are done on all new weapons and filmed by cameras on the planes and on the ground. The live fire range for air to ground is the size of Rhode Island and a huge section of the Gulf is used for air to air live fires. I remember one live fire incident deploying the AIM120 with the plane inverted. The missles exhaust created severe havoc with the airflow over the plane. The right flaperon (side the weapon was fired from) and the rudder totally shattered. The pilot was advised to eject due to the damage. The pilot landed the damn plane with only a working left flaperon, and got a medal.

This was the first fly-by-wire aircraft for the USAF. Sitting in the cockpit, the flight control stick is on the right side of the pilot and the throttle on the left. This serves a few purposes. The instruments were not blocked by the pilots hands and his arms did not have to fight the effects of gravity while pulling high g loads with a traditional cable driven system. The F-16's flight control stick moves in any given direction less than a couple millimeters. The stick senses the pressure applied and moves the flight controls accordingly. A pad sits under your right forearm for support.

When the pilots would run war games the F-16 at low altitude would consistently defeat the F-15's in air to air combat simulations. Anything over 10,000 feet and the larger wing area of the F-15 allows for higher manuverability due to the lighter air density and would kill the F-16's easily.

The F-16C models were just coming out in the early 90's and resulted in a tremendous improvement in the radar and diplay systems.

Love the work you have done Myke. It's a great plane. Sorry for the ramble.

[FRL]Myke
Jun 13 2009, 17:15
but it still shows the old weapon slots in red as if they are just out of ammo... doesnt actually remove them. This a bug? or the way its meant to work?
What says the ammo count at this point? Sidewinders and AIM120 takes 30 seconds before they turn green (magazine reload time, already changed this for the final release). If the count is correct, then everything is okay. However, changed the previous script after a few tests and this one really works:


_plane = _this select 0;
_plane setVehicleAmmo 0;
{_plane removeWeapon _x} foreach (weapons _plane);
sleep 0.5;
{
_plane addmagazine _x;
sleep 0.1;
} foreach ["500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_Maverick_GLT", "4Rnd_GBU12_GLT"];
{
_plane addWeapon _x;
sleep 0.1;
} foreach ["GLT_M61A1", "GLT_SidewinderLaucher", "GLT_MaverickLauncher", "GLT_BombLauncher_LGB"];


@<hidden>
Interesting info, so i guess it's better to have the AIM9 on the Wingtips.

vengeance1
Jun 14 2009, 02:02
S7-Mega, great recap I was in the USAF myself.

Well Done!

Great Model Myke, can't wait for your update.

Angle
Jun 14 2009, 13:09
Now if only it whas posible to not assume that every one is allknowing beings with higher powers and include a simpel how-to-install-and-use instruction. Say in the readme.

[FRL]Myke
Jun 14 2009, 13:38
@<hidden>

You're right, missed that and will add these info to the readme. Thanks for pointing, it's common that the most obvious things are goin to be forgotten.


*UPDATE*
Just to let you know i'm working on it, here an updated changelog for the final version. Still have one or two minor problems, as soon those are solved, i'll check every aspect again and do some finetune whereever needed.



Changelog FINAL:
- Added: Mk-82 unguided freefall bomb
- Added: F-16C Mk82
- Added: Wingtip trails
- Added: IAWS compatibility
- Fixed: Various rvmat issues
- Improved: Mass slightly adjusted for better Handling
- Improved: aileron and elevator adjusted for higher agility
- Fixed: First Person was a bit off-centered
- Fixed: Armory no longer displays text from AV-8B
- Fixed: Addon is now binarized.
- Added: .bisign and .bikey files.
- Changes: F-16 Multirole now has Mk82 instead of GBU12
- Changes: AIM-9x replaced with AIM-9L
- Changes: Tailmark no longer shows [GLT] Clantag
- Improved: most normal maps and specular maps reworked.
- Several minor fixes i can't remember ;)

Angle
Jun 14 2009, 14:32
@<hidden>

You're right, missed that and will add these info to the readme. Thanks for pointing, it's common that the most obvious things are goin to be forgotten.


Ok :)

And sorry if i sounded a bit condescending (prbly not the right word for it but its the first that came to mind). Been trying to figure out how to install it for almost half a day.

MattXR
Jun 14 2009, 15:05
wow awesome! My fav fighter!! nice changes

ANZACSAS Steve
Jun 14 2009, 15:56
Myke,


By the looks from your post you have changed the classnames from RKT,the orignal authors "initials" to GLT your clan Initials.
I dont consider this "right" .

Is there any reason why the ammo and weapons class names have been changed?

Or is this a different GLT version?

It is uncalled for to port things to ARMA2 and adding your own Clan name in the classnames to them.

It WILL cause headaches for ppl porting missions from ARMA1.

All for just a clan name inbedded in a classname.

Unless of course it is a different version.

Steve.

[FRL]Myke
Jun 14 2009, 16:23
I did this since i am not the owner of the RKT tag. They might do theyr own porting so then it will definately give confusions if i would kept the tag.

For me this is usual behaviour when releasing addons that they will get my/our tag (which is equal to clantag but this doesn't matter.

I don't claim credits for the model, this is still Footmunchs basic work, modified/improved by Snake Man. Also textures aren't my work but eddyD's.

Besides this, there are quite a lot changes made, to the model itself but also to textures, by meaning i've reworked nearly most of normal maps and specular maps.

So i consider this correct behaviour as i don't know what RKT has planned for the Future, so an upcoming own F-16 might collide with the classnames used by me.


Sure, for porting missions it gives some more work to do but i guess this can be done very quickly with a simple search/replace RKT classname by GLT classname in the mission.sqm.
The readme includes the classnames so there is even no need to figure them out yourself.

modEmMaik
Jun 14 2009, 16:46
Sure, for porting missions it gives some more work to do but i guess this can be done very quickly with a simple search/replace RKT classname by GLT classname in the mission.sqm.
The readme includes the classnames so there is even no need to figure them out yourself.

This can be done by adding a simple config that reuses the new classnames e.g.:


class CfgVehicles {
class GLT_f16;

class RTK_f16: GLT_f16 {
// Add config tweaks to correct behaviour here...


This way, we can "tweak" the config, if something behaves incorrect (e.g. adopted weapons configs from arma1), without having to do this in Myke's config. So Myke's naming gives us the option to support those people converting missions from A1.

ANZACSAS Steve
Jun 14 2009, 17:44
Myke ,

I have downloaded the file.Even though i dont have arma2 and wont have for a cupple of months yet.

I seen the soundfiles included in your version are the same as the last arma1 release.
I spent a significant amount of time working on these sounds, and the cfg .
It is stated so in the Readme.I dont see that you have credited me at all.

It escapes me how ppl can see some parts of Readme's but not others....

From what i remember, Southy did a hell of a lot more work porting this addon and deserves a hell of alot more credit than just doing the aim-120's or whatever.
Zguba also did some good work to it i think.I am sure there are others.
If you can take the time to change classnames you should bother to add the full credits list.You are not a noob so you know how this all works.

The only reason it ported so well was the huge amount of effort that went into developing this from OFP to Arma.
Please everyone take care in getting credits right as it is a huge slap in the face for the people who have spent hundreds of hours working on things and also hundreds of hours learning the skills neccasary to do this stuff.


I myself have invested serious hrad cash in professionally learning my trade ,sound.
I do this for fun and to contribute to the community to hopefully improve the general quality of game we all enjoy.

So, as i said ,People who simply port over or get permission to include work from other community members (long or short time) to use their work ,should go to extra efforts to make sure everyone one who has sacraficed time out of their lives are acknowledged for their efforts and sometimes monetary investments.

Most modders are very modest and wont make a fuss about credits so as not to be seen as being petty or just trying to be an ARMA rock star...lol.

I WAS like that at the beginning but after many cases of being "ripped" and used,
I sometimes make my point more boldly than some would like.

So to people,

Get the credits right!!!

Steve.

[FRL]Myke
Jun 14 2009, 18:08
Although i understand your point, i don't see why you blame me. The version i've started my work of was eddyD's version.

I have to admit that i've didn't read the included readme yet since i was busy with a lot of other things, started with bughunting (yep, there were several bugs already in the ArmA 1 version), sorting things to see which file belongs to what and so on.

Although, you didn't read my readme file neither to the end as the last sentence says:


If i missed someone or didn't gave enough credit, please let me know. It's not my intention to get honour for other peoples work. Always respect it.

So a simple PM would have sorted all out without moaning about this and that. If you feel now uncomfortable if i keep your sounds in it, please say a word and i'll replace them before releasing it as final. Most are already gone, only the afterburner sound is still there. Not hard to replace this one too.

Besides this, please consider that it is a lot more than a simple port. A lot of things have been tweaked and some even completely changed. So if you ask for credits, please don't speak of my work as a simple port. I'm not a pro but i'll try the best i can.


:EDITH:
I could also abandon any public release and just have it for our clan, if this would make you happy.


:EDITH2:
Added the original credits to the readme prior to my own credits section:


Initial credits (as stated in eddyD's ArmA1 Version)
---Footmunch for his great F-16---
ModEmMaik for his help&support with some problems.
zGuba for his config improvement
and Alexduke for the first update
Sound : the new sound is make by soundmaker ANZACSAS Steve


:EDITH3:
Just was goin through the sounds as i was never fully happy with, ANZACSAS Steve gave me a good reason to replace them with better ones. This will delay the release a few days but not too much. No big deal. I'll avoid that someone feels not enough credited so i decided to take this little step.

quiet_man
Jun 14 2009, 19:43
@<hidden> Steve
you are right, but you should be long enough here to know that this type of discussion belongs to PM first!?


:EDITH:
I could also abandon any public release and just have it for our clan, if this would make you happy.

rejected by the community! :p

Hey guy's, you forget were you are. If you want to talk about YOUR work, then open a personal forum. Here is the cummunity forum and people don't want to read through xx pages of posts just to learn that you want to keep YOUR work for yourself :rolleyes:

looking forward to see the improved readme ... ah yea and the model :D

QuietMan

ANZACSAS Steve
Jun 14 2009, 20:05
Myke,

I did read your readme and so i contacted you.

"please consider that it is a lot more than a simple port."

Everyone knows it is much harder to get an addon from OFP to ARMA1 than it is ARMA1 to ARMA2.Thats is all i meant.

"i don't see why you blame me"

see below-

"I have to admit that i've didn't read the included readme"


You made the mistake,not me.I havnt done anything wrong but stand up for myself and others.You dont seem to appreciative of the communities work and dedication to your favorite game.

