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Mandoble
Nov 7 2009, 22:55
Fire and configure missiles, create missile launchers for AI or players using any existing vehicle, plane, ship, chopper or thing, add automatic or manual chaff and flares dispensers to your vehicles, replace all vanilla ArmA missiles by mando ones, etc.

Read included mma_readmefirst.pdf for install and usage instructions, find here (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) the online version.

Mando Missile ArmA 2.4Beta10.2 (http://www.ofpec.com/ed_depot/index.php?action=details&id=653&game=ArmA) Please, do not mirror/redistribute (SixUpdater allowed).

http://i51.tinypic.com/2yvv67o.pngSix Updater @<hidden> direct download (sixupdater://mod=a08b314e-d0ba-11e0-af85-001517bd964c) | Mod Info (http://stats.six-updater.net/mods/show/a08b314e-d0ba-11e0-af85-001517bd964c)

http://i51.tinypic.com/2yvv67o.pngSix Updater @<hidden> direct download (MMA required) (sixupdater://mod=bfb07426-d0ba-11e0-8f14-001517bd964c) | Mod Info (http://stats.six-updater.net/mods/show/bfb07426-d0ba-11e0-8f14-001517bd964c)

http://www.telefonica.net/web2/mandoble/mma_scud_nuke.jpg

Changes in v2.4b10.2


>>> Highly improved performance for MMA HUD and TV, these of you having locking on problems in overloaded missions should notice it
>>> MMA TV, MCC, LRR and support console screens selfadjust for any interface size, no more small displays
Added systems for some missing ACE2 units (thanks to Shuravi-rnd)
Added rearming configurations for ACE2 Su34s
Added systems and rearming configs for Duala air units (except UFO)
Added systems and rearming configs for PRACS air units
Added systems for CWR demo air and land units
Nuclear effects performance improved, no more visual problems when detonation happens in large cities
RKLS STormShadow has GPS targeting again
Fixed RAH66 Hellfire setup
Added CWR units MMA setups (thanks to Shuravi-rnd)
Added CCIP for Mi24P Russian bombs as well as x2 Igla rearming config.
Fixed mando_airsupport_code_ca was being called for airborne assault instead of mando_airsupport_code_pa


Changes in v2.4b10.0


MMA ILS added automatically to all the airfields and Utes US Keh Sanh
TAB in Navigation mode cycles through MMA ILS destinations
Added 3D on-HUD projected ILS landing paths for most modern planes (see docs)
Nav mode now displays also current waypoint in most modern planes
MMA Fire Key in Nav mode opens the waypoint edit dialog (see docs)
Added a mechanism to add more extra MMA ILS destinations at mission level (see docs)
Added systems for RKSL Merlin
MMA XE Autolaunch addon updated (it was not initializing some ACE2 systems)
MMA No Score addon added, if present MMA score menu action will be hidden
Signatures changed to v2 for all the addons
Improved MCC TV performance
Towing tractor is now a rearming source by default (add them to carriers)
ACE_B61BombLauncher removed from rearming options



Changes in v2.4b9.9


Mission designers may set minimum firing ranges for SCUDs.
AH64 monocle's terraing following lines visible only when flying at low alts
AH64 TV has less visual "noise".
New radar control system for Tunguska's commanders.
Setups for Meatball's F18 pilot and gunner as well as MMA rearming options.
ACE2 compatibility issues gone and many missing ACE2 systems added (thanks to Crusader and Shuravi-rnd)
NumK 5 now stops any movement for TV systems.
TV, MCC, LRR and Support console systems adapted for 3 monitors setups
Added some optimizations for Echo/Mando nuclear detonation generated fallouts for MP
mando_no_score global added, if set to any value MMA score menu action will not be present.
Added guidance mode 6 for portable systems: Optical manual guidance, 3 was for wired manual guidance.
Fixed MP issues caused by latest official OA patch, where BIS fired missile might not be detected and so not erased, resulting in a MMA guided missiles + an unguided one.
Some extra systems added, GLT Grippen, Su24 and others, as well as their MMA rearming options.
Patriot systems PAC1 and PAC2 added to be used with real Patriot launchers (models) or simulated.
Most still existing "mando_missiles\" fixed paths changed to use the global for mma path to ease up integration with other third party mods. This global can now be set before mma initialization.
Improvements added to automatic SAMS. Addon makers can now setup firing animations that will be used by the script when firing missiles.
Minor improvements for the SAM site system, stealth planes cannot be locked on, ECM emitting planes are harder to lock on and to keep the lock.



Changes in v2.4b9.7


Javelin NFOV - WFOV status detection improved
Javelin dynamic white corners added on locked on targets
Javelin ACE_Javelin_Direct supported
Performance boost for TV systems
MMA Scoring added
Patriots PAC-1 y PAC-2 added (to be used with BOS launchers)
TV max zoom level from 15x to up to 78x
SAM site Control Center (Long Range Radar) Added
New mission mma_test_samcontrol_addon.Takistan
NLAW, Dragoon and TOW HUD symbology hidden if not in optics
Mi24 TVs will not display detected enemies with squares
Mi24 manual missile guidance now allows users to have a pretty limited AA capability vs slow moving targets
Evil Echo added scalable nuclear effects and damage, depending on warhead power
Evil Echo added 3 different fallout areas of different intensities generated by on-ground nuclear explosions (Silicon-31, Iodine-131 and Strontium-90 isotopes)
Nuclear detonations performing better in MP games
Automatic missile launchers are now better discriminating the targets
Added units (most thanks again to Jay):



New MAF units (NH90s, Gazelles and Mirage F1s)
ACE_Mi24_V_FAB250_RU, ACE_Mi24_V_FAB250_CDF and ACE_Mi24_D_INS systems added
p85 and TPS choppers (Mi2, Mi24 and Mi8)
CSLA airforce added (L39, Su25, Mig29, Mi8 and Mi24)
AFMC units (AH6, MH6, AH1T and A10)
New LoBo Iraq Mod units (Mig29)
New Myke's units (AV8B2_JDAM, A10_US_EP1_JDAM, Su39_JDAM and Su34_JDAM)
Gnat's Tu22
New HEXA units (Rafale, Puma)



Changes in v2.4b9.6


Compatibility fix for all the fired missiles and ACE2
R-SHIFT + MMA HUD Change mode key (L-CTRL by default) to switch to previous HUD mode
Fix for BOS SeaSparrow launcher, sometimes it tried to intercept its own fired missiles
RKSL MMA rearming configurations for all the EF2000 weapon combinations
Gnat's "next bomber" systems and MMA rearming options (more nuclear weapons for OPFOR)
If NVG were on when activating a TV system, they will be ON again when closing the TV dialog
Vehicles with engines turned off are now "lockable" as long as they have consumed some fuel
Gnat's B52 gunner now has CCIP HUD mode for the free fall bombs (usable also from gunner's optics)
Australians At War (AAW mod) systems for choppers (thanks to Jay)
ACE's ACE_AH6_GAU19_FLIR flares + navigation HUD
Myke's MOAB bomb ground and GPS guidance for C130s
Systems for Lingor's Mig21s


Some notes about MMA_XEH_AutoLaunch.pbo made by Kju:
If you have this and Extended Event Handlers it will try to self-initialize MMA in the following way:
- If the mission being played has not initialized MMA after few seconds and it is the server, it initializes MMA.
- If the mission being played has not initialized MMA after few seconds and it is a client, it initializes MMA only if the server has initialized it.
- If the server initialized it but you dont have MMA, you will see a notification every 10 seconds indicating that MMA is missing on your client.

When MMA is self initialized it checks for presence of FFAA and ACE to setup automatically their respective configurations.

Important note: MMA_XEH_AutoLaunch.pbo has been moved to @<hidden> folder, dont forget to remove the MMA_XEH_AutoLaunch.pbo that might be present in your current @<hidden> folder. If you want to use the autolauch, execute ArmA2 with mod=@<hidden>;@<hidden> modifiers.


Defunkt made a modification of the default BIS Javelin reticle that you can DOWNLOAD HERE (http://www.ionwerks.net/mando_javelin.zip)
http://i245.photobucket.com/albums/gg80/ANZINS/MMAJavelinReticle.jpg
The mando_javelin.pbo enables a better (wider) reticle for the Javelin and replaces the default crosshair with more authentic targeting 'stadia', these changes can only be made with an addon where the core MMA suite can be addon or script-only hence it is packaged separately. It is especially recommended if your display resolution should result in part of the default reticle showing.

He also made a modification of the Apache default MMA bi-monocle that you can DOWNLOAD HERE (http://www.ionwerks.net/mando_apache.zip):
http://i245.photobucket.com/albums/gg80/ANZINS/MMAApacheMonocle.jpg
The mando_apache.pbo replaces the default 'bi-focal' monocle implementation (two separate images representing both the mono and stereo image) with the more usual combined stereo (only) view.

Credits:
Defunkt, aside from pretty good ideas, he provided sounds, the outstanding images of the RWRs for east and west planes and fine-tuned all the PAAs present in the pack, he also modified Raptor6 MFD to include "NTSC" effect as well as some nice pp effects for older type cameras. Customized MMA HUDs including HMD and AH64 monocle, as well as Javelin, Metis, Stinger, Strela and Igla portable missiles.
Raptor6, do you like the fantastic background of the TV systems? it is from him.
Deanosbeano and scars who provided some mando turret models usable for the Phalanx gun.
Cyborg11 for the ACE2 setups
Kju for MMA_XEH_AutoLaunch.pbo
Evil Echo and Gigan for nuclear warheads


Special thanks:
All these guys among others have been providing ideas and good testing along the life of this project:
Alex72, Andrew, Crusader, Cyborg11, GossamerS, Jackass, Jay, Jinx, Kremator, Manzilla, Massimo, Rubberkite, Scars, Stiltman, Shuravi-rnd, Vengeance, ViperMaul and Xeno426.


See it in action:
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puppi22
Nov 7 2009, 22:58
-----

froggyluv
Nov 7 2009, 22:58
I kept thinking about this last nite -and now here it is *sniffle*

Thanks!

Keshman
Nov 7 2009, 23:03
The man has told for the weekend! (beta) The man has made!:thumbsup::yay:

Lhowon
Nov 7 2009, 23:11
Excellent work Mando, easily one of the best mods I've ever had the pleasure to use.

Das Attorney
Nov 7 2009, 23:37
Awesome! Thank you very much, downloading now :)

Drew
Nov 7 2009, 23:44
hurrayyyyyy

---------- Post added at 12:44 AM ---------- Previous post was at 12:42 AM ----------

oh and i forgot to add well done and thanks for the release :D

Kremator
Nov 8 2009, 00:15
AMAZING work mandoble. Glad I was able to help out with some of the testing.

A true work of art here !

Kremator

Simon C
Nov 8 2009, 00:23
Been testing all evening, very satisfactory. Some suggestions:

-Remove the ability of the Cobra pilot to access the Hellfire cam and fire missiles from it.
-Add vehicles (not modelled ones, just vanilla ones) that already have the SCUD, patriot, etc scripts running on them, via EEH.
-Keep up the good work! :D

CannonousCrash
Nov 8 2009, 00:38
Been testing all evening, very satisfactory. Some suggestions:

-Remove the ability of the Cobra pilot to access the Hellfire cam and fire missiles from it.
-Add vehicles (not modelled ones, just vanilla ones) that already have the SCUD, patriot, etc scripts running on them, via EEH.
-Keep up the good work! :D

ive been testing it with him, And would like to be able to use the AC-130 from the back seats, or if possible, when your in cam mode, The aircraft circles automatically around the area your targetting

Also, How freaking awesome is this addon, IMO Best one yet ;-)

WA Lancer
Nov 8 2009, 00:40
AC130 from back seat please

other then that, epic.

Thank you and keep up the good work, WOOT!!!

Drew
Nov 8 2009, 00:54
where is this AC130 located

Steakslim
Nov 8 2009, 01:00
where is this AC130 located

I too would like to know lol.

Simon C
Nov 8 2009, 01:07
Just put down a C130 when the MMA modules are placed down. Voila, an AC130.

Mandoble
Nov 8 2009, 01:13
In mma_test_sys_addon.utes you have all the planes and chopper classes in the SE corner of the map, put the player in the desired one and enjoy ;)

Drew
Nov 8 2009, 02:42
Just put down a C130 when the MMA modules are placed down. Voila, an AC130.


what? I placed a C130 and had MMA active, I got no pop up menu for Mando missles/display

CombatComm
Nov 8 2009, 02:50
The AC-130 could use some better sound other than that, AMAZING!!!

Drew
Nov 8 2009, 03:00
Ah I see nvm.

[APS]Gnat
Nov 8 2009, 06:18
awesomeness

Delta 51
Nov 8 2009, 06:42
any other mirror?

mankyle
Nov 8 2009, 07:50
Just tried the MH60S with my ported version of GNATs submarines and they work flawlessly.
Very nice for doing ASW missions from the frigate and destroyer.
I'm now working into adding MMA to my addon version of the ANZAC

[HUD]Dorph
Nov 8 2009, 09:23
The mu90.pbo seems not to be included in ther server signed key.

Lightninguk
Nov 8 2009, 09:29
Just tried the MH60S with my ported version of GNATs submarines and they work flawlessly.
Very nice for doing ASW missions from the frigate and destroyer.
I'm now working into adding MMA to my addon version of the ANZAC



any chance of you asking GNAT if you could release his subs you ported over for others to use please

Kynetic
Nov 8 2009, 09:44
Not sure if this was an issue brought up by anyone else during testing, but it seems that all freefall weapons (FAB 250s or Mk82s, haven't tested Mk84s on the F16 as of yet) get a rocket assist to their target if you manually target them.

They engage their motors whenever you have the object targetted, but only track when it is in the front 180. CCIP or A2A modes didn't affect the bombs behaviour in that neither prevented rocket assist when the target was manually locked. Multiplayer (Undedicated) and singleplayer doesn't affect it either. Dedicated was not tested.

If this is the first time this has been encountered, I'd like to christen it SCRAMDAM :)

Bugs are to be expected in beta releases, and I'd like to congratulate Mandoble and his testers on an otherwise great release! Thanks for all the effort put into this mod and I hope we see many more superb releases from the Mando team in the future.

CombatComm
Nov 8 2009, 09:53
So now its just up to someone to add this domination/evolution etc huh?

Mandoble
Nov 8 2009, 09:55
Objects targetted with freefall bombs? :butbut: do you mean using BIS mechanism and not MMA HUD ones, right? Might be the bombs are "recognized" as fired BIS missiles and replaced by a generic mando one, will have a look at these rocket propelled bombs ;) If now freefall bombs trigger "IncomingMissile" Event Handler, then that might happen.

Anyway note that with MMA HUD bombs are fired like missiles, with MMA fire key (default is L.Windows). Sadly ATM ArmA doesnt allow me to intercept and fully override BIS fire button (LMB by default).

luckyhendrix
Nov 8 2009, 10:42
It is really a great addon , a must !

But i'm haveing lot of trouble with using it in moving vehicles , my cam is lagging behind my airplanes and the whole interface is laggy.Does it come from me ?

EDIT: I found out : YOU MUST NOT LAUNCH MMA WITH CBA , it make every thing laggy

EDIT2: It would be awesome if you could delete or at least hide the stupid BIS radar because your addon are self sufficient and IMO closer to wich information a real pilot has !!
Also I find sad that a simple solider with a strela start the RWR , the advantage of manpads like Strela or stinger , is that there is no way the pilot can be informed of launch (except for some airplanes equiped with special launch detect system like the F35) thus the pilots have to pop flare whenever they enter in a dangerous area.

thx again Mando !

Kynetic
Nov 8 2009, 11:16
Mando, I was using right-mouse to manually identify and 'target' the object (Default BIS square 'target' indicator), just to see what would happen when I pickled the bombs :) [Edit: Forgot to add, it was a LMB trigger pull. CCIP was working fine with LMB and no BIS-lockon. Just tested L.Windows w/ BIS-lockon, no SCRAMDAMs were observed, so it's definately something to do with LMB+BIS Lockon.]. Will attempt to get video or screenshots of it in action for you in the next couple of evenings if you can't figure out what I've done (I feel its a little vague, but I hope you get the gist of what I mean :D).

On a pair of different topics, do you plan on adding Mando Laser to the UH-1Y Observer position or to add ground radar target indicators to CCIP?

DTM2801
Nov 8 2009, 11:31
*gasp*, now that is just :icon_dj: thank you!

Mandoble
Nov 8 2009, 11:39
Kynetic, good finding, I recreated that and fixed it. So you will not have any more rocketed power bombs in next beta release ;)
I do not plan to add Mando Laser to UH1Y, but mission editors can add there whatever they want.

Anyway, mando lasers generate remote targets, and remote targets are displayed mainly in planes/choppers having laser guided weapons (HUDs or TV systems), not just free fall bombs ones. I might consider an option to mix CCIP/Remote instead of typical CCIP/Nav.

luckyhendrix, your are technically quite right about Strellas and Stingers, actually they trigger RWR just for gameplay, but remember, if you fire it close to the enemy, it will no matter having RWR displayed, he simply will have no reaction time ;)

Simon C
Nov 8 2009, 12:15
I can confirm that the pilots of both the Hind and the Cobra can use the Missile Camera System, I'm not sure about the KA52 but I imagine it may be the same. I guess this is a bug? Otherwise there is no need for a Gunner anymore. :p

Also, only the pilot of the C130 can use the weaponry, which means he can no longer fly. I suggest making a copy of the C130 with displayName AC130, and changing 1 cargo seat to a gunner's seat, who can use the systems. This way, we don't get every C130 armed with guns, which is quite odd if they are just transport aircraft. :p

Very nice so far, works really well.

Kremator
Nov 8 2009, 12:19
You can allow pilot OR gunner to use the cameras. It's THAT flexible.

Kremator

PS Absolutely loving this mandoble. It does mean that I have to pratice to be a SUPERB pilot now!

Mandoble
Nov 8 2009, 12:44
Simon C, for playability reasons and during the beta, both, pilot and gunner are sharing these systems. And you are right, an option is to create a full new set of planes and choppers (including C130) just with different classnames than the original bis ones to be able to provide different systems setups, but I'll leave this to the addon makers.

TimRiceSE
Nov 8 2009, 14:01
Awesome!

But im having some trouble with the LGB camera on A10/AV8b, etc... am i supposed to be able to designate LGB targets myself from the camera? I get a lock, for example, on a t72, circle and square etc, both arrows pointing inwards towards the target, and im flying on a relatively flat path directly over the target, around 1200m, and no matter what happens i just cannot get the bombs to hit the target... i dont even see an explosion anywhere near the target area...

Mandoble
Nov 8 2009, 14:11
Hi TimRiceSE, LGBs are a bit tricky as they dont have any engine its range depends a lot on your altitude and speed. As a general rule, it is safe to drop them if you are more or less aligned with the target and closer than 1Km.

Simon C
Nov 8 2009, 14:14
Is it possible to have a symbol appear in the corner of the MFD when the bomb has a proper aiming solution? So you know that it can actually hit if you drop it. :)

Thanks again for the wonderful addon, I hope to see it grow. :D

TheCrusader
Nov 8 2009, 14:19
Hi,

I just want to chime in and congratulate you Mandoble (and all other ppl involved) for this awesome mod!
Other than a few small bugs (listed in the following), a fantastic piece of work!