Did you get permission to rename it from the RKT_F16A that we all have been working on and contributing to as a community like we should be and updating it to say,
RKT_F16a v1.11 or whatever like everybody have been doing in ARMA1.

I can see an unhealthy motive doing all of this before even ARMA2 is released to the Main markets.
This addon WAS a turning point in the commnity working together in a common goal in a common addon.


"moaning about this and that"

This is very very important.Asking for credit for my own and other peoples investment,freetime,work,skills and effort isnt moaning.

Placebo
Jun 14 2009, 20:32
Myke assures me the permission issues are all resolved now :)

[FRL]Myke
Jun 15 2009, 11:41
Ok, since the topic raised, let me clarify some. First of all, i missed to read the original readme and therefor i've missed to name some people in my credits. My bad and i apologize.

And now back to the actual work:
Model by Footmunch (and i also guess he had made initial textures and config) so full credits to him who brought this baby to live.
Tweakings by zGuba (sorry, i don't know how much and what exactly you've changed) so also huge credits to him.
Textures by eddyD. Always loved your work mate, you're a real texture artist. Credits as you deserve.
Reworked MLOD from Snake Man. Added more LOD's and i guess some more tweakings that i can't see myself but i'm sure not done in a few. Really appreciate it, mate.
Models and textures of the AIM-9L and the AIM-120 are taken from Southy/Eble's F-15 release. I don't know if it's his own work (i assume it for now) but anyway, he permitted me to use them on the F-16. Love those missiles. Great work Southy/Eble.
All sounds from original F-16 addon for ArmA 1 were removed last night.

After reading all this, some might ask what i have done with since every aspect has been covered by Community members stated above.

Well, it is always something to do. It started with fixing errors that it throwed in the arma2.rpt which was quite a lot. Also i had to figure out how the new weapon proxy system works now in ArmA 2 and adapt this new knowledge to the plane. Also there were some normal maps and specular maps missing or had to be reworked. The config also needed some major improvements and additions. And finally getting new sounds and tweak them for max quality (sidenote: afterburner sounds now stop when afterburner is disabled, also it is repeating as long the afterburner is engaged).

A sidenote to ANZACSAS Steve:
you've talked about your hard work you've done for the sounds. Funny thing is, in less than 10 minutes in Google, i've found 2 of your "own engineered sounds" in open sound libraries. I've compared them closely and besides that your version had reduced bitrate, they were absolutely identical. I own a recording Studio since 10 years so you better watch out who you try to fool.


Final note:
If i still missed someone in the above credits, please send me a PM and i'll correct this. During the lifetime of this particular F-16 addon there were so many people laying hands on, it is almost impossible to remember all. For all those i just can say thanks in general.

P.S.
Almost forgot: thanks to modEmMaik who helped me to solve a view issues.

vengeance1
Jun 15 2009, 13:18
Myke,

Appreicate all your hard work on this, would have been a real shame to see it die due to permission issues.

I do remember that the F-16 in the Dedi Server Rpt from ARMA 1 had tons of errors so I didn't want to use it in missions, be happy to run this on my ARMA2 Dedi Server and see what it reports unless you already have.

Keep up the great work!

Snake Man
Jun 15 2009, 13:36
Reworked MLOD from Snake Man. Added more LOD's and i guess some more tweakings that i can't see myself but i'm sure not done in a few. Really appreciate it, mate.
Basically what I did was

- renumbered res LODs to 1, 2, 3, 4 etc
- reduced section count to a minimum with these textures/rvmats.
- added if I recall correctly, two new low res LODs, last one below 100 points.

I can't remember anything more specific. It was meant for you as help, that you grab the new low res LODs from it, however it of course would work best if you use it as is which I assume you now did(?).

I cant say for the renumbering of LODs, but the two other tweaks highly increase the performance of this model. These are essential for any properly done addon model.

If I do helping fixes for you next time, I'll promise to write detailed changelog :)

ANZACSAS Steve
Jun 15 2009, 14:10
Myke,
[you better watch out who you try to fool.
]

Was this really needed?

If you read my post you will see i said i worked on the sounds and cfg(sound)

[Funny thing is, in less than 10 minutes in Google, i've found 2 of your "own engineered sounds"]

Please no more of these "attacks" .


For the record.I am sorry to bore the crap out of everyone but accusations deserve an answer.


This is correct.Eddyd sent me the link to the website and i previewed them,d'loaded them,opened them with adobe,converted them from some strange format and bitrate ,added a touch of compression ,eq,splicing for good looping,converted to arma format,and then spent several days mixing the soundfile and sound cfg to do all aspects as best as possible ingame.



Once again,
no more attacks.I made my point,proper credits have been given and my posts have serverd their purpose.

Steve.

[GLT] Legislator
Jun 15 2009, 14:32
Are you sure? Your work has been ejected and redone now. Was that your purpose? ;)

[FRL]Myke
Jun 15 2009, 16:51
@<hidden> Steve

Your work is no longer included in this addon and since you don't own ArmA 2 yet (your own statement) , this thread is no longer of any interest for you. Of course you might check this once the final version is out. For the version already in public there's nothing i could change anymore.


@<hidden>
Let's close this credit/permission discussion at this point unless someone else also feels left out. Then please send me a PM so i get the chance to put things correct.

Stavanger
Jun 15 2009, 19:29
Mirror by ePrison (http://www.eprison.de/files/643/5535)

Regards,
Stavanger

Maddmatt
Jun 16 2009, 01:59
I WAS like that at the beginning but after many cases of being "ripped" and used,
I sometimes make my point more boldly than some would like.

So to people,

Get the credits right!!!

Steve.

Kinda like your sound mod that copied sounds from a BF2 mod without giving credit.

[FRL]Myke
Jun 16 2009, 09:00
@<hidden>

Link added to the mirror list in first post. Zhanks mate, much appreciated.


@<hidden>
Please don't provoke to last this credit discussion any longer. I'll also keep to myself what i thought when i was reading your post. :D

VictorFarbau
Jun 17 2009, 08:08
Hello Myke,

my RPT file still contained errors after using your addon. I forgot which, I can look it up. I think it was related to the mesh probably (connecting points...?). Is this still WIP or do you consider the addon final?

Thanks,
VictorFarbau

modEmMaik
Jun 17 2009, 10:38
...my RPT file still contained errors after using your addon.

As far as I know, Myke released his first converted version only and is actually working hard on the final release version.

BR,
mike

Manzilla
Jun 17 2009, 11:36
As far as I know, Myke released his first converted version only and is actually working hard on the final release version.

BR,
mike

Yeah I jumped the gun and thought he posted an updated version but then I read his post on the last page and realized he was giving a status update. I suppose I should read the whole post before I DL anything. ;):D

[FRL]Myke
Jun 17 2009, 12:23
@<hidden> & Maddmatt

Indeed, the actual available version still fills the RPT with hundred of lines. But most of them are bacuse it is not binarized. As it is not signed yet, you may binarize it yourself and a lot of messages should be gone.

However, things developing well and i hope to release the final version until end of the week. As little appetizer you may take a look in the last changelog (which includes all from previous):


Changelog FINAL:
- Improved: more low res LOD's and reduced section count for increased performance. Tweaks done by Snake Man.

- Added: Mk-82 unguided freefall bomb.
- Added: F-16C Mk82.
- Added: Wingtip trails.
- Added: IAWS compatibility.
- Changes: F-16 has now 10 missile holders instead of 8.
- Fixed: Various rvmat issues.
- Improved: Mass slightly adjusted for better Handling.
- Improved: aileron and elevator sensitivity adjusted for higher agility.
- Improved: steering wheel sensitivity slightly raised.
- Fixed: First Person was a bit off-centered.
- Fixed: Armory no longer displays text from AV-8B.
- Fixed: Addon is now binarized.
- Added: .bisign and .bikey files.
- Changes: F-16 Multirole now has Mk82 instead of GBU12.
- Changes: AIM-9x replaced with AIM-9L.
- Changes: Tailmark no longer shows [GLT] Clantag.
- Improved: most normal maps and specular maps reworked.
- Changes: replaced all soundfiles with better ones.
- Improved: Afterburner sound now stops when disabled.
- Improved: Afterburner sound now doesn't stop anymore while afterburner still enabled.
- Added: 3 Groups placeable with F2.
- Added: squad.xml clan sign applied on the wings.
- Added: Low res shadow LOD for better performance. Model provided by modEmMaik.
- Added: Engine exhaust animation.
- Several minor fixes i can't remember ;)


I'm almost done with adding content and tweakings, just one or two minor points to take a closer look at. I also hope i can make use of the improved retexture feature. Have to do some tests about first, if it turns out how i expect, retex addons or texture changes mid-game should be easily doable.

Snake Man
Jun 17 2009, 14:26
Don't forget to add (to the changelog?) the optimization tweaks, more low res LODs and reduced section counts on all LODs (within the limits of current texture counts).

People should know that this is properly modeled addon which causes no frame rate loss even when used in excessive amounts in missions/scenes. This should be in my opinion, of of the "highlights" when pimping this to the news sites etc.

[FRL]Myke
Jun 17 2009, 15:08
@<hidden> Man

argh...i knew i forgot something. Will add it immediately. Thanks for pointing.


:EDITH:
Added to the changelog.

Fansadox
Jun 19 2009, 12:27
When can we expect the final version Myke? Awsome job to all people who made this beauty possible.

[FRL]Myke
Jun 19 2009, 12:36
@<hidden>

i'm really close to final, just a few minor things i like to tweak before releasing. The Flares countermeasure doesn't work 100% as i want it but no big issue, just fine tunings.
Also i decided to make own engine sounds for all purposes os it won't sound like a AV8B any longer.

If things goin well (and my Missus grants me the time i need :D) i think this weekend is realistic for release.

S7_Mega
Jun 19 2009, 19:41
Just a comment on the engine sound. When it's on the ground the sound of the engine is one thing, but has a slightly ear peircing sucking sound due to the shape of the intake, almost a very high pitch whistle thats riding on top of the engine sound. It's quite unique.

This sound carries over in the cockpit but not as pronounced.

moosenoodles
Jun 19 2009, 21:43
you can hear the engine whine well in this vid :D

http://www.youtube.com/watch?v=VOeXKWRxaMc

[FRL]Myke
Jun 20 2009, 00:06
It is done....


Final release of the F-16 for ArmA 2.

http://www.armaholic.com/datas/users/372-f16_teaser01.jpg


First of all, the credits. Without all this people i couldn't finish it in it's actual quality. So take note of them as they are artists.

CREDITS:
Footmunch, for the F-16C
Snake Man for optimized MLOD (more lowres LOD's)
eddyD for awesome new textures (awesome work as usual, mate)
modEmMaik for lowpoly Shadow LOD and advices when i needed them
zGuba for config tweakings in the ArmA 1 version (i guess most of them are still in and unchanged)
Eble for the AIM-9L and AIM-120 AMRAAM models incl. Textures.
Maddmatt for the flarescript (taken from ArmA 2 .pbo's)
Some code fragments taken from Franze's F/A18 missile spoof script
Sounds taken from: http://soundboard.com and http://www.therecordist.com

BIS for a awesome game as usual.


So, what do you get finally:

Five F-16C with individual loadout:

F-16C Multirole
- M61A1 with 500 rounds.
- 2x AIM-9L Sidewinder
- 4x AIM-120 AMRAAM
- 2x AGM65 Maverick
- 2x Mk82

F-16C CAP
- M61A1 with 500 rounds.
- 4x AIM-9L Sidewinder
- 6x AIM-120 AMRAAM

F-16C LGB
- M61A1 with 500 rounds.
- 4x AIM-9L Sidewinder
- 6x GBU12

F-16C AGM
- M61A1 with 500 rounds.
- 2x AIM-9L Sidewinder
- 2x AIM-120 AMRAAM
- 6x AGM65 Maverick

F-16C Mk82
- M61A1 with 500 rounds.
- 4x AIM-9L Sidewinder
- 6x Mk82

There is also a bonus package (glt_f16_retex.pbo) which gives you 3 more F-16C Multirole in different Paintings (again, thanks to eddyD who made them). You may use this bonus addon as a template to create your own camo schemes at ease.


I will not fill up endless text, please refer to the included readme.pdf for detailed informations about installing, classnames and other more or less important stuff.

I'll just add the final changelog which shows you what have been done since initial release.

CHANGELOG


From initial release to 1.00
Improved: more low res LOD's and reduced section count for increased performance. Tweaks done by Snake Man.
Improved: new textures made by eddyD especially for this release.
Added: Mk-82 unguided freefall bomb.
Added: F-16C Mk82.
Added: Wingtip trails and body vapour.
Added: Automatic Counter measures. Drops flares on incoming missiles.
Feature: F-16 has 128 Flares loaded. Once empty, it will no longer deploy flares. Audible warnsound is still played.
Added: IAWS compatibility.
Changes: F-16 has now 10 missile holders instead of 8.
Fixed: Various rvmat issues.
Improved: Mass slightly adjusted for better Handling.
Improved: aileron and elevator sensitivity adjusted for higher agility.
Improved: sterring wheel sensitivity slightly raised.
Fixed: First Person was a bit off-centered.
Fixed: Armory no longer displays text from AV-8B.
Fixed: Addon is now binarized.
Added: .bisign and .bikey files.
Changes: F-16 Multirole now has Mk82 instead of GBU12.
Changes: AIM-9x replaced with AIM-9L.
Changes: Tailmark no longer shows [GLT] Clantag.
Improved: most normal maps and specular maps reworked.
Changes: replaced all soundfiles with better ones.
Improved: Afterburner sound now stops when disabled.
Improved: Afterburner sound now doesn't stop anymore while afterburner still enabled.
Added: 3 Groups placeable with F2.
Added: squad.xml clan sign applied on the wings.
Added: Low res shadow LOD for better performance. Model provided by modEmMaik.
Added: Engine exhaust animation.
Added: stringtable.csv including english and german text.
Added: Simplified re-texturing even mid-mission and creating new textured addons based on this one. Simple config and 2 Textures only needed.
Several minor fixes i can't remember ;)


DOWNLOAD LINK:
F-16C Fighting Falcon (http://www.file-upload.net/download-1713840/GLT_F16.7z.html)
- FIXED: Error message "missing texture skinM_co.paa"

There were 3 downloads before i could fix it, please redownload it again.


:EDITH:
For those who like to work on this addon, here i have a unbinarized version of it. It countains only .p3d, .rvmat, config.cpp and model.cfg files. For the textures, sounds and other files you need to dePBO the addon. Those archieve only contains these files which were binarized during the pbo process:
F-16C unbinarized files (372-glt_f16_unbin.7z)

horror1
Jun 20 2009, 00:40
where is the dl link???

[FRL]Myke
Jun 20 2009, 00:41
Had a little config error, actually uploading fixed version...give me 5 minutes


:EDITH:
There you go:
F-16C Fighting Falcon (http://www.file-upload.net/download-1713840/GLT_F16.7z.html)
I shouldn't release addons at 3AM anymore. Sorry for the unconvenience.

Manzilla
Jun 20 2009, 01:02
:yay::D

vengeance1
Jun 20 2009, 05:06
Nice job Myke much appreciated by the community!:bounce3:

Leopard
Jun 20 2009, 07:35
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=5902).

http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=5900)
F-16 Fighting Falcon v1.00 (http://www.armaholic.com/page.php?id=5900)

Snake Man
Jun 20 2009, 08:12
Congratulations Myke for great F-16 release, this baby will find its way to my addon dir. Good job.

Stavanger
Jun 20 2009, 09:52
Mirror updated by ePrison.de (http://www.eprison.de/files/643/5535)

Regards,
Stavanger

Fansadox
Jun 20 2009, 10:12
Cheers Myke and thx for the love and dedication you guys made to make this mod.

Defunkt
Jun 20 2009, 10:25
Very nice indeed, in fact ArmA II quality.

Am I the only one who gets the shadows from ordnance following my freelook?

http://i245.photobucket.com/albums/gg80/ANZINS/f-16.jpg

GI-JOE
Jun 20 2009, 10:34
Nice ! thanks for the update.

horror1
Jun 20 2009, 11:43
excellent work thx for this beauty:D

[FRL]Myke
Jun 20 2009, 13:34
@<hidden>

Bug confirmed. This is odd, i have to research how the shadows are linked to freelook.


:EDITH:
For those who like to work on this addon, here i have a unbinarized version of it. It countains only .p3d, .rvmat, config.cpp and model.cfg files. For the textures, sounds and other files you need to dePBO the addon. Those archieve only contains these files which were binarized during the pbo process:
F-16C unbinarized files (http://www.armaholic.com/datas/users/372-glt_f16_unbin.7z)

Ghost
Jun 20 2009, 15:32
Myke, Great addon transfer into ArmA 2. It seems to work very well except the plane does not seem to sit on the struts properly and move around. It has a great turning radius but i get the feeling it is light on the wheels as if it is riding on the lower tank.

Eble
Jun 20 2009, 18:16
@<hidden>

Bug confirmed. This is odd, i have to research how the shadows are linked to freelook.


:EDITH:
For those who like to work on this addon, here i have a unbinarized version of it. It countains only .p3d, .rvmat, config.cpp and model.cfg files. For the textures, sounds and other files you need to dePBO the addon. Those archieve only contains these files which were binarized during the pbo process:
F-16C unbinarized files (372-glt_f16_unbin.7z)

Cheers Myke,

This will help with my little projects.

link seems to be down?

Southy

Miller
Jun 20 2009, 18:24
Great update thanks Myke :)

ArmA2Base.de Mirror: F-16 Fighting Falcon by Myke v 1.00 (http://arma2base.de/include.php?path=download&contentid=183)

Kind regards
Miller

[FRL]Myke
Jun 20 2009, 19:33
@<hidden>

Link fixed, should now work. Try again, mate.


@<hidden>
Thanks, link updated on forst post.

Old Bear
Jun 20 2009, 22:55
ArmedAssault.info (http://www.armedassault.info) Mirror and News (http://www.armedassault.info/index.php?cat=news&id=2598):

http://www.armedassault.info/mirrorgen2/9261335.gif (http://www.armedassault.info/index.php?cat=addons&id=930)

We have also added this release to your personal author profile (http://www.armedassault.info/index.php?cat=authors&id=358)
If a release or contact information is missing, feel free to drop a PM, it will then be added.

[FRL]Myke
Jun 20 2009, 23:55
Thanks to all hosting sites, much appreciated.

Ok, i've started to fix some minor bugs. Since they aren't critical there wont be a fix soon as there are also other things i would like to improve/include/fix before.

So here what i've started so far:


- Added: AIM-7E AA Missile
- F-16C CAP now has 2 AIM-9L, 2 AIM-7E and 6 AIM-120
- Improved: AIM-9L and AIM-120 now have proper shadow LOD
- Improved: AIM-9L and AIM-120 now have more resolution LOD's
- Fixed: Shadows of AIM-9L and AIM-120 no longer follows freelook (thanks to Defunkt for pointing)
- Fixed: Tailmark didn't followed rudder movements


Planned features:
- Adding tailmark to hiddenselections so people can easily apply different tailmarks.
- General improvements of incomingMissile spoofing script.
- Fixing pilots position for correct hand positions.

This list might grow in the future.

eddyD
Jun 21 2009, 10:32
Hey Myke
i fond a tail bug , the tailskin is not turning with the rudder , can you fix that too
In arma1 that work .
For the rest , nice job mate :ok:
cya
eddyD

[FRL]Myke
Jun 21 2009, 11:34
lol.....eddyD, still sleeping? ;) Read my last post on page 9 bottom.

Smiley Nick
Jun 21 2009, 11:50
Great work all those involved, really nice to fly.

I noticed when loading up the black paint livery, when inside the cockpit the default USAF skin still shows on the wing areas, not a huge issue i know.

Are there also any plans to add a 2 seater version of this aircraft?

[FRL]Myke
Jun 21 2009, 11:57
Argh...confirmed. Forgot to create a named selection in Pilot - View LOD. Will be fixed in the next version.

eddyD
Jun 21 2009, 15:25
:sleep:yeah still sleeping :D

[FRL]Myke
Jun 21 2009, 23:55
I guess during next week i'll release an update which should fix the remaining bugs and add some new things. Here a changelog what i've done so far:


Added: AIM-7E AA Missile
Added: AIM-9X Sidewinder
Added: MK-84 Freefall bomb
Added: Plane has now proper hitpoints
Added: GLT-F16C Vehicle class
Changed: F-16C CAP now has 2 AIM-9X, 2 AIM-7E and 6 AIM-120
Changed: F-16C Mk82 now has 2 AIM-9L, 2 MK-84 and 6 MK-82
Improved: AIM-9L and AIM-120 now have proper shadow LOD
Improved: AIM-9L and AIM-120 now have more resolution LOD's
Fixed: Shadows of AIM-9L and AIM-120 no longer follows freelook (thanks to Defunkt for pointing)
Fixed: Tailmark didn't followed rudder movements
Fixed: Missing textures on GBU loaded planes
Added: Now each variant comes in 4 different colour schemes
Added: each colour scheme has it's own tailmark
Improved: hiddenSelection „tailmark“ for individual tailmarks added
Fixed: internal and external engine sounds were swapped
Improved: Missile spoof script tweaked for better spoofing effect

Fansadox
Jun 22 2009, 11:05
Great work Myke looking forward to the changes one little request can you make em show up in editor in English instead of German please>?