Bugs I found:

Having the same problem as TimeRiceSE, even after multiple tries with different heights and angles of attack, I did not manage to hit the target using LGB Cam.

Another thing I noticed is that, when I activate the LGB and/or Hellfire Cam, the black border (which usually hides the FOV outside the MFD) is incomplete around the upper and lower ends of the screen (both in 16:10 and 4:3 modes. Playing @<hidden> 1900x1200 rez.).

Suggestion:

I noticed that using the A10, AGM's are targeted using the HUD. From my limited experience playing LOMAC, while this is possible, an option targeting them using a cam similar to hellfire would be good, as this is more often used due to the ability to zoom in.

Cheers,
Crusader

Mandoble
Nov 8 2009, 14:22
You actually has it Simon_C, not as a mark, but as a GREEN text for the range to target. Now this "time to target" in the camera is wrongly calculated for bombs (it is calculated for missiles). I will include a correct TTI calculation for bombs and the TV in next betas.

TheCrusader, are you using normal interface size? If not, check the red note here (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) ;) And yes, a camera can be added also for A10 Mavericks.

ricnunes
Nov 8 2009, 14:36
First of all I want to say that this is looking great.

So far I tried only the AH-1Z with Mando Missile ArmA for ArmA 2 and I found a couple of things to IMO should be improved, so here's my feedback:

1- I noticed that the Igla MANPADS SAM (Russian Portable anti-air missile) is too powerfull. I noticed that a single hit from those missiles (against my AH-1Z) resulted more than 90% of the times in my AH-1Z simply blowing up (instant death!). A thing that doesn't happen when not using Mando Missiles (stock BIS missiles) or that doesn't happen if the missile is a Strela Portable anti-air missile instead (even when using Mando Missiles).
Anyway, I think that the Igla missile destructive power should definitly be reduced in Mando Missiles, afterall the warhead of those kind of missiles isn't that powerfull.

2- I also noticed that when I release Flares there's some sort of a delay time until I can release an another set of Flares. For realism sake this shouldn't happen - Players should be able to release Flares everytime they press the Flare button - If the player wants to release all of his flares in the shortest amount of time, this should be possible.

3- This is a question: Is it possible to reload Flares during a mission? I noticed that the Ammo truck doesn't do this. Is there an another way?

Mandoble
Nov 8 2009, 14:44
Hi Ricnunes,
1 - you are right, it will have BIS default lethality values in net beta.
2 - This delay is there for gameplay purposes and to force the player to learn when to drop flares, in fact, if wrongly dropped, 1 flare has the same effect as 1000, and if correctly dropper, a single flare will work.
3 - Yes, this is something that I will include in default setup with the new gamelogic, meanwhile you can add the following to your init.sqf



[["Truck5tReammo", "UralReammo"], 12]execVM"mando_missiles\units\mando_missilereloadallow.sqf";


Change there the array of classes by the object classes you want to use. 12 is the distance in meters between plane and object of that class to allow flares reloading.

TimRiceSE
Nov 8 2009, 15:07
Hmm.. i think something might actually be wrong with the LGB camera... if i have the F35 in VTOL mode and just hover 50m above ground, and target the ground directly below me, release the bomb, nothing explodes below me... Same happens if im actually on the ground. Is there some kind of safety that makes this not work and thus is a useless test? :O

Edit:

and after releasing a bomb through the LGB camera, if i instantly switch to external view there is no sign of a bomb dropping from the plane... whereas i can manually release a LGB through the standard BIS fire control, and watch it drop almost all the way to the ground..

Mandoble
Nov 8 2009, 15:20
TimRiceSE, it work fine for me. F35B parked, camera locked on ground below me, bomb dropped and everything blew away. I did try also with autohover at 50m, I saw clearly the bombs going down to the target and exploding.

It might happen that you have some addon or mod intefering with this? Try to create the @<hidden> folder as explained in the mma_readmefirst.pdf and try again.

TimRiceSE
Nov 8 2009, 15:29
from the arma2 RPT:

Cannot create non-ai vehicle GLT_GBU12_LGB,

Im guessing I need teh GLT bomb pack thing that the F16 comes with. Will give that a go.

And yes im running everything from mod folders, tested with and without beta patch, with other mods, and with just @<hidden> loaded.

Edit: works perfectly now that i have the glt_missilebox addon loaded too :) Am i a moron and failed to read some required addons section somewhere?

Mandoble
Nov 8 2009, 15:35
The F35B doesnt use any GLT bomb, so it should work without the GLT bomb pack of the F16. The mistake is mine, as I used just that bomb class for the F35, it will be fixed for next beta release and good finding.

Edit: same problem for A10 and AV8B. So, yes, while it get fixed, you will need the GLT ammo box addon.

TheCrusader
Nov 8 2009, 15:45
Hi Mandoble,

thx for the quick answer! Interface size normal, works like a charm.

Memo to myself: start reading docs from the beginning ;)

Binkowski
Nov 8 2009, 16:29
My ArmA2 editing is now complete.

Gnome_AS
Nov 8 2009, 18:50
:partytime:

Awesome work as always, a very sincere thank you for everyones investment in this project, especially Mandoble! Nothing better than early presents :D

MattXR
Nov 8 2009, 23:36
oh very nice! i think this addon is fantastic.

Das Attorney
Nov 9 2009, 00:00
This is a fantastic addon. I've been playing all day and am really hooked. I find the targetting of air to ground in the Ka-50 difficult but I'm putting in lots of pratice :)

The only thing (possible bug) I've found is when I play as a ground unit and use the laser designator to paint targets for the Harrier (LGB). I was experimenting using the A-10 and everything was fine, but then I tried the Harrier and every time I marked a target (in this case a T-72), the Harrier lined up an approach run and then exploded! I think that the bombs were dropped but somehow trigger immediately. I've tried it a few times and still get the same result. I'm not sure if it's something I'm doing or a bug, but I thought I'd report it anyway.

Thanks :)

Ebden
Nov 9 2009, 13:03
Diddo on the kudos.

Possible issue (pardon, at work, so I can't recall the specific test mission names):

A)In editor test mission player v. SU34s (dogfighting test), the lag I experienced was crippling. I'm not sure why, but the OC'd E8400 @<hidden> had a ton of trouble with this test mission. Others seemed fine.

B)In test mission for Javelin, TOW, and Spotter laser, the spotter appears to communicate with the sea launcher erratically. Please tell me if the following brief sequence is how you intended:

-Place blufor spotter on map, set as player.
-Preview mission.
-Bring up laser designator
-Activate laser on target (One of three T72s, in this case)
-Select the send laser info from scroll menu.

At this point, I repeatedly received the 'no target info' white message. Spamclicking did the trick every so often - it would work and begin firing on the laser at a set interval until I deactivated the laser mark.
Is it a bug or am I missing a step?

C) When using the TOW hummer and in the stealth mission, my L-Win key provided a very, very loud beep/alarm. It did not make the noise in the scud test mission. Is this a bug, an intended noise, or something unrelated to your addon? If it is an intended 'fire' alarm, can you modify the volume and bring it down a bit? I had a spook when I first heard it, reminiscent of the 1990s dying-Macintosh beep, thought I broke something.

Mandoble
Nov 9 2009, 13:16
Hi Ebden:
A) I dont experience any lag with that mission. But just to make sure, can you try it without anyother addons or mods to ensure there are no potential interferences?

B) I will increase the aera to look for laser spots, I guess this might be the problem you are having as your procedure is correct.

C) Yes, that sound is intentional and indicates the vehicle is not ready to fire a missile (because it might be reloading it). The volumen is that because the same should be audible when in planes and choppers with all the engine noise.

TheCrusader
Nov 9 2009, 13:25
Hi all,

I had the same problem with the laser designator, try aiming at the ground next to the tank and transmit (then it will accept the target immediately for me) and then target the tank while the missile is on final approach.

It seems that the laser spot is not transmitted when aimed on a game world object (tested with tanks and buildings) but will work just fine when directed at the ground or trees. Once the missile is in flight everything is fine, regardless at what you aim.

Hope this helps.

ricnunes
Nov 9 2009, 13:48
2 - This delay is there for gameplay purposes and to force the player to learn when to drop flares, in fact, if wrongly dropped, 1 flare has the same effect as 1000, and if correctly dropper, a single flare will work.


First of all, thanks for your replies Mando.

Well this is a bit diferent to what it's in reality. In reality when one aircraft is flying over a suspected area (where there could be SAMs) it usually drops several flares in a fast sequence as a preventive tactic against SAMs that could be launched (or against ones that were already launched) against that aircraft. In real life many flares are in fact much more effective than only a few, specially now that missile seekers are much more effective and resistant against countermesures.
For example the Soviets developed a tactic in the later part of their involvement in Afghanistan (Afghan war 1979-1989) where several aircraft at high altitudes would drop an authentic "rain of flares" in order to ensure a safer skies for aircraft flying at lower altitudes (such as Helicopters).
So droping many flares prevently (even before a SAM being launched) is a extrememely effective tactic (perhaps the most effective tactic against heat-seeking missiles?), but perhaps it's the case that it isn't possible to model this in ArmA/ArmA2?


And by playing even further with your Mando Missile addon, I do have an another sugestion:
- Is it possible to implement (in the future) a ground stabilized camera (the Hellfire camera)? Without a ground stabilized camera it's extremelly hard to aim the hellfire missiles even when the helicopter is doing slow manouvers (currently it's only possible to aim properly when the helicopter it's on a full hover).


For the rest, I must say that this addon is really looking awesome! Thanks for your work and for sharing it with us, Mando.

Ebden
Nov 9 2009, 14:02
Hi Ebden:
A) I dont experience any lag with that mission. But just to make sure, can you try it without anyother addons or mods to ensure there are no potential interferences?