[FRL]Myke
Jun 22 2009, 12:42
@<hidden>

They should, at least there is a strintable with english and german. sadly i can't switch to english so i can't test it but as german is after english in the stringtable and i get german text....well, i'll take another look to it.
Meanwhile, can someone confirm that text is in german only?

Defunkt
Jun 22 2009, 12:45
Yep, German for me but I'm using the German release with a user-made English patch so that may be why.

[FRL]Myke
Jun 22 2009, 13:25
Aye Defunkt, so practically your ArmA 2 still "thinks" it is set to german since only german text is replaced by english.

Fansadox
Jun 22 2009, 15:41
Same here i have the german version with The English mod

[FRL]Myke
Jun 22 2009, 16:41
So i hardly guess that's the cause. Since this mod doesn't actually change the language settings but replaced german strings with english, the game itself still "thinks" it is set to german and therefor shows correct german text.

So no bug in the addon, no "fix".

MattXR
Jun 23 2009, 10:59
English for me

[FRL]Myke
Jun 25 2009, 13:22
**UPDATE**UPDATE**UPDATE**UPDATE**UPDATE**UPDATE**UPDATE**


F-16C Version 1.1 out now]

Major changes:
- The retex variant has been included into the main addon. Please delete glt_f16_retex.pbo and the related .bisign files.
- Weapons has been outsourced so they can be used by other addons without the need of having the F-16C installed.
- .rvmat files adapted to ArmA 2 style. Basically this should enable new shaders unless there is something special in the texture format itself. Will check as soon the tools are available and patch it if necessary.

Complete changelog:


Changelog from 1.00 to 1.1
➢ Added: AIM-7E AA Missile
➢ Added: AIM-9X Sidewinder
➢ Added: MK-84 Freefall bomb
➢ Added: AGM-84 Harpoon AG Missile (can lock on laser and ground targets)
➢ Added: Plane has now proper hitpoints
➢ Added: GLT-F16C Vehicle class for better overview also in EMPTY class
➢ Changed: F-16C CAP now has 2 AIM-9X, 2 AIM-7E and 6 AIM-120
➢ Changed: F-16C Mk82 now has 2 AIM-9L, 2 MK-84 and 6 MK-82
➢ Changed: F-16C LGB now has 2 AIM-9L, 2 AGM-84 and 6 GBU12
➢ Improved: AIM-9L and AIM-120 now have proper shadow LOD
➢ Improved: AIM-9L and AIM-120 now have more resolution LOD's
➢ Fixed: Shadows of AIM-9L and AIM-120 no longer follows freelook (thanks to Defunkt for pointing)
➢ Fixed: Tailmark didn't followed rudder movements
➢ Fixed: Missing textures on GBU loaded planes
➢ Added: Now each variant comes in 4 different colour schemes
➢ Added: each colour scheme has it's own tailmark
➢ Improved: hiddenSelection „tailmark“ for individual tailmarks
➢ Fixed: internal and external engine sounds were swapped
➢ Improved: Missile spoof script tweaked for better spoofing effect
➢ Added: Downed F-16C is replaced with wreck
➢ Improved: .rvmat files overworked to use new ArmA 2 Shaders
➢ Changed: Weapons are outsourced in a independent addon. Free to use independent from F-16C
➢ Fixed: Distant F-16C no longer recognized as AV8B2
➢ Added: half dammage textures



I'll release the GLT_missilebox as standalone very soon. Everyone can use those weapons on own addons. Just make sure it is set as requiredAddons.

Downloadlink:
Version 1.1 (NEW)armaholic.com (http://www.armaholic.com/page.php?id=5900)
Version 1.1 (NEW)armedassault.info (http://www.armedassault.info/index.php?cat=addons&id=930)
Version 1.1 (NEW)eprison.de (http://www.eprison.de/files/643/5535)

Schilly
Jun 25 2009, 14:21
Was the MK-84 an included bomb in ArmA II? Or was this something you added as another weapon... As if I am not mistaken, the MK-84 is higher yield than the 82 is it not? This would be nice to see in ArmA II, higher yield bombs for those fun huge AI missions... like 2000lb JDAMS and such haha

---------- Post added at 02:21 PM ---------- Previous post was at 02:03 PM ----------

Possible bug... Not sure, but when trying to use the updated pbo's, it seems the option to even place the plane in the editor is now gone.

This is possibly due to a bad download, however I cannot redownload atm as it seems the link its botched for the moment.

Anyone else notice this?

Stiltman
Jun 25 2009, 14:25
i got same problem.. no f16 in editor..

Schilly
Jun 25 2009, 14:26
Update:

Was able to redownload, however problem still is there. Cannot place in editor due to not being able to find it in the object listings... Is it hidden somewhere it shouldn't be perhaps? I looked under AIR of bluefor, as well as under Empty -> Air and it is not in either place.

[FRL]Myke
Jun 25 2009, 15:22
Problem solved, please re-download again. I'm very sorry for the convenience.


:EDITH:

Problem solved: sh** happens when you start changing vehicle inheritance, get disturbed by "beloved wife" to do <insert some stupid and/or boring things here> and afterwards, when you get back to your PC you think you was done with what you've started. :D

To the youngsters out there: don't get married. Al Bundy is right, ever was. :D

However, things are sorted, i've tested it and upload should be ready in a few.
Watch here to catch it: http://forums.bistudio.com/showpost.php?p=1327901&postcount=104

There you go: F-16C Fighting Falcon 1.101 (http://www.file-upload.net/download-1727336/GLT_F16.7z.html)
- FIXED: F-16C not available in editor
- FIXED: Wreck wasn't visible

Fansadox
Jun 25 2009, 16:33
F16 are not working in the editior for me even when i donwloaded your latest link

[FRL]Myke
Jun 25 2009, 19:06
@<hidden>

I don't know whats wrong at your side, at mine it definately works. I've deleted my versions from my modfolder, downloaded it using the above link and used these. Did you see that there are 4 new Factions for them? Don't search them at USMC. Also in empty, there is a new vehicle class for them so they wont mess up Air vehicles list since there are 20 different types.

vengeance1
Jun 25 2009, 19:15
Mine is working but the F16 now shows up under GLTF16 not Air if that helps. :bounce3:

Nice work Myke!

Foxhound
Jun 25 2009, 21:17
Thanks for informing us :cool:


Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=5902).

http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=5900)
F-16 Fighting Falcon v1.1 (http://www.armaholic.com/page.php?id=5900)

Stavanger
Jun 26 2009, 10:47
Mirror updated by ePrison.de (http://www.eprison.de/files/643/5535)

Regards,
Stavanger

Simon C
Jun 26 2009, 15:20
Got a weird graphical bug when the F16 is crashed, there are massive graphical artefacts that only appear upon the explosion of the aircraft. Shame, because I can't see the crashed model.

[FRL]Myke
Jun 26 2009, 15:24
@<hidden> C

Can you please provide a screenshot? Does anyone else have this issue?


*EDITH*
Problem acknowledged, await hotfix update in a few.


HOTFIX: F-16C Fighting Falcon 1.101
- FIXED: Wreck was invisible

http://www.file-upload.net/download-1727336/GLT_F16.7z.html

Miller
Jun 26 2009, 22:07
Thanks Myke :)

ArmA2Base.de Mirror:

F-16 Fighting Falcon by Myke v1.101 (http://arma2base.de/include.php?path=download&contentid=183)

Kind regards
Miller

MadCatChiken
Jun 28 2009, 12:21
Great mod, loving it.

arthur666
Jun 30 2009, 03:05
Wow. Really beautiful to look at and to fly. As good as the the BIS aircraft. Thanks.

Only one thing bothers me, just a little: The extra factions for the different colored USAF planes. In the next release, could you narrow it down to just the NATO and USAF? It's good to keep the addons neatly organized in the editor when possible, IMHO.

stun
Jul 1 2009, 19:09
Thanks to all those involved with this addon! The flight model is a dream to fly. Looks stunning in game as well.

I never really bothered with air to air combat in Arma. But in Arma II it is a lot of fun.

Magic1
Jul 11 2009, 18:49
Myke: How difficult would it be to add the contrails and visible air compression over the wing to all the standard aircraft? I think a mod of just adding that would be amazing, it'd make the airplanes so much cooler!

Also do you think if you could do something like that, would we be able to use it in multiplayer without it kicking us out for having different versions or whatever?

I don't know much about modding arma but I really want to get into it now that arma2 is out.

Amazing work by the way, only things I'd change is putting in a joystick in the cockpit and clearin the radar screen, I'd rather look at nothing than fake targets lol. I wish they'd put your 16 in all those evo mods :(

[FRL]Myke
Jul 11 2009, 20:47
@<hidden>

AFAIK standard ArmA 2 planes does have wingtip trails and body vapour by default. At least the script i've used is taken from ArmA 2 (written by Maddmatt).

Magic1
Jul 11 2009, 21:12
I don't know how to turn them on then, because I've got most all my settings maxed out and I can see them on your jet but not the defaults.

Eble
Jul 12 2009, 00:32
I believe at present the standard BIS special effects are switched off, I guessed they were coming in a future patch.

:)

Alex72
Jul 12 2009, 00:57
Yep confirmed no effects as of now with stock BIS aircrafts. But i think(?) ive seen it in some early videos.

Alex

Eble
Jul 12 2009, 06:49
Yep confirmed no effects as of now with stock BIS aircrafts. But i think(?) ive seen it in some early videos.

Alex

Everything for the BIS aircraft already exists, it's just the scripts are not switched on at the moment.

It was after some digging I found the aircraft-vapour effects you see on the F16, I had put them on the mig29 as a test bed.

Maybe BIS are awaiting the next patch to implement them fully either way we have the scripts and the knowlege to put them on all future aricraft addons.