B) I will increase the aera to look for laser spots, I guess this might be the problem you are having as your procedure is correct.

C) Yes, that sound is intentional and indicates the vehicle is not ready to fire a missile (because it might be reloading it). The volumen is that because the same should be audible when in planes and choppers with all the engine noise.

Thanks for the note. I saw an earlier post about conflicts with CBA. I was running that addon when testing. I'll leave it off next time and see if there is any difference in lag.

As far as the LD maximum range, I found this link (http://www.absoluteastronomy.com/topics/AN_slash_PAQ-1) that might help determine the proper range. I don't know a thing about the gear, what model laser designator Arma 2 includes, but it looks a little like the AN/PED-1 (http://www.es.northropgrumman.com/by_capability/landforces/precisionstrike/index.html). Maybe the two units (PAQ/PED) both have the same range? If so, then 1500m effective targeting would be the figure to use. It seems unrealistic to permit handheld laser designation across multiple kms in game. If you incorporate the UH-1Y laser, it may deserve a longer laser range due to improved equipment on the helo. It seems easy enough unless Arma2 restricts an easy modificationby using the same laser desig script for both the helo and handheld.

Edit: Ricnunes' preceding post went up while I was writing this post. I agree with his comment on flares. I understand Mando's attempt to maintain balance and proper use by limiting flare release, but acceptable scenarios for limiting flare use are quicky overshot in a game so freeform. Example: I had a hell of a time avoiding two close incoming missiles with only one flare to use between them. If spacing was greater, sure, but at the time I dropped my flare and finished my first jinx from the first missile, the second missile's total range was just coming into the RWR. No chance.
On second thought, bad example. Maybe it's a good tactical twist for the opposition (use two valuable AA missiles, but gain a significant increase in hit probability). I'm no combat sim pilot, but I did look at some of the websites for flight junkies, and there is plenty more to learn toward sim flight tactics now that this addon is nearly finished.

TheCrusader
Nov 9 2009, 14:03
Hi ricnunes,

I think the "preventive" flares you talk about when entering a mission area are in fact dispensed at a very slow rate due to the amount available to the airplane/chopper in question, as you need loads of them (best have one up all the time as u get no RWR on a heatseeker missile ;).

At least thats how its done in DCS:BlackShark.

Second IMHO ARMA2's air systems are bound to be a bit "gamy" as the engine limitations do not allow for proper standoff ranges especially with modern planes.

Just my 0,02€ on this matter ;)

Mandoble
Nov 9 2009, 14:47
Ricnunes, all about flares is gameplay related. In ArmA2 your situational awareness is almost null counting only with your view and quite limited distance view distance, hence the fact that all planes and choppers have RWR and IR missiles are displayed there too. The tactic you describe is used in RL because there is no way (except visual) to detect IR shots. This is not really needed here because of the presence of the RWR, also if you are facing Mando SAMS, before the missile launch you will get a radar lock warning.

Said that I will add that in RL that tactic of dropping flares while advancing is effective only against small and old portable IR weapons, and only if the missile is fired from the back of the plane at ground level. In fact, this will ensure your destruction if you have an enemy plane at your six firing an IR missile as the flare trail will drive the missile directly to your engine nozzles, also that flare trail will never protect you enough against a headon shot. Add there the impact in game performance.

I could remove the RWR and change the flares system, but then survival chances would be way lower. So, gameplaywise, ATM it will remain this way.

EDIT:
Said that, I will reduce the min time between flares from 2 secs to 1 for next beta ;)

luckyhendrix
Nov 9 2009, 16:19
But I think that lower survival chances would be better, planes are too powerfull IMO in arma II , it would force plane to fly higher, be more carefull and use the maximum stand off range for their weapons

Drew
Nov 9 2009, 16:21
yea at 8000 meters away:rolleyes:

TheCrusader
Nov 9 2009, 16:38
@<hidden>

If planes are too powerful just put some MandoAA, its veeery deadly, as far as I can tell.

Defunkt
Nov 9 2009, 16:41
I have to say I do find the idea of a 'hardcore' mode intriguing. No RWR for IR but more flares that may be dispensed at will (this would probably require some abstration/combining under the hood to avoid a performance hit). Modern craft fitted with an IR counter-measures package might also enjoy a greater 'always-on' resistance and perhaps launch detection. It is true that ArmA will never model real world ranges but as long as range and speed are scaled down consistently across all elements the net loss to the simulation should hopefully be minimised.

luckyhendrix
Nov 9 2009, 16:42
Ye but I'm considering this for MP usage with the most realisctic possible gear for each side so it may not be possible.

For instance US Marines only have manpads and Avenger for their AA defences these are only IR seakers with limited range , whereas the russian forces have Tunguska radar guided and with a very long range .Thus making manpads and ground launched Ir missile passive would rebalance things

Ebden
Nov 9 2009, 16:45
But I think that lower survival chances would be better, planes are too powerfull IMO in arma II , it would force plane to fly higher, be more carefull and use the maximum stand off range for their weapons


I agree that lower survival chances for air are good to incorporate into a fun game title, too many times a good pilot ruins the fun for other players (BF2, for example). The difference with Arma 2 is the simulator argument. It depends how you approach the game, but as a simulator of a real battle theatre, air support is one of the most devastating weapons in an arsenal. Mando wanted to provide the tools to help that air be the weapon it is supposed to be in a simulator, since Arma2 vanilla only provides the simplest interpretation of flight weapons.


It is the mission maker's responsibility to balance his or her scenario for the immersion level he or she intends. This could mean providing only the one attack helo instead of 5, or turning off vehicle respawns, or changing any of the other elements incorporated to accelerate game play at the cost of realism. (there's value in both, I'm not taking sides). What none of us want to see are mission makers who take Mando's addon and create painfully unbalanced scenarios. What that means is we need to make the missions that implement mma as it was intended.

Like TheCrusader said, don't forget that Mando's AA is wicked compared to the stock Arma 2 AA. Mando AA v. Mando-enabled air support, (when flown by 90% of us in the game), will decrease our survivability big-time. This addon, when combined with proper missions, will build a niche for skilled pilots AND coordinated ground movement (to destroy the enemy AA for effective air support) eventually forcing a higher level of cooperative play.

Time for me to get reading Mr. Murray's guide.

@<hidden> just saw your second post (#61). Although I haven't made a mission to my name, I'll vouch for some very realistic user scenarios in this game already. The best realism-dedicated MP maps (versus realism-oriented) will be those that pay homage to the game engine limitations. I'm sure you can dream up a realistic scenario that uses MMA, provides all the toys that would be appropriate to the scenario, and still feels balanced and challenging.
Don't forget how 'realistic' many battles versus the USMC tend to finish. U.S. military air superiority is formidable, and should be in a realistic mission as well...but what happens when your F-16 has neutralized all air patrols and no AA threats remain? A few choice bombs perhaps, but it's tough to combat guerilla tactics from the air alone. If you want to clear a position of all opfor, then it's boots on.

Mandoble
Nov 9 2009, 16:58
Ebden, you are 100% right, balance is 100% responsibility of the mission editor. I added there a default setup with the new gamelogic, but a mission editor can use his own setup and his own systems.

About MMA airpower vs MMA defenses, try mma_test_ccip_addon.utes where you will be facing only two enemy launchers (and not quite effective ones). Now you can simply open init.sqf and change the value of mando_minchaffdist to change the overal difficulty level of the mission. Mando Missile systems also accept a parameter of resistance to flares, you can create missiles that simply cannot be evaded, or missiles that will be evaded easily, also quite inaccurate missiles, or quite accurate ones etc.

EDIT: The most valuable planes there (not included by the new gamelogic BTW) are SEAD ones, these using HARM type missiles. ArmA doesnt have any, but you can create systems just using virtual missiles.

TheCrusader
Nov 9 2009, 17:36
@<hidden>

you make a very good point, but you have to remember that launchers, which are like the tunguska are active radar emitters and can be targetted by HARM missiles, while an avenger cannot (form testing you get no mando "target box" around it using standard missiles, as long as the engine is off) .

Still the magic radar would have to be eliminated for this to be really effective (hate it personally).

Cheers
Crusader

Edit: forgot, how about lifting some patriots or hawks from mandos demo missions?

Mandoble
Nov 9 2009, 20:23
Now that Gnat released his russian aircraft carrier it is time to see it in all its glory ;)

MMA Kuznetsov CV test mission (http://www.telefonica.net/web2/mandoble/mma_test_kuz.utes.zip) (Gnat's Kuznetsov addon required).

This includes a prototype of Mando Gun for ArmA 2.

Here the Kuznetsov engages enemy planes and ships automatically.

ricnunes
Nov 9 2009, 21:43
Ricnunes, all about flares is gameplay related. In ArmA2 your situational awareness is almost null counting only with your view and quite limited distance view distance, hence the fact that all planes and choppers have RWR and IR missiles are displayed there too. The tactic you describe is used in RL because there is no way (except visual) to detect IR shots. This is not really needed here because of the presence of the RWR, also if you are facing Mando SAMS, before the missile launch you will get a radar lock warning.

Said that I will add that in RL that tactic of dropping flares while advancing is effective only against small and old portable IR weapons, and only if the missile is fired from the back of the plane at ground level. In fact, this will ensure your destruction if you have an enemy plane at your six firing an IR missile as the flare trail will drive the missile directly to your engine nozzles, also that flare trail will never protect you enough against a headon shot. Add there the impact in game performance.

I could remove the RWR and change the flares system, but then survival chances would be way lower. So, gameplaywise, ATM it will remain this way.

EDIT:
Said that, I will reduce the min time between flares from 2 secs to 1 for next beta ;)


Hi Mando,

First I want to say that having a "RWR" that detects incoming IR missiles is more realistic than you may inicially think of -> Most of modern combat helicopters (and all in the future, I 'm sure of) are already carrying MWS (Missile Warning Systems) which are usually passive heat-sensitive systems that detects incoming missiles (don't matter if they are Radar, IR or Laser guided or simply unguided like an RPG).
So an aircraft equiped with a MWS system will definitly detect an incoming IR guided missile and I know that for example the AH-1Z is equiped with such system.
Of course older aircraft (80's/90's and older) wouldn't be able to detect IR missiles and the only way to detect an incoming IR missile would be like you said, thru visual contact but in ArmA2 we are modeling a near future combat scenario and therefore most combat helos should be equiped with a system that models a MWS (Missiled Warning SYstem).


Regarding the fact that being able to launch Flares in a fast sequence would unbalance gameplay I totally disagree because of the following:
- If you launch Flares in a fast sequence it will have a "negative side effect" which is that you'll depleat or empty your flares much, much faster. Which means that either you have to get back to base sooner thus limiting the air support ability or keep flying (without or with very few flares) and face the obvious consequences. So I believe that there's no unbalance in here but perhaps even a better "balance".

But if lots of flares have an impact in game performance, than that's a totally diferent story which I fully understand.

I think that reducing the time between flares from 2 secs to 1 will be a very good thing, thanks for implementing it Mando.

RedRage
Nov 10 2009, 01:24
But I think that lower survival chances would be better, planes are too powerfull IMO in arma II , it would force plane to fly higher, be more carefull and use the maximum stand off range for their weapons

Planes are not powerful enough IMHO. We are talking about 30-90+ million dollar pieces of machinery piloted by most "expensive" graduates of military establishment.

Fast-movers are already too slow, lack any sort of engine thrust, real countermeasures or evasive maneuvers (well you can do them, it's just that they are useless for all intensive purposes).

SU-25 should be a beast for low attack runs, and yet there is barely enough power in the engines for 1 good attack run, before having to "recharge" air speed just not to crash. Most aircraft handle like flying bricks atm.

whisper
Nov 10 2009, 08:00
One of the most anticipated work hit the ground for A2. Thanks for the release, Sir.

Is an addon-free version envisionned (or simply possible)?

Mandoble
Nov 10 2009, 08:30
Yes Whisper, script suite (same as 2.3 for ArmA1), but probably not during the open beta.

For these concerned about countermeasures, remember that aside of flares your plane might be equipped also with ECM (currently it affects HUD systems, later it will affect automatic launchers and MCCs too). Also your plane might be stealth so detection chances are way lower or null (currently it is the case of F35B).

[APS]Gnat
Nov 10 2009, 12:42
Hi Mandoble,
Got a problem, on multiple torpedo launches (either multiple vehicles or 1 vehicle multi launches) I'm getting most torpedo's self destructing in early after launch.
Any ideas whats happening?

I increased the torpedo armor, but that didnt change anything.


_sub = _this select 0;
_target = _this select 1;

_launcher = objNull;
_missilebody = "GNT_5365KE";
_vangle = -1.5;
_speedini = 20;
_speedmax = 36;
_acceleration = 8;
_boomrange = 15;
_activerange = 6000;
_modeinit = 2;
_cruisealt = 80;
_boomscript = "mando_missiles\warheads\mando_missileheadtorp.sqf";
_smokescript = "mando_missiles\exhausts\mando_torpedowater2a.sqf";
_soundrsc = "";
_sounddur = 49;
_endurance = 160;
_terrainavoidance = false;
_updatefreq = 1;
_delayinit = 0;
_controltime = 0;
_detectable = false;


_debug = true;


_launchscript = "";
_hagility = 35;
_vagility = 0.1;
_accuracy = 1;
_intercept = true;
_scanarch = 180;
_scanarcv = 65;
_offsety = -1;

[_launcher, _missilebody, [(_sub ModelToWorld [0,35,-10]) select 0,(_sub ModelToWorld [0,35,-10]) select 1,(_sub ModelToWorld [0,35,-10]) select 2], getDir _sub, _vangle, _speedini, _speedmax, _acceleration, _target, _boomrange, _activerange, _modeinit, _cruisealt, _boomscript, _smokescript, _soundrsc, _sounddur, _endurance, _terrainavoidance, _updatefreq, _delayinit, _controltime, _detectable, _debug, _launchscript,_hagility, _vagility, _accuracy, _intercept, _scanarch, _scanarcv,_offsety] execVM "mando_missiles\mando_missile.sqf";

Mandoble
Nov 10 2009, 15:10
Yes, you are using mando_torpedowater2a.sqf which tetonates the torpedo when speed decreases (which should happen when the torpedo hits something). But for some reason speed command returns weird values underwater, so it might detonate even when traveling at constant real speed. You may try with mando_torpedowater1a.sqf, which is the one used by the MH60S torpedoes. Anyway, tell me if there is a way to locate you online, I have no luck at all with messenger ;)

Dwarden
Nov 10 2009, 15:18
i was wondering is there any visual representation in HUD of damage done to vehicle (like missing info, malfunctioning info, visual glitches) ...
ideally auto based on damage level and also via script call for mission makers (loss of power, equipment malfunction, emp ... ) ...

Ebden
Nov 10 2009, 15:51
i was wondering is there any visual representation in HUD of damage done to vehicle (like missing info, malfunctioning info, visual glitches) ...
ideally auto based on damage level and also via script call for mission makers (loss of power, equipment malfunction, emp ... ) ...

You might be able to borrow something from the KA-52. Its electronics will go cross-eyed when damaged, visible via the HUD flashing (intermittent loss of signal), and the control monitors go green. I think other lights shut off as well. Associated weapons are then no longer available, like the vihr (vihktr?).

I don't think there's too much flexibility though, nearly every time a mando missle landed a punch in the demo missions I was dead, no falling gracefully, no ejecting, just dead.

Mandoble
Nov 10 2009, 16:35
Dwarden, not at the moment, while this might be easy to implement. For example, a loss of power might directly imply a no way to turn on ECM. Also HUD blinking randomly effect can be implemented easily. I can experiment with this, while in current beta state it would have a low priority.

Ebden, in these demos the missiles used have a quite small proximity detonation range, which means if the missile gets close to you it will get so close that it will explode almost inside your plane, so in most cases the damage will be always critical. But this might be changed at mission level increasing the detonation proximity range or using weaker warhead scripts.

luckyhendrix
Nov 10 2009, 17:11
Planes are not powerful enough IMHO. We are talking about 30-90+ million dollar pieces of machinery piloted by most "expensive" graduates of military establishment.

Fast-movers are already too slow, lack any sort of engine thrust, real countermeasures or evasive maneuvers (well you can do them, it's just that they are useless for all intensive purposes).

SU-25 should be a beast for low attack runs, and yet there is barely enough power in the engines for 1 good attack run, before having to "recharge" air speed just not to crash. Most aircraft handle like flying bricks atm.

Actualy if planes tend not to crash is because of ,
-first of all pilots are carefull ,they've been trained to be carefull.
-Theyr're never alone ,no air operation implies only one aircraft at least they're linked with ground units
-We never saw an IRL full scale war like it's simulated in ARMA II , Today conflict tend to be asymetrical with one side having difficulties to get state of the art weapons , (like SAM or manpads for instance)

If we imagine a conflicts implying a marines corps versus some russian mechanized bataillon with support from a nearby airbase. During the first days, airbattle would rage at high intensity, this would result in one side having superiority on the other: this mean having destroyed a vast majority of their CAP airplanes and SAM sites.
The side wich has lost the air warfare would have to rely on manpads and mobile SAM to force enemies aircrafts to stay high so that they can't be very accurate.
With my very little experience (comming from research and lots of hours of FALCON 4,lock on and DCS:BS) I know that pilots don't what to fly low because of Manpads and other threats that cannot be detected and thus it's a lot harder for them to do CAS effectively , they have to plan carefully each run on the target so that they don't stay too long into enemy manpads range.
This constant threat of not knowing if a missile is flying toward you forces you to constantly pop flare while in danger area and prevents an A10 to destroy a whole russian batallion just with it's gun :coop:

froggyluv
Nov 10 2009, 19:34
Anybody have any tips on hitting ground targets with the AGM65 missiles? I can never seem to get the lock to steady on a ground target -it will be beep and I will have a straight line on my target but it seems to lock 'nearby' the ground target rather than on it.

Edit~
Damn I just don't get this. The AgM65(Ground) target reticule will seemingly lock on nothingness with a high repeating beaping sound -is this signifying a lock for this weapon? For Air-Air/Surface to Air I'm fine but this one is driving me nuts. Read the on-line manual but it didn't really address this in detail.

Anybody?

froggyluv
Nov 10 2009, 23:49
Ok finally figured this out. I recommend anybody who really wants to test this thing out download DBO's Afghanistan map -it'll give you the room to see whats going on.

Mandoble
Nov 11 2009, 08:37
froggyluv, in (ground) mode what you do is to target a ground position (not any moving enemy vehicles,etc, just a ground position). This is something like a GPS locking on, so you will not unlock that position even when moving far away or not having line of sight with it. You can use this position as a navigation reference or to attack it. Said that, what's your problem in (ground) mode?

froggyluv
Nov 11 2009, 14:26
froggyluv, in (ground) mode what you do is to target a ground position (not any moving enemy vehicles,etc, just a ground position). This is something like a GPS locking on, so you will not unlock that position even when moving far away or not having line of sight with it. You can use this position as a navigation reference or to attack it. Said that, what's your problem in (ground) mode?

Thanks, I finally figured this out. Probably due to my inexperience with flight sims/armaments, I assumed that the target retiticule would lock on to the closest 'heat source' for this missile but now I see that it locks on whereever the green center crosshair is when hitting the Lock button. Actually takes more skill and now that I understand it, is more enjoyable.