Southy

eddyD
Jul 12 2009, 09:50
Hey all
Im working on a new skin for the f-16
Here is a pic from the THUNDERBIRDS :)
http://edit.hostbasket.com/eddyd.be/ARMA_THUNDERBIRDS.jpg

cya
eddyD

Schilly
Jul 12 2009, 12:38
Nice work Eddy. You lot should work on an F18 too ;)

ZoneDymo
Jul 12 2009, 12:42
To bad non of the dails work, I also do not see the flight stick that should be in my hands.

PROTOTYPE 001
Jul 12 2009, 13:49
Need to be able to pop smoke when flying the Thunder birds. Be nice to have an air show in game.

Cougar
Jul 15 2009, 17:28
Keep up the good work.

I saw them abt 12 years ago. Very cool to see that plane again.

Shwat
Jul 17 2009, 03:46
Hey all
<INSERT AWESOME HERE>

You, good sir, have won many cookies.

Snake Man
Jul 17 2009, 09:13
Last night I first flew ArmA mission with the original footmunch version of F-16, then I flew Falcon 4 Nevada Theater and chuckled up as I saw the difference on the right hand side MFD screen.

Myke, if you want I can take high res screenshots of few situations of the MFD for you to replace the pac-man like MFD this ArmA F-16 has?

IceBreakr
Jul 17 2009, 09:30
Snake Man: dude, you have time to watch MFDs while tab-ctrling targets? :)

eddyD
Jul 17 2009, 13:52
Is not better make a mini map in the MFD,bomb camera MFD or mavrick camera
Something that help the pilots

cya
eddyD

Kremator
Jul 18 2009, 07:24
Bomb camera in that MFD would be superb !

Blueteamguy
Jul 18 2009, 21:52
Sweet! Now how about you either make an F-15 C or E.
Just a suggestion, as the F-15 is the other fighter the US used a lot.

1in1class
Jul 19 2009, 01:48
Nice to see this bird in ArmA 2:bounce3: Lets see some Fighter Pilots with the goods:bounce3:

fidai
Jul 21 2009, 16:30
Is there a way i can put F16 mod with domination + airbase mode, i like this mode cuz it gives u air power from start sincs i only play with my brother on private server .

Mindwalker
Jul 22 2009, 21:43
Awesome looking. Looking forward to using it!

[FRL]Myke
Jul 22 2009, 22:39
@<hidden>

This question belongs either to the Domination Mission thread or Editing/Scripting section.

WWIII
Jul 24 2009, 02:42
Possible to create a F-16 for the Enemy / Russian/ Insurgent side as well?

Howard
Jul 31 2009, 01:43
The next step would be to make a F-16D (Two-Seater F-16)
WEST really needs a two-seater jet, the F-16D would be perfect for that.

1in1class
Jul 31 2009, 01:54
Possible to create a F-16 for the Enemy / Russian/ Insurgent side as well?

Well the russians dont use are F-16s they got there own and insurgents should have low end jets from russia. Love the F-16s now whats we need is some fighter pilots to go with them:butbut:

{G&L}ACF{SCOTDG}
Jul 31 2009, 19:51
I think you should make the F16s with their own target designating pods like LANTERN etc, as most F16s now have them It is easier than having to designate manualy for instance if ure in a firefight it makes it easier

RedRage
Jul 31 2009, 23:36
Well the russians dont use are F-16s they got there own and insurgents should have low end jets from russia. Love the F-16s now whats we need is some fighter pilots to go with them:butbut:



I think he meant it as a temporary remedy of the fact that F16 has no competition atm. No countermeasures for other aircraft and pathetic 2 R73 loadout for Su-34. We need Su-27 or better Su-35 with sexy 3d thrust vectoring, otherwise it's just target practice for F16!

1in1class
Aug 1 2009, 02:50
I think he meant it as a temporary remedy of the fact that F16 has no competition atm. No countermeasures for other aircraft and pathetic 2 R73 loadout for Su-34. We need Su-27 or better Su-35 with sexy 3d thrust vectoring, otherwise it's just target practice for F16!

I see what you mean but an russians F-16 is vary crazy there will be in time an reussian fighter jet.

scudrunner
Aug 2 2009, 01:05
What happened to/(how do i select?) the Flying Razorback texture as per the armaholic page image?

http://www.armaholic.com/pfs.php?m=view&v=8582-f16_addon.jpg

ziiip
Aug 2 2009, 07:07
Are the flares actually working or it's just eye candy?

Azimuth
Aug 2 2009, 10:42
The F16 automatically dumps a load of flares when it detects an incoming missle, iirc its 16 flares

ziiip
Aug 2 2009, 13:05
The F16 automatically dumps a load of flares when it detects an incoming missle, iirc its 16 flares

I mean, do they really lower the chance of getting hit, or the missiles still go straight for the plane ?

RedRage
Aug 2 2009, 15:37
I mean, do they really lower the chance of getting hit, or the missiles still go straight for the plane ?

Haven't been shot down once with F16 tbh, so yeah they work.

[FRL]Myke
Aug 2 2009, 19:57
they work but they have some "balancing adjustements" so the F-16 is not invulvernable but chances to survive are higher than without flares.

First of all, the F-16 has a limited amount of flares (64 for now, may raise in a future version to 128) and per activation 16 flares are dropped. Sadly they can't be refilled in it's current state so this is surely another point to improve in a upcoming version.

Second balancing adjustements (hardcore sim and realism fans: stop reading here) is that the spoofing script needs some re-init time (not really, just for balancing) about 2-3 seconds. If 2 missiles are launched within 2 seconds, the first missile is detected by the system and probably (still a random chance that missile does not react to flares) spoofed while the second is completely untouched by the flares system and therefor the probabillity of a hit is much greater. Keep this in mind when fighting against a F-16. ;)
I know this is far from every realism and surely could be done much better and probably on a later stage i might redo the complete system but for now this is how it works.

Oh, and of course, if no flares are left, no spoofing will happen.

ziiip
Aug 2 2009, 20:23
So the final version isnt final after all. :)

Is it possible, that apart from the improved flare system, you add a joystick to the cockpit and make the engine glowing when turned on? Like on the F-35.

[FRL]Myke
Aug 2 2009, 20:59
So the final version isnt final after all.
"Final" for me means everything works as supposed and doesn't throw errors and therefor it is "ready to be used". But as you surely know, there's always room for improvement.

For the joystick and the engine glowing, i'm not a modeller so i have to see from where i could "borrow" these things (with permissions of course) and if i can include it into the model. I'll look for it but can't make promises yet.

WWIII
Aug 3 2009, 07:41
Well the russians dont use are F-16s they got there own and insurgents should have low end jets from russia. Love the F-16s now whats we need is some fighter pilots to go with them:butbut:


ok, i have re-edited the mod for an enemy F-16, now both sides can have F-16 and target lock eachother, great for a fair dogfighting !! :)

andersson
Aug 3 2009, 12:39
You can group the plane with a east soldier that has 0% probability to exist. Then the plane is on the other side. Or you can "movindriver" a east pilot into an empty F16. No need to mod :)

{G&L}ACF{SCOTDG}
Aug 5 2009, 14:12
Just a suggestion, it would be a lot easier if all the F16 skins were in one folder makes it less cluttered:)

Mandrake5
Aug 8 2009, 10:58
just tried this mod. In a word, 'stunning'.

IMATEK
Aug 8 2009, 11:24
I have not been to one server that has these in it?

Are these mods for single player only?

Same with the little birds mod???

Daniel
Aug 8 2009, 15:08
Addons aren't used that often on public servers (besides big mods like ACE) because they require all players to have the addon downloaded and installed. They are more common on private servers.

CombatComm
Aug 12 2009, 02:23
I cannot for the love of all that is holy, find the USAF in the afactions drop down. I have everythihng in the correct folder and am using Arma II launcher to load in game. Any help please?

Blueteamguy
Aug 16 2009, 01:31
This is very excellent...
Now for a suggestion: If it is possible, could you make Two-seater versions of this baby? BLUFOR Needs a Multi-seat jet BAD!

CombatComm
Aug 16 2009, 06:30
Comon somebody help me out here

fabiantronc
Aug 16 2009, 09:38
This is very excellent...
Now for a suggestion: If it is possible, could you make Two-seater versions of this baby? BLUFOR Needs a Multi-seat jet BAD!
and do you have photos of the rear cockpit ?

Manzilla
Aug 16 2009, 10:02
I cannot for the love of all that is holy, find the USAF in the afactions drop down. I have everythihng in the correct folder and am using Arma II launcher to load in game. Any help please?

Somethings going on there. It's under:

Side: Blufor

Faction: U.S. Air Force
U.S. Air Force (Black)
U.S. Air Force (Grey)

Try it with out the launcher once, just the shortcut. If it still doesn't work then double check the mod folder structure. Make sure it's:
@<hidden>/AddOns

MattXR
Aug 16 2009, 15:53
and do you have photos of the rear cockpit ?

Just duplicate the front seat cockpit.

http://www.defenseindustrydaily.com/images/AIR_F-16B_Dutch_lg.jpg

eddyD
Aug 16 2009, 16:28
This side is all about the F-16
here is the link http://www.f-16.net/
there is also info over F-35 and F-22 on that side
go info hunting :)
cya
eddyD

Supah
Aug 16 2009, 21:30
@<hidden>
No it doesn't. This marking i'll keep for claninternal use, public variant will have a more neutral marking. It is WIP.

@<hidden>
Good point. At first i would reply that Sidewinders in Wingtips is common loadout but then a google picture search showed me that mostly AMRAAM's are on Wingtips.
However, for me there are 2 reasons why i've put Sidewinders:
- AIM9 are close range missiles while the AIM120 is designed for BVR Combat. So for most missions a AIM9 seems to make more sens than a AIM120 (i'm guessing that, no pro here)
- For me personally, the quite smaller AIM9 looks visually better on the Wingtips than the AIM120.
Might be change, i'll surely think about it.

@<hidden>

The F-16 is equiped with a M61A1 Cannon including 500rounds. So i don't know what you mean.

I will try if i can manage this. I'm not a pro modder, i'm just fiddling with Footmunchs model which was improved by Snake Man. But i'll put it on my TODO list.

Unlike how the pilot has his hands, the F-16 has no center stick but throttle control on the left and flight control stick on the right. As i wrote above, i'm not a modder and honestly the benefit to include those details is...well, quite low. However, i will see if i can find another pilot position which fits better.