Gladius
Nov 11 2009, 14:29
When I put the mando gamelogic into a multiplayer map, does everybody playing on that server need to have MandoMissile installed, or is it for example enough when just the pilots have it.

Mandoble
Nov 11 2009, 16:34
Froggyluv, to lock on "engine on" vehicles you have the standard AGM65 mode, in this mode you will see squares on the HUD for moving vehicles and then you can lock on any of them. Ground mode doesnt display any vehicle/ship on HUD, you just select a ground position and it will remain marked as current target unless you change the HUD operating mode or you select a new position. For attack missions you may do a fast pass over an enemy base while locking on a ground position inside this base, then move away and from safe range keep firing missiles against it.

Gladius, everybody would need to have it.

froggyluv
Nov 11 2009, 18:37
Froggyluv, to lock on "engine on" vehicles you have the standard AGM65 mode, in this mode you will see squares on the HUD for moving vehicles and then you can lock on any of them. Ground mode doesnt display any vehicle/ship on HUD, you just select a ground position and it will remain marked as current target unless you change the HUD operating mode or you select a new position. For attack missions you may do a fast pass over an enemy base while locking on a ground position inside this base, then move away and from safe range keep firing missiles against it.

Gladius, everybody would need to have it.

Ahhh, I see. Good to know and yes I'm enjoying the hell outta this addon. Always been an infantry player but I'm pretty hooked on Air/Ground gaming right now. Once more of Gnats boats come out (hopefully), I will be complete.

Gladius
Nov 11 2009, 20:29
The Mando Missiles are an awesome enhancement! Thanks for that.

It would be cool to see the SACLOS system with the javelin. Of course, that wouldn't be realistic, because javelin is fire-and-forget, but one could use the Javelin as a Milan ATGM. SACLOS is fun!

bartkusa
Nov 11 2009, 21:56
Can IR launchers lock onto mando-flares?

RedRage
Nov 11 2009, 22:26
Actualy if planes tend not to crash is because of ,
-first of all pilots are carefull ,they've been trained to be carefull.
-Theyr're never alone ,no air operation implies only one aircraft at least they're linked with ground units
-We never saw an IRL full scale war like it's simulated in ARMA II , Today conflict tend to be asymetrical with one side having difficulties to get state of the art weapons , (like SAM or manpads for instance)

If we imagine a conflicts implying a marines corps versus some russian mechanized bataillon with support from a nearby airbase. During the first days, airbattle would rage at high intensity, this would result in one side having superiority on the other: this mean having destroyed a vast majority of their CAP airplanes and SAM sites.
The side wich has lost the air warfare would have to rely on manpads and mobile SAM to force enemies aircrafts to stay high so that they can't be very accurate.
With my very little experience (comming from research and lots of hours of FALCON 4,lock on and DCS:BS) I know that pilots don't what to fly low because of Manpads and other threats that cannot be detected and thus it's a lot harder for them to do CAS effectively , they have to plan carefully each run on the target so that they don't stay too long into enemy manpads range.
This constant threat of not knowing if a missile is flying toward you forces you to constantly pop flare while in danger area and prevents an A10 to destroy a whole russian batallion just with it's gun :coop:



I agree with you 100% on everything. I would love it if the game forced pilots to use countermeasures liberally when threat is present or even better when possibility of threat is present. Game makes alot of compromises, and considering the scale, it is totally understandable. Current "high" altitude for flight in Arma 2 is about 1-2km, which is the prime engagement range for for all forms of air-defense presented in the game (with exception of Tunguska, which likes to have more range). Deploying dumb rockets from that height is pretty much impossible, although in real life they would be deployed from 1-2 km if not higher, so in a way game forces pilots to stay low while giving them zero defensive tools.

While more modern specimens like F35 don't really interest me, I'd like "down and dirty" attack aircraft, i.e. Su-25 or A10, to have a bit more teeth when it comes to survivability.

Mandoble
Nov 12 2009, 00:08
Bartkusa, no, the launchers will lock on the target, while the missile, when fired might pursue mando flares or the target, or first the target, then mando flares, or even reacquiring the original target after passing through mando flares.

CarlGustaffa
Nov 12 2009, 04:20
1st coop multiplayer experience, simply by adding logics to a modded Domination, and replacing a chopper with a Cobra:
* Doesn't work well with addons like JTD_FireAndSmoke: While in TV mode, birds and fires sounds like they happen around you for some odd reason. Instead of being far away. Might be a problem with the sound system of JTD_FireAndSmoke.
* Enforced night vision in TV during night. Didn't help getting rid of the character NVG. This rendered the "FLIR" useless. No buttons for it and N obviously didn't work.
* The "incoming radar" would flicker a lot on the screen, even though there was never any incoming missiles.
* TV actionmenu was available from outside the chopper. If you landed on top of a building, this would put the "TV viewpoint" below the building roof :)
* Pilot had access to all features of the TV, except the actual firing of the rocket. It would "fire", but not track any pilot selected targets.

We're not a "hardware oriented" group, but was nice to try something new.

Sorry for being such an ignorant noob, but, some noob Cobra questions (I'm an infantry guy):
1) IRL, who fires the Hydra?
2) IRL, can pilot operate TV and cannon remotely?
3) IRL, can pilot do "manual fire"?
4) Would he, rather then returning?

[APS]Gnat
Nov 12 2009, 09:11
Yes, you are using mando_torpedowater2a.sqf which tetonates the torpedo when speed decreases (which should happen when the torpedo hits something). But for some reason speed command returns weird values underwater, so it might detonate even when traveling at constant real speed. You may try with mando_torpedowater1a.sqf, which is the one used by the MH60S torpedoes. Anyway, tell me if there is a way to locate you online, I have no luck at all with messenger ;)

Thanks mate, 1a works much better.
Sorry, don't really use any messenger software anymore, too many people and no time for projects.

Ebden
Nov 12 2009, 11:43
Sorry for being such an ignorant noob, but, some noob Cobra questions (I'm an infantry guy):
1) IRL, who fires the Hydra?
2) IRL, can pilot operate TV and cannon remotely?
3) IRL, can pilot do "manual fire"?
4) Would he, rather then returning?

I'll have a first crack at these answers:

1) The hydra, because it's an unguided rocket, is usually controlled by the pilot, who lines up the shots. It also allows the gunner to focus with his cannon on other ground threats when the pilot is preparing his run on the given objective. Arma II doesn't allow simultaneous mixed-weapons fire from the cobra (gunner or pilot only), but I think some clever addon makers elsewhere in the forum are working on the issue. Actually, I think the 'manual fire' option dissapears from the pilot's controls when two human players are flying the cobra, so in that case it's gunner only.

2) Someone yesterday told me that the pilot of a cobra should have redundant weapons controls, and could use the other weapons in a pinch. I think that's what you mean by 'remotely' right? If so, check out this GDT helicopter weapons addon by HeinBloed (http://www.armaholic.com/page.php?id=7373). I haven't tried it, but the vet I was talking to yesterday said it was great.

3) See above two answers.

4) I can only assume secondhand. In the tragic event that a cobra gunner was incapacitated, I assume a pilot would engage his objective if he and his helo were battle-capable. It would be almost entirely situational, since I can only imagine what shape the helo would be in for it's gunner, sitting in that nearly-bulletproof underbelly, to be taken down with the pilot and helo still battle ready.

204 Kallisto
Nov 12 2009, 17:36
can you make the following missiles steerable / non steerable

steerabel

CH-29 (only Su34)
GBU-12/ LGB
Falanga
Ataka-V
shturm

non steerable

vikhr
Hellfire
AGM 65

Simon C
Nov 12 2009, 18:39
can you make the following missiles steerable / non steerable

steerabel

CH-29 (only Su34)
GBU-12/ LGB
Falanga
Ataka-V
shturm

non steerable

vikhr
Hellfire
AGM 65

Back in the day, people said 'please' and 'thank you' before making a list of requests... And anyway, the Vikhr is technically steerable IRL, just move the laser around before the missile hits. Same with the Hellfire.

Mandoble
Nov 12 2009, 19:22
Well, actually the Vikhr is quite steerable (just for testing during beta). Just open its TV system, lock on a desired initial target positon, switch from semi auto to auto (F4), fire the missile and guide it manually.

CarlGustaffa, I'll have a look at the points you mentioned. What is weird there is having the RWR display blinking. Can you try it with @<hidden> alone to try to figure out if there is a conflict with other mod/or addon adding another hud or something like that?

204 Kallisto
Nov 12 2009, 20:02
sorry of course is the vikhr steerable
And i want to thank you for your hard work

[APS]Gnat
Nov 15 2009, 12:54
Hi Mandoble,
Couple things;
The initial speed parameter doesn't seem to work for torpedo's. Can you confirm.
Also, is it possible to code torpedo's such that if they loose a target (deletevehicle for example) that it will search for another target on its journey?

Cheers.

Mandoble
Nov 15 2009, 13:47
Initial speed should work for anything, including torpedoes. That speed is added to the speed of the launcher.

To make a torp to change targets you might use a gamelogic as target, and then attach that GL to desired target , if target is deleted you may attach the GL to another vehicle.

You can create a simple script there that creates a trigger and moves the trigger with the torpedo, like the sonobuoy one. and based on detected potential targets in front of the torpedo it attaches the GL (which is the real target) to one or another target.

[APS]Gnat
Nov 15 2009, 14:08
Initial speed should work for anything, including torpedoes. That speed is added to the speed of the launcher.

hmmmmm ... well it doesn't seem to work. Looking again.



To make a torp to change targets you might use a gamelogic as target, and then attach that GL to desired target , if target is deleted you may attach the GL to another vehicle.
You can create a simple script there that creates a trigger and moves the trigger with the torpedo, like the sonobuoy one. and based on detected potential targets in front of the torpedo it attaches the GL (which is the real target) to one or another target.

Fair enough, but I'm addon coding, not mission scripting.
At the moment my Subs base addon is camouflaged a fair bit, but because it shouldn't be "camouflaged" on the water surface, I've added a special non-visible dummy addon to be attached to a surfaced Sub, taking away the camouflage and make the sub a target (indirectly).
Problem is that the dummy is what the other subs/torpedos target, and once the sub dives the dummy target is deleted. Hence, no target lock any more.
.... I'll keep thinkin. Cheers.

vengeance1
Nov 16 2009, 12:55
Awesome Gnat that your making progress!! Can't wait for those Subs! Thanks Mandoble for all your work on this! :)

ahmedjbh
Nov 17 2009, 17:10
This looks amazing.

Something I worry about, is all these fantastic mods and addons are going to be missed by much of the community.

Can this be used on existing maps, or do the maps require tweaking?

Thanks.

Mandoble
Nov 17 2009, 18:03
You can use it in existing maps too, but this might "break" an existing mission if not tweaked. For example, an enemy chopper in a cutscene is supposed to cross a valey and some Stinger soldiers are supposed to destroy it, but now you put default setup of mando missiles there and the same enemy chopper handles to avoid the missiles with automatic flares so your cutscene is "broken". Things like that is what might require some tweaking in some existing missions.

froggyluv
Nov 17 2009, 18:14
Is there a simple painfree way of making MM always active? Meaning, a command or script that would automatically place the 2 game logics in all missions without opening them up and placing them manually?

Mandoble
Nov 17 2009, 18:48
No, and that would be a pretty bad idea to have because, as said, some missions might have severe side effects.

[GCA] Salah ad Din
Nov 19 2009, 18:37
Hey Mandoble,

I love your addon. Any chance of having the guns on the C-130 used by a special Gunner seat, not the pilot?

Also, there is some weird behavior when trying to load mma with other addons. While, just as an example, the F-16 addon works like a charm, if I try to load mma together with the C-130 fix I cannot place the Mando Game Logics, so I assume that it doesn't load correctly.

I'm sure I'm doing something wrong, if I only knew what.

Mandoble
Nov 19 2009, 18:43
What C-130 fix?

Das Attorney
Nov 19 2009, 18:45
Hi Mandoble,

I'm having a lot of fun experimenting with your addon too. I've had a few issues using laser targetted LGB's in the A-10 and calling in bombing runs playing an a spotter unit with laser designator, but these are minor niggles and I think they were mentioned a few pages back anyway. The quality of the work is excellent and adds a great deal of functionality to the vanilla system.

Thanks :)

[GCA] Salah ad Din
Nov 19 2009, 20:04
What C-130 fix?

The one from Gnat, that is supposed to fix the C-130 taxi/take-off issues (which it doesn't, at least for me).

Manzilla
Nov 19 2009, 20:33
Hmmmm, I use the fix and used the fix in some testing and I never had a problem. Weird, wild stuff. It's probably a conflict between something else and the fix that's causing it. That odd though cause I tested MMA with a ton of user made content and I've never had a problem.

[GCA] Salah ad Din
Nov 20 2009, 00:52
Well, tbh, the C130 fix doesn't even work all on its own, so, yeah, I dunno.

I mean, I haven't really "measured" the turning ratios, but I guess the change should be apparent, no?

ziiip
Nov 20 2009, 08:20
So if I install this mod, I dont need the RKSL countermeasure mod?

Anyway, I've been looking for this one since you announced it.

Mandoble
Nov 20 2009, 08:39
Ziiip, if you install this addon (not mod) and the mission you play uses it.

ziiip
Nov 20 2009, 09:27
"Fire and configure missiles, create missile launchers for AI or players using any existing vehicle, plane, ship, chopper or thing, add automatic or manual chaff and flares dispensers to your vehicles, replace all vanilla ArmA missiles by mando ones, etc."

So does this mean that I dont need the RKSL countermeasure addon anymore?

Mandoble
Nov 20 2009, 09:36
I dont know how RKSL countermeasure addon works. In case of mando missile, you will have all that (automatic or manual countermeasures, ecm, etc) as long as you have, for example the GLs present in the demo missions, in your mission (placed in the map). I mean, mando missile effects and systems will be available ONLY if the mission maker decided so, or if a particular addon includes them (like Gnat's submarines or Fortran F117), not just because you have the MMA addon installed in your addon folder.

AndresCL
Nov 20 2009, 14:19
"Fire and configure missiles, create missile launchers for AI or players using any existing vehicle, plane, ship, chopper or thing, add automatic or manual chaff and flares dispensers to your vehicles, replace all vanilla ArmA missiles by mando ones, etc."

So does this mean that I dont need the RKSL countermeasure addon anymore?

Pretty much, with MMA RKSL countermeasures become redundant.

[GCA] Salah ad Din
Nov 20 2009, 16:22
But im having some trouble with the LGB camera on A10/AV8b, etc... am i supposed to be able to designate LGB targets myself from the camera? I get a lock, for example, on a t72, circle and square etc, both arrows pointing inwards towards the target, and im flying on a relatively flat path directly over the target, around 1200m, and no matter what happens i just cannot get the bombs to hit the target... i dont even see an explosion anywhere near the target area...


Hi TimRiceSE, LGBs are a bit tricky as they dont have any engine its range depends a lot on your altitude and speed. As a general rule, it is safe to drop them if you are more or less aligned with the target and closer than 1Km.


You actually has it Simon_C, not as a mark, but as a GREEN text for the range to target. Now this "time to target" in the camera is wrongly calculated for bombs (it is calculated for missiles). I will include a correct TTI calculation for bombs and the TV in next betas.

TheCrusader, are you using normal interface size? If not, check the red note here (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) ;) And yes, a camera can be added also for A10 Mavericks.

Hm, will this be fixed in this weekend's beta?

And weird, even if the bombs don't hit, there should be explosions? If you release the bombs with the firing button, they release correctly (as seen in 3rd person) and hit the ground and explode, when using the cam nothing happens...

yyccccc
Nov 21 2009, 06:49
Hello Mandoble, could you make a sample mission about setting mando_gun_lite on an empty car please?

Mandoble
Nov 21 2009, 09:03
Check the comments below and modify the setup at will
[0,0,2] is the firing position of the gun in model coordinates
[0,0,2,0,181] is the camera position + angles [x,y,z, init ang, freedom left/right], so neutral position is direction of the car + 0 degrees and it can move 181 degrees to left and right (full coverage)



//put this code inside your missions's init.sqf


// cars cameras setup (scripted 40mm gun AG mode)
// Put below the car classes you want to be affected
_vehicle_classes ["car class1","car class2","car class3"];

// No custom MFD
_background_mfd = [];

// Script with gun parameters
_mcc_tv_script = mando_missile_path+"tv\tv_type\mando_tv_40mm.sqs";

// Gun camera user position: 0 -> driver, 1 -> gunner
_user_pos = 0;

[_vehicle_classes, 40, 40, ["Vehicles"], "40mm Gun Cam Ground mode", _mcc_tv_script, [0,0,2], [0,0,2,0,181], _user_pos , -1, 1, _background_mfd, 1, 0]execVM"mando_missiles\mcc\mando_mccallow_by_type.sqf";

TimRiceSE
Nov 21 2009, 12:59
Salah ad Din;1493924']Hm, will this be fixed in this weekend's beta?

And weird, even if the bombs don't hit, there should be explosions? If you release the bombs with the firing button, they release correctly (as seen in 3rd person) and hit the ground and explode, when using the cam nothing happens...

You need the GLT Missilebox addon (for now), comes with the F16.

Mandoble
Nov 21 2009, 13:04
Corret, this is fixed now as many other minor issues. Later today or tomorrow there will be a new beta including these fixes and an interesting surprise ;)

Drew
Nov 21 2009, 13:50
I was fckin around with the B52 and the Mando missles, LOL you should see the lightshow when they all drop at once

yyccccc
Nov 21 2009, 14:34
Hello Mandoble, I mean how to set an empty civilian car that can auto shooting east side? no driver in it and not tv type

Mandoble
Nov 21 2009, 15:50
mando_gun_lite is there mainly for TV systems, mando gun (no lite) is the one you are looking for. You will find mando gun integrated withing mando missiles in next beta (today or tomorrow).

Kremator
Nov 21 2009, 16:38
Superb as always mandoble ! Looking forward to the next beta :)

Kremator

MattXR
Nov 22 2009, 13:52
Ive found a bug.

Get into a Ah1-z with pilot and gunner, get the gunner to fire off all hellfire and sidewinders

Go to the rearm truck and when you rearm it rearms the sidewinders first on the hellfire rails, stopping the hellfire's from rearming.

Mandoble
Nov 22 2009, 14:34
MattXR, rearming BIS ammo is a matter of ArmA2. Mando Missile doesnt rearm BIS ammo, only virtual ammo (in case you have a vehicle with virtual missiles). So probably this is just an A2 bug.

MattXR
Nov 22 2009, 18:09
hmm but it works normal without actually have mando missile logics running. will check more into this.

Mandoble
Nov 22 2009, 18:44
New 2.4b2 beta available, check first post of this thread.

Changes in v2.4b2:


In MP games, pilot might have control of some TV systems only if gunner is not human.
If a BIS weapon is assigned to a HUD mode, this BIS weapon cannot be selected pressing "F" key.
TV laser bomb models fixed, so they will not require anymore Mike's F16 ammo box (except for F16 systems).
Most warheads of fired BIS missiles replaced by mando ones will keep its default power.
Missile replacement now includes Gnat's submarines missiles and they fly with the correct flight profile.
A10 has an extra TV system for the AGM65.
PMC AH64 Apache setup added.
Gnat's Kuznetsov carrier full setup with mando missiles and mando guns included (as easy as adding a new gamelogic near the carrier). Read mma_readmefirst.pdf for more info about usage of this new gamelogic.
Mando Gun ArmA for ArmA2 integrated within Mando Missile, a turret object made by Deanosbeano included as example of mando gun usage. Read Mando Gun section in mma_readmefirst.pdf to get more info about usage and examples.
MCC TV systems now have three different looks (old grayscale, not so old and no so grayscale and full color), the MCC TV MDF image has been modified to add NTSC effect (thanks to Defunkt).
New mando_gun_arma.utes and mma_test_kuz.utes missions added.
Ka52 gunners now has a helmet mounted display.