@<hidden>

Didnt made any in-depth tests but now a quick trial-and-error session showed me that it needs a setvehicleammo 0 command prior to reloading new weapons. The following code worked for me:


_plane = _this select 0;
_plane setVehicleAmmo 0;
_maglist = ["500Rnd_20mm_M61A1_GLT", "2Rnd_Sidewinder_GLT", "2Rnd_AIM120_GLT", "2Rnd_Maverick_GLT", "2Rnd_Mk82_GLT"];
_weplist = ["GLT_M61A1", "GLT_SidewinderLaucher", "GLT_AIM120Launcher", "GLT_MaverickLauncher", "GLT_BombLauncher_Mk82"];
removeallweapons _plane;
{_plane addmagazine _x} foreach _maglist;
{_plane addWeapon _x} foreach _weplist;

Placed a F-16 CAP and changed loadout via above script to F-16 Multirole.
Please remember that the order you apply them controls where they are mounted. Ordering is from outside to inside ,altering left/right.
So if you apply a Mk82 first, they will be mounted on Wingtips. :D

:EDITH:
Just tested it and found out the following: addWeapon order doesn't matter, it's just the addMagazine that affects the mount order on the plane.

@<hidden>
I guess i will switch AIM9 and AIM120 at least on the Multirole variant.

Sorry if this is slightly offtopic but will this method work with the default A-10 too to change the loadout to for instance all LGB's?

BoxiouS
Aug 18 2009, 22:56
Thanks for this mod. I use the F-16 more than any other plane and it's a joy to fly. I even got my mum flying it this aft when she popped round :D One thing though, i know it's a final release but is there anything that can be done about the afterburner sound. In all honesty it sucks balls. It's a shame because the rest is top notch (well except for the cocpit maybe but i fly in third person anyway so i never see it;))

Manzilla
Aug 18 2009, 23:03
Sorry if this is slightly offtopic but will this method work with the default A-10 too to change the loadout to for instance all LGB's?

Check the Mission Editing and Scripting section. There's a bunch iof threads about change the lay out of the A-10' munis. I'm not sure if it's the exact same way though. It seemed like a lot shorter method.

bartdesign
Aug 19 2009, 17:21
It seems the unbinarized download link is broken. Would be awesome to have some good arma2 addon examples for inspiration.

Kemyi
Sep 30 2009, 17:18
Hello,

For all people that want use the F-16 on Domination map and want that the wreck can be repair like other vehicles here is the solution:

On Config.bin of glt_f16.pbo only delete the next line;
killed = "_this execVM "\glt_f16\scr\wrecker.sqf"";

The wreck still work and now can be lift with the wreck chopper.
You must also add the glt to the reward array:
ej: ["A10","AH1Z","UH1Y","AV8B","AV8B2", "F35B", "M1A2_TUSK_MG","M1A1","GLT_Falcon_AGM"]

Mandoble
Oct 3 2009, 09:47
Hi Myke,
first of all congrats to all participants for an outstanding F16.
Today I was doing some experiments with mando missile and the Strike variant, everything was running well except a werid weapon placement behaviour. Everytime a weapon type ran out of ammo, the next one was moved to the wingtips when fired with useWeapon action.

To test it is quite easy:
- Add your F16 strike to the map, name it f16
- Add a gamelogic and two waypoints for it, each one with all the times set to 2 seconds.
- In the action of each gamelogic wp put:


f16 action ["useWeapon", f16, driver f16, 5];

bartkusa
Nov 30 2009, 22:52
What's the difference between the AA missiles?

EDIT:


class GLT_SidewinderLauncher: SidewinderLaucher
{
displayName = "AIM-9L Sidewinder";
minRange = 100;
minRangeProbab = 0.025;
midRange = 1000;
midRangeProbab = 0.09;
maxRange = 2000;
maxRangeProbab = 0.01;
};
class GLT_SidewinderXLauncher: SidewinderLaucher
{
displayName = "AIM-9X Sidewinder";
minRange = 300;
minRangeProbab = 0.025;
midRange = 1500;
midRangeProbab = 0.09;
maxRange = 3750;
maxRangeProbab = 0.01;
};


class GLT_AIM7E_AA: M_Sidewinder_AA
{
hit = 150;
indirectHit = 35;
indirectHitRange = 7;
maneuvrability = 50;
maxSpeed = 1200;
timeToLive = 120;
initTime = 0.1;
thrustTime = 20;
thrust = 2900;
};
class GLT_AIM7Launcher: SidewinderLaucher
{
displayName = "AIM-7E Sparrow";
minRange = 100;
minRangeProbab = 0.1;
midRange = 1000;
midRangeProbab = 0.7;
maxRange = 2000;
maxRangeProbab = 0.001;
};


class GLT_AIM120_AA: M_Sidewinder_AA
{
hit = 300;
indirectHit = 130;
indirectHitRange = 20;
maneuvrability = 25;
maxSpeed = 800;
timeToLive = 120;
initTime = 0.2;
thrustTime = 40;
thrust = 2900;
};
class GLT_AIM120Launcher: SidewinderLaucher
{
displayName = "AIM-120 AMRAAM";
minRange = 500;
minRangeProbab = 0.1;
midRange = 3500;
midRangeProbab = 0.7;
maxRange = 7000;
maxRangeProbab = 0.001;
};


Couldn't find the Sidewinder stats in the addon's PBOs, nor in Arma's. Don't know how I could've missed it.

eddyD
Dec 25 2009, 11:17
hey all
And merry Cristmas
Im working on our F-16 again with new skins and tail textures.
Have uvmat some parts of the model.
Working on the cockpit with a side stick ,reskin the seat and cockpit.
This time i do the belgian F-16 AM MLU model.
Here is a screenshot :
http://edit.hostbasket.com/eddyd.be/arma_F16_tiger.bmp
cya
eddyD

Defunkt
Dec 25 2009, 13:39
Good to hear. Can I ask if the Thunderbirds skin (http://edit.hostbasket.com/eddyd.be/ARMA_THUNDERBIRDS.jpg) might still be included in a future update? It struck me as very useful opposite to the black version in any F-16 vs F-16 air combat.

Also, Myke, would you consider releasing the next version without the counter-measures scripts? There are now two popular systems available that can be layered on any aircraft and it seems to me the sort of functionality that should be consistent across all.

vengeance1
Dec 25 2009, 14:13
Awesome EddyD, this is by far my favorite Aircraft in ARMA!

Thanks!

[FRL]Myke
Dec 25 2009, 15:17
@<hidden>

Great work as usual, mate. I said it once but i have to repeat it: you're a real artist.


@<hidden>

Can you please give me links from those system you mentoined? I'll adapt the included system so it will disable itself if one of those external systems are active. I guess this would be the best solution.


@<hidden>
There is a bug if the F-16 is used alongside with ACE2. You can't eject. I'm already fixing it and also including ACE2 ejection seat system to it. Besides that, some minor flaws are fixed aswell.
I hope to release an update before New Year.

Compatibility with existing reskin packs is given.

Mandoble
Dec 25 2009, 15:52
Checking for Mando Missile initiated is easy:

if (!isNil "mando_missile_init_done") then {hint "MMA active"};
Note that activation will happen when mission starts, might be a fraction of second after the init EHs of F16s are ran.

You can use also an internal vehicle variable of your plane, for example "myke_forced_flares"
The init of your plane sets it to false by default (_this setVariable ["myke_forced_flares", false]). But if set to true by a mission maker, then whatever other systems are present in the mission, Myke's flares for that plane will be active.

So, for your flares:


if ((_this getVariable "myke_forced_flares") || (isNil "mando_missile_init_done")) then
{
// Run Mykes auto flares here
};

[FRL]Myke
Dec 25 2009, 16:02
Thanks Mandoble, will include it into the F-16 flare system so when yours is active, the included will be disabled. And while i'm on it, is there anything i could include to the config or even the model itself that would be helpful for MMA functions or you wished they were there?

Defunkt
Dec 25 2009, 16:13
Mandoble, this would be the perfect time to propose integrating missing items from the DesertPhoenix missile pack into Myke's GLT equivalent. There may also be some common ground on dialog based re-arming?

razorseal
Dec 26 2009, 19:58
I don't see the plane? I can't see a US Air Force faction either... I just see USMC, US Army and CDF :( it's checked in my arma launcher and properly put into folders

scratch that... I forgot to put the files in the addon's folder lol

[FRL]Myke
Dec 26 2009, 20:25
scratch that... I forgot to put the files in the addon's folder lol

Argh...who do i have to pay so i can work with pro's only? :D

Just kidding mate, glad you have it working.


:EDITH:
Added links for the various reskins to the first post.

[FRL]Myke
Dec 27 2009, 16:57
Sorry for doublepost but this might be interesting for some people.

http://www.youtube.com/watch?v=vF-NHmcEjRo

Kremator
Dec 27 2009, 17:55
Nice one Myke ! Looks very promising indeed.

A target-cam/missile-cam would be lovely :) but I don't think A2 will let picture in picture.

Mondkalb
Dec 27 2009, 18:04
but I don't think A2 will let picture in picture.

Nope, it won't.
But Operation Arrowhead seems to be somewhat promising of that concern, as it promises "HUDs for airplanes and helicopter" to be "really new features".

[FRL]Myke
Dec 28 2009, 16:44
F-16C Version 2.0 approaching

Lir2WkbGI6U



- [FIXED] Couldn't eject with ACE2
- [ADDED] ACE2 Ejection seat system fully integrated
- [TWEAK] Built-in countermeasure system can be disabled
- [ADDED] Full support for MMA countermeasure system
- [ADDED] Full support for RKSL countermeasure system
- [IMPROVEMENT] Cockpit texture reworked
- [ADDED] Cockpit MFD's now can be set up with custom texture/screen
- [ADDED] MFD's show boot up sequence when powering on

Manzilla
Dec 28 2009, 17:24
Wow I really like that changelog. Well done. Thanks.

[FRL]Myke
Dec 28 2009, 23:41
Finally got the right MFD kind of working as a compass.

71J8y3VegN0

Freebie
Dec 29 2009, 08:02
I love this aircraft mod and the afterburner and vapour trail additions are fantatstic. Well done Myke :D

I have a question too... Will the next version include an easy way to disable the auto countermeasures? I'm using the RKSL flares which are operated manually.

Max255[PL]
Dec 29 2009, 08:20
I don't know if it's possible but - since we have analogue throttle maybe u can add engine RPM on the 2nd MFD. It'll look cool. Sounds are dependent on the RPM so u can use the same thing on MFD...
And since ACE has it own AB u could use it - but that would require 2 version of whole addon (or at least some scripting to detect if ACE is on or not)...

[FRL]Myke
Dec 29 2009, 08:44
@<hidden>

Yes, countermeasures can be disabled easily. But there is also a automatic detection of 3rd party countermeasures. If RKSL countermeasures and/or Mandobles MMA is detected, built-in countermeasures are disabled and one of those is used instead. If all are present, order is as follows: MMA over RKSL over built-in.
However, it is possible to select a specific system by setting a simple variable. Also complete deactivation is possible.


Max255[PL]

Adding animations to MFD's is a bit tricky. I'll do my best to get them working but i can't guarantee it yet.

Mandoble
Dec 29 2009, 08:53
This is looking fantastic :bounce3:

Freebie
Dec 30 2009, 08:19
@<hidden> Myke,

Excellent, thanks mate :D

Alex72
Dec 30 2009, 08:24
Yes. Thanks Myke for updating. :)

[FRL]Myke
Dec 30 2009, 22:12
Almost done with completely reworking the cockpit. Here's a direct comparement of the old vs. the new version.

First the old:

http://www.armaholic.com/datas/users/372-f16_old.jpg


Now the new, first with engine off:

http://www.armaholic.com/datas/users/372-f16_new_off.jpg


And here with engine on:

http://www.armaholic.com/datas/users/372-f16_new_on.jpg


Still WIP but things goin well. A few gauges i have to set up, then i guess its close to release.


Info for the retexturer out there: you can add own bootup sequence pics for the MFD aswell as own final displays, for both of them. More info when it's released, just you can start of think of. ;)


Hope you all enjoy it.

Defunkt
Dec 30 2009, 22:37
Wow, big improvement, and presumably you're re-making the cockpit normal maps? The previous ones sometimes caught the light in slightly unfortunate manner.

Can I ask if you will be making any changes to the way the classes are presented? Might I suggest that this...

http://i245.photobucket.com/albums/gg80/ANZINS/faction.png

Creates less clutter while keeping everything easy to find. Acronym "US" follows ACE convention (without periods). Class names need not change so missions shouldn't break.

[FRL]Myke
Dec 30 2009, 22:51
@<hidden>

agreed and already done. :D

vengeance1
Dec 30 2009, 23:51
That is a Awesome looking Cockpit! Really looking forward to this update! :yay:

[FRL]Myke
Jan 3 2010, 12:50
What works in the Cockpit so far. Sorry for the bad quality, had to resize a lot to fit into the 100kb limit.

http://www.armaholic.com/datas/users/372-arma2%202010-01-03%2013-53-03-00.jpg



Hardcore Flightsim fans may forgive me the Health Indicator. Sadly ArmA 2 is pretty limited on animation sources so i decided to misuse this gauge as else it wouldn't serve anything. Also this helps since the Ingame HUD is disabled.

BoxiouS
Jan 3 2010, 13:49
WOW. As a big fan of your F-16 I really can't wait for this!!!

ETA: Is there any chance of an improved afterburner sound? the engine sounds fine and is very distinctive but the afterburner isn't great. No bother either way though.

[FRL]Myke
Jan 3 2010, 14:02
Sound will be reworked. I know about the non-optimal afterburner sound. Problem is, since this soundeffect is not controlled by the config but by a script, the soundfile has to be reasonably short. Just imagine the afterburner sound just started playing and you disable the afterburner, now you might hear the sound for several seconds still playing. Can't describe it well but i guess you get the point.

Inkompetent
Jan 3 2010, 16:03
Really awesome updates on the F-16! Automatic detection of RKSL and MMA, improved cockpit and so many goodies. It is definitely starting to feel matured now. Thumbs up! :D

Alex72
Jan 3 2010, 16:34
Wow Myke great work on the cockpit and im sure the rest! :)

And yes - we forgive you for the health bar. :D

Thanks a bunch.

Binary
Jan 5 2010, 20:16
That is amazing. Very epic !!

Any ETA on release ? :)

BoxiouS
Jan 15 2010, 12:20
Sound will be reworked. I know about the non-optimal afterburner sound. Problem is, since this soundeffect is not controlled by the config but by a script, the soundfile has to be reasonably short. Just imagine the afterburner sound just started playing and you disable the afterburner, now you might hear the sound for several seconds still playing. Can't describe it well but i guess you get the point.

You still with us Myke?:D

[FRL]Myke
Jan 15 2010, 17:21
Yep, still here..somewhere. Constantly working on the cockpit. I'll redo this ugly looking plane texture with completely outmodelled instruments and gauges. As far as possible i try to make every single instrument work.

Latest additions:
- Ingame HUD (you know, health/fuel bar, Weapon name and ammo count, also radar and compass at top of the screen) completely removed. All infos are available on the instruments.
- Altimeter can be set to Mean Sea Level (zeroed) or to nearest Airport runway ground level (Mean Sea Level + XXX meters).
- reworking the small bank/pitch indicator, right of the ICP.
- all gauges/instrumnets are script driven, a detailed failure simulation will be implemented, including working fault panel indicator for detailed status overview
- Canopy set to manual open/close. Don't start with canopy open or you'll get serious problems
- Gear prepared for damage/hydraulic system failure simulation. Try to land without nose wheel. ;)
- General rework of textures to hires variants. If it's text, you'll be able to read it.

Got some ideas but need some research to do on some. One includes a working VOR/ILS system for zero-view landings. This will be generic and work on every island, not restricted to Chernarus and/or Utes. As long ILS is correctly implemented there, of course.


Help request:
as i'm quite busy with modelling/texturing/config writing, i could need on the config settings for the HUD. It would take me a few days to figure out how i have to adjust it and i would be really thankful if someone could take this work from me.

BoxiouS
Jan 16 2010, 16:55
I'd love to help but whooosh! Over my head. I just fly the thing man! You need your car fixing? I'm your man! cars don't have configs:D

vengeance1
Jan 23 2010, 13:59
Checking on this thread with anticipation every few days, hope all is going well!

[FRL]Myke
Jan 23 2010, 14:43
Checking on this thread with anticipation every few days, hope all is going well!


You're looking for a teaser?

http://www.armaholic.com/datas/users/372-cockpit_wip.jpg


WIP, redoing textures, redoing anims....will still take a little.


Still loking for someone who can help with the HUD. PM me if you can help ("you" being everyone reading here).

Herbal Influence
Jan 24 2010, 11:11
Sorry ... very noobish question possibly:

I love this f16 ... but how comes, I have it?
I just found it under NATO planes.
I never downloaded this as addon.
Is it in ACE2-mod?
Can't be because I have it even when I don't start with ACE2-mod ...

I love it but how did I get it!??

jibemorel
Jan 24 2010, 11:18
I love it but how did I get it!??

Maybe by checking the first post, no ?

Herbal Influence
Jan 24 2010, 13:27
Maybe by checking the first post, no ?

Sorry, - I didn't download the addon. U didn't read my post?

vengeance1
Jan 25 2010, 22:25
Outstanding Myke, I would offer to help with the HUD but I am only a mission maker and tester (with my Dedi Server). Do not know anything about making models or HUD's.

Sure hope someone steps up, the F-16 is really looking good!

Darkhorse 1-6
Jan 26 2010, 03:32
You had to have downloaded it. What probably happened is that somebody else (Does anybody have access to your computer?) downloaded it and put it in. Check the shortcut you use and check to see if it has any modfolders attached. if not then go through your main Addon folder looking for:

glt_missilebox.pbo.GLT_ADDONS.bisign
glt_missilebox.pbo
glt_f16.pbo.GLT_ADDONS.bisign
glt_f16.pbo
GLT_ADDONS.bikey

and then remove those files, transfer them to a modfolder, etc.

lucifer(ADos)
Jan 26 2010, 08:40
Amazing addon!!!

We use this addon in our clan and the planes are fantastic.

A question, would it be possible to have the flaresystem of the f16 to all of BIS planes and helicopters?
I tryed to launch the scripts of the plane via init in a unit putting this:

nul=[this] execVM "\glt_f16\scr\init_plane.sqf";
this addEventHandler ["incomingMissile", {this execVM "\glt_f16\scr\countermeasure.sqf"}];
this addEventHandler ["killed", { this execVM "\glt_f16\scr\wrecker.sqf"}];

butt only the vapor trails seem to work propperly, the countermesures are active, but there´s no sound or flares launched, still missiles missed sometimes.

Thanks in advance and regards from spain!!

RKSL-Rock
Jan 26 2010, 10:13
A question, would it be possible to have the flaresystem of the f16 to all of BIS planes and helicopters?
.... RSLK system are not as good as this...
I take it you like being totally immune to all missiles. You know that isn't at all realistic.

The RKSL System was designed to be realistic. You need to actually take evasive action when you get a launch warning. You cant just fly around and not expect to get shot at. I realise there is a certain mindset in gamers that doesn't want to get shot down but most people we asked seemed to want realism over fantasy.

Herbal Influence
Jan 26 2010, 17:52
You had to have downloaded it. What probably happened is that somebody else (Does anybody have access to your computer?) downloaded it and put it in. Check the shortcut you use and check to see if it has any modfolders attached. if not then go through your main Addon folder looking for:

glt_missilebox.pbo.GLT_ADDONS.bisign
glt_missilebox.pbo
glt_f16.pbo.GLT_ADDONS.bisign
glt_f16.pbo
GLT_ADDONS.bikey

and then remove those files, transfer them to a modfolder, etc.

Aaarrrghh ... now ... looking at those file names my brain utters something like rudimental remembrance ... :o

It must have been in the earlier dark ages that I did download it ... myself ... :D

Thanx, Darkhorse!

I think I might even like it more when I now update this nice thingie.:yay:

EDIT: yeah, did download it in June 09 ... those were the dark ages, weren't it? ;-)

lucifer(ADos)
Jan 26 2010, 20:14
I take it you like being totally immune to all missiles. You know that isn't at all realistic.

The RKSL System was designed to be realistic. You need to actually take evasive action when you get a launch warning. You cant just fly around and not expect to get shot at. I realise there is a certain mindset in gamers that doesn't want to get shot down but most people we asked seemed to want realism over fantasy.

sorry maybe i have infravaloured your work!!! thats not my intention, last time i tryed RKSL countermesures, it didnt work for me, the system only worked for the A10, the others planes didn´t launch them. I dont know why. I used RSLK system with other mods at same time. And of course with CBA and the required RSLK modules.

I only want a chance of evade from missiles, to me and to the IA. In my clan we play coop missions. Trying to play as realistic as we can and the game allows. allways trying to get fun of course.

I´ve edited the first post because it was not what i wanted to say. Sorry for my bad english. I was only searching for a easy countermeasures addon nothing more. i respect your great work on RKSL. Your scripts and addons are amazing.

Regards!!

[FRL]Myke
Jan 26 2010, 20:58
Regarding the countermeasure system of the F-16C:

in the upcoming update it will be possible either to manually select the desired system or let the F-16C addon make his "choice".
Means, if another countemeasure addon is detected, the built-in will be disabled and the addon will be used instead.
Actually it will make use of the RKSL system or the Mando Missile system.
If both are present (RKSL and MMA), MMA is choosen before RKSL by default. But one might set it to use RKSL instead of MMA if one wisches to do so.

In short, selection is made in following order:
built-in -> RKSL -> MMA

And for clarify it: the built-in system might be far from realistic but it doesn't make the plane invincible. Chances are random that an incoming missile will hit or will be spoofed. And as balancing, countermeasure system needs some "cool-down" time of a few seconds where a incoming missile will not be spoofed.
As said, surely not realistic but i guess well enough balanced to give pilots a real chance to survive and enemies a real chance to bring them down.

Also i try to bring the F-16C as close to a flightsim as it is possible to me. This includes failure of several systems, also vital systems that might force you to fly slowly back to your base. Also prepare for some bellybottom landings as damages on hydraulics may result in gear failure.

JDMT
Jan 26 2010, 22:25
Myke, could you convert this F-15 Eagle from ArmA I to ArmA II?

http://www.armaholic.com/page.php?id=3580

Binary
Jan 28 2010, 22:31
Have you talked with the ACE crew about including this in ACEX ? Would be awesome !

Manzilla
Jan 28 2010, 22:42
Have you talked with the ACE crew about including this in ACEX ? Would be awesome !

Or just include a version with an ACE2 config. It will work just the same.

JDMT
Jan 29 2010, 05:12
Have you talked with the ACE crew about including this in ACEX ? Would be awesome !

Yes, they already have it, just waiting to put it in.

http://dev-heaven.net/issues/show/8460#note-17

eddyD
Feb 7 2010, 12:04
Hey all

Footmunch F-16 have a new facelift .
I have make two new versions , a update F-16C and new F-16D version.
Still many works on the models , textures .
Myke is working on the cockpit and configs.
here is a ingame screenshot watch out size is over 200KB
http://edit.hostbasket.com/eddyd.be/edd_f16.jpg

cya
eddyD

PSYCHOSIM
Feb 7 2010, 12:07
Wow, lovely update, nice looking F16D there too.......

:bounce3:

vengeance1
Feb 7 2010, 14:58
Hey all

Footmunch F-16 have a new facelift .
I have make two new versions , a update F-16C and new F-16D version.
Still many works on the models , textures .
Myke is working on the cockpit and configs.
here is a ingame screenshot watch out size is over 200KB
http://edit.hostbasket.com/eddyd.be/edd_f16.jpg

cya
eddyD


Great Stuff can't wait for this watching for it every day! Keep up the great work! :bounce3:

Spooky Lynx
Feb 7 2010, 15:08
Hell yeah! Glad to see twin-seater :) One question: will it have ability of dual control, or second pilot will be weapons operator?

Alex72
Feb 7 2010, 18:06
Yeah cant wait for Myke to release this uber updated baby. :) What i know so far of the cockpit is just wow. The best guys at work. ;)

jay316
Feb 8 2010, 03:54
f16 is looking great, cant wait to see this in ace.

khayes
Feb 8 2010, 11:42
verry good update indeed

1in1class
Feb 8 2010, 14:07
An very nice update. Keep that good work up.

TBuck
Feb 12 2010, 23:11
The F16 doesn't work for me if it's AI.
When I place a F16 for CAS and the plane starts firing than it explodes in the air and crashes. It works fine with the other planes.

other mods: vilas proj 85, mma, GL4.

Tino

[FRL]Myke
Feb 12 2010, 23:18
@<hidden>

could you please send me a sample mission to verify this? Would have the exact same conditions as you have to check what goes wrong.

TBuck
Feb 17 2010, 14:10
Hi Myke,

I don't get much time for playing ( heavily pregnant wife ;) ).
Today I try to figure out the problem by separating the mods.
Cross your fingers for me! ;)

Tino

[FRL]Myke
Feb 17 2010, 16:38
@<hidden>

i'll cross fingers for all 3 of you. ;)
Hoepfully your Missus is doing well, also your soon-take-away-your-sleep son/daughter/TBD. I know what you're in, had the same situation in november 2006. :D

My best wishes to you all.

Just pass me more info just as soon you find time to.

Manzilla
Feb 17 2010, 16:44
The F16 doesn't work for me if it's AI.
When I place a F16 for CAS and the plane starts firing than it explodes in the air and crashes. It works fine with the other planes.

other mods: vilas proj 85, mma, GL4.

Tino

It's probably something with mma, or the way it's set up. It sounds like a rocket/missile is spawning to close to the plane. I remember having this happen in A1 with his script suite version when I had the numbers wrong in the code. I'd blow up when I fired because it wasn't configured for the vehicle I was using and the model was more or less in the way. I don't recall seeing this in A2 at all so I could be wrong. Just take away mma and try it.

Is it happening when you take control of the F16 CAS?

I could be way off with the mma thing but it's all I can think of.

TBuck
Feb 17 2010, 21:22
@<hidden>: you are right, disabling mma solve the problem


@<hidden>:

this is my command line:

C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -nosplash -maxmem=2048 -cpucount=4 -mod=@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>

(I renamed the original Grouplink4 and the F16 folder as you can see)

latest versions for all mods and public patch 1.05 for Arma


The F16 comes in, turns around and tries to attack the two BTRs, but than the F16 expode.

My view distance is at 10k for that mission to follow the F16.

here the link tor the mission on Utes:

http://senduit.com/118fa8

Tino

[FRL]Myke
Feb 22 2010, 22:18
@<hidden>

Sorry mate, completely forgot about you. Shame on me. However, i can't download the mission @<hidden>, it gives me "server-error" message. Can you please upload it to www.senduit.com for me again please?


@<hidden>
Sorry for the delay, things take much more time than i expected, especially with the "look&feel" that i have in mind for the final version. You might have took notice of this thread:
http://forums.bistudio.com/showthread.php?t=95649

These gauges and Instruments i've created for the F-16 mainly, the standalone release is more of a sideeffect.
Actually i'm doin the "second pack" for the release (which means that i constantly work on the F-16).
By curiosity i tried to count how many animations the final cockpit will include, not counted anims like canopy or gear or flaps, simply instruments animated: 132 animated parts.

Here a pic of the second pack i'm preparing (and which will be in the F-16 aswell):
http://www.armaholic.com/datas/users/372-2nd_gaugepack.jpg

I'm really sorry for the delay. I just started with modelling a few weeks ago with 0 knowledge so the first attempts weren't good enough for me. So i've started over several times to make sure i really do use my full (although still limited) knowledge to create the best possible result. And i think the best Game-community of the world deserves only the best. :D

Oh, and if you want to leave a comment, please don't state it as "nice..." as this word has some serious negative vibes these days. :D

Mandoble
Feb 22 2010, 22:28
Absolutely amazing work.

Gnome_AS
Feb 23 2010, 23:30
Excellent work Myke, really looking forward to this. I hope people can make good use of the instruments and gages in other aircraft. Hats off to a very cool "side effect" one way or the other. ;)

Ville89
Feb 24 2010, 09:38
New-b question: Does this work along with ACE2 ? :)

Manzilla
Feb 24 2010, 10:23
New-b question: Does this work along with ACE2 ? :)

Just try it. ;)

I'm not too sure. I think it still needs an ACE2 config to be completely compatible if it isn't already. I still use it with ACE2. I haven't seen any problems off hand but I've only played with it a few times.

[FRL]Myke
Feb 24 2010, 14:12
New-b question: Does this work along with ACE2 ? :)

The actual version "in the wild" has a bug that you can't eject. This will be fixed in the next version.
But one can argue where the problem really lies:
at the addon that uses standard BIS procedures or
at the addon that completely breaks BIS procedures and messes up 3rd party addons aswell.

Manzilla
Feb 24 2010, 19:30
The actual version "in the wild" has a bug that you can't eject. This will be fixed in the next version.
But one can argue where the problem really lies:
at the addon that uses standard BIS procedures or
at the addon that completely breaks BIS procedures and messes up 3rd party addons aswell.

Very true, unfortunately they've gone and created an amazing enhancement of A2. Anything you can do to help with the compatibility would be greatly appreciated. I hear you though.

Thanks for keeping us ACE2 players in mind!

Mandoble
Feb 24 2010, 22:15
The F16 comes in, turns around and tries to attack the two BTRs, but than the F16 expode.

It was MMA spawning the "alive" missiles too close to the F16's body, fixed already, expect an update for this weekend.

Nicolai
Feb 25 2010, 12:11
Hi all,

I'm not sure this is the right forum, but:

I have downloaded the F16 addon by [GLT]Myke.
It works fine, but in the editor, the planes are all in a different section.

With that I mean that theres the side(blufor)->and then the faction. But for each version of the plane there is a different faction. It's not really a big deal but for me it would be great if they could all be in Blufor->USMC->Air.

I found a stringtable.csv in the addon, should the changes be made there? and if so, how?

Thanks in advance,

Nicolai

[FRL]Myke
Feb 25 2010, 13:14
Hi Nicolai,

no, the stringtable wont help you to clean up classnames, you would have to apply changes in the config, which isn't recommended as the addon would no longer match with it's sign file (no connect to MP server which do check for signed addons) or you could do a replacement addon which moves all F-16's into the same faction (as side is already similar).

In the upcoming version, the F-16 is no longer cluttered into different factions but it will surely take a while (i hope that i can finish it in less than 2 months). If you have patience, you might wait for the update/rework. If not, i would suggest to go the replacement way. Hopefully someone can give you at least a template on how to do it.

Nicolai
Feb 25 2010, 17:14
Ok I will wait untill the next version, It's not really a big deal compared to the superb addon. I think the planes are awesome :icon_smile:

Thanks!

Nicolai

[FRL]Myke
Mar 7 2010, 20:57
A friend does new sounds for the F-16. Here a demo of what he's doin. Enjoy


97dQT_eHd6o