Dont forget to read online read me first (http://www.telefonica.net/web2/mandoble/mma_readmefirst.html) or the one included in the pack.

Das Attorney
Nov 22 2009, 20:13
Thank you very much - was really looking forward to this :)

---------- Post added at 09:13 PM ---------- Previous post was at 08:04 PM ----------

First impressions - excellent! The TV cameras look much better with the different greyscale effects. I was having an issue with the LGB's on the A-10, whenever I dropped one, it would launch an AGM instead. However, I disabled all of the other mods I've been using and it works perfectly. I'll do some testing to see if I can isolate which mod is interfering and report back (or post on the other mods thread as appropriate). Going off to try laser designation from ground units. Many thanks, DA

TheCrusader
Nov 22 2009, 20:29
Thank you again Mandoble for this excellent addon and especially for the AGM65 Camera :)

Das Attorney
Nov 23 2009, 00:10
I think it's the Hi-Fi A-10 pack that causes problems with MMA. All of the weapons are displaced by one category - I think due to the extra burst mode that Hi_Fi introduces. Could somebody please verify? Thanks, DA

Manzilla
Nov 23 2009, 00:26
I think it's the Hi-Fi A-10 pack that causes problems with MMA. All of the weapons are displaced by one category - I think due to the extra burst mode that Hi_Fi introduces. Could somebody please verify? Thanks, DA

Ahhhh. I've been getting a choppy camera on the Ah1Z on a recent mission I added it too. I'm also using Hi-Fi, I wonder if that's doing it?

MattXR
Nov 23 2009, 00:28
Mando Gun ArmA for ArmA2 integrated within Mando Missile

Oh i like it! :p

Zen911
Nov 23 2009, 00:45
Very impressive work Mando. I have only one peeve: After firing all of my sidewinders and dropping all LGBs in an F-35B (Or firing all of my Hellfires in a Cobra) using your system, i.e. using my left windows button or the TV system, I cannot reload any of the expended munitions. This does not occur if I fire normally, i.e. targeting an object using BIS' normal method and firing using the default key binding.

Back on page four you suggested adding a bit of code to an init.sqf. I've incorporated it into my mission with no discernable results. Here is the code I've been using.


waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};

[["WarfareReammoTruck_USMC", "UralReammo"], 30] execVM "mando_missiles\units\mando_missilereloadallow.sqf";

HOWEVER, reloading expended flares using mando_flaresreloadallow.sqf works perfectly.

Any thoughts?

Rubberkite
Nov 23 2009, 01:02
Thank you A LOT for this outstanding addon!

When you target the Russian Su-25 the AA display Su 39 ... work as intendeed or is a bug?

This addon is really nice I hope to know how to config for the future Arma 2 plane release... such as Su 33 like this nice one: http://www.armaholic.com/page.php?id=8144 tell me if is possible to config further planes and if I can do it alone...

I need to understand how the CCIP works, pls tell me something about it what's the best speed / altitude to have the square visible and best chances to it? The NAV red square on little village or building can also be viewed on the vehicles or military editor placed building?

Some time I notice FPS drop whit mandoble addon installed is a know bug or is only my problem ?

I try whit TBC UI and the FPS really drop down a lot
I try with standard UI set to normal as you write in the readme and the fps are good but sometime there are drop of fps... Arma Clean whit only F16 GTL addon ( that work with no problem )


I try the mission in the editor but are very hard to complete like 1 av8 vs 3 su34 or the CCIP test... there is a correct way to use ECM/Flares? when you push R key ECM run from 20 to 0 there is a way to stop it ?

I don't know how mando missiles works can you explain the difference between IR and radar (turn ratio and aim range)? you've modified the turn radius of some or is like vanilla arma ones?

Sorry for the big number of questions but I really like your addon and I will use it in my future mission...

Write these information in the readme for future relases

TANK YOU TANK YOU !!!!

I really like fly in ArmA environment, and now is really more exciting :eek:

Lhowon
Nov 23 2009, 01:18
When you target the Russian Su-25 the AA display Su 39 ... work as intendeed or is a bug?

That'll be because the Russian Su-25's class name is called "Su-39", though its name in the editor is Su-25. According to Wikipedia the Su-25TM (an advanced version) is also designated as the Su-39, which is no doubt why BI set its class name as that. I don't know if Mandoble can or wants to change this.

vengeance1
Nov 23 2009, 02:02
I think it's the Hi-Fi A-10 pack that causes problems with MMA. All of the weapons are displaced by one category - I think due to the extra burst mode that Hi_Fi introduces. Could somebody please verify? Thanks, DA


I had a simular problem and had to remove the Hi-Fi due to the 1 & 2 Second Burst.

Das Attorney
Nov 23 2009, 03:58
Thanks for the reply. I've disabled Hi-Fi for the time being as well.

---------- Post added at 04:58 AM ---------- Previous post was at 04:15 AM ----------

I'm having some trouble getting BTR-90's and LAV-35's to load up their targetting consoles. If I open up the editor and add the Mando Missile logic modules, there is no option for the console to appear when playing as gunner. It works fine in the test mission, but not on a new mission made in editor. Has anyone else encountered this? If not, what am I doing wrong?? Thanks, DA

Mandoble
Nov 23 2009, 09:16
MattXR and Zen911, the problem you have reloading BIS weapons might be caused by a bug in "UseWeapon" action (this is used by MMA for HUD and TV systems). For some reason, once a weapon type is depleted, the next weapon occupies the places of the previous one (this can be checked directly from external view). This bug was posted time ago in DevHeaven but I dont know what priority (if any) might this has for BIS to solve. Meanwhile I think the best solution to solve any reload issue might be solved with a "reload station". I can include that in next beta of MMA, but any of you can at least create a working one in few minutes. The idea might be as simple as the following:
- Place a helipad or something large and square in desired reloading position.
- Place some object near that helipad, if it is similar to a computer, much better.
- Add an action to this object to execute the reloading script.
- The reloading script would look for the closest vehicle to the helipad center and within 5 meters radious around the center of the helipad. If a vehicle is found there, then the script check for presence of any crew member inside. If crew is found the script shows a message indicating that the vehicle must be empty. But if the vehicle is already empty, the script replaces it by a new one of the same class in same position and with same vectorUp. And this vehicle will have all the weapons back.

This idea also opens the door to have a small dialog from where to choose the desired configuration if the detected vehicle has subvariants, for example if you want to reload an AV8B your might be able to choose between AV8B LGB or the other.

Das Attorney I've not included there any example of AI using MMA laser guided bombs, so for laser designators and BIS planes you will have normal BIS behaviour there. Along this week I can post an example mission with AV8 GBU using automatic MMA LGBs. Meanwhile, if you check the remote targeting using the laser and transmit target action in the mma_test_ground_addon.utes demo mission a nearby friendly ship armed with MMA cruise missiles will attack your designed target.

BTR-90 and and LAV-25 MCC systems are not included with the "full" gamelogic. In the mission where these vehicles have the TorM1 and Hawk console these systems are directly added from the missions's init.sqf. I cannot add the systems with the "full" gamelogic because if so, all BTR90's and LAV-25 will be SAM launchers, which might not be a good idea for many missions. Said that, what I can do for next beta is to create a full set of new classes derived directly from existing ones but with different classname, and then apply the system activations for these new classes. So you might have there the BTR-90-TORM1 which externally would be identical to existing BTR90, but these will have the menu action to activate the TORM1 console.

Rubberkite for CCIP speed doesnt matter quite a lot, what is important is to try to attack with the wings as leveled (no roll) as possible to avoid lateral deviations.
The navigation marks you see on HUD are just locations, the maps have many default locations but you can create your own special locations for your missions (as you can see in the example mission, where the Tower location is created from init.sqf). The Kuznetsov setup also adds several custom locations to create an ILS path so if you switch to navigation mode, you will see these marks near any Kuznetsov carrier, if you align them you will see a cone that will drive you directly to the carrier's landing point.

And yes, you can create your onw setups there not only for new vehicles, but also for existing ones. Customizing hud or camera setups is quite easy but I need some time to document it. About Mando Missile parameters, you have all of them ready to playwith in Mando Missile Lab mission.

Rubberkite
Nov 23 2009, 10:00
That'll be because the Russian Su-25's class name is called "Su-39", though its name in the editor is Su-25. According to Wikipedia the Su-25TM (an advanced version) is also designated as the Su-39, which is no doubt why BI set its class name as that. I don't know if Mandoble can or wants to change this.

Thank you Lhowon for clear explanation of my request, is not a problem for me If work as intended Now I know one more thing ;) thank you again





Rubberkite for CCIP speed doesnt matter quite a lot, what is important is to try to attack with the wings as leveled (no roll) as possible to avoid lateral deviations.
The navigation marks you see on HUD are just locations, the maps have many default locations but you can create your own special locations for your missions (as you can see in the example mission, where the Tower location is created from init.sqf). The Kuznetsov setup also adds several custom locations to create an ILS path so if you switch to navigation mode, you will see these marks near any Kuznetsov carrier, if you align them you will see a cone that will drive you directly to the carrier's landing point.

And yes, you can create your onw setups there not only for new vehicles, but also for existing ones. Customizing hud or camera setups is quite easy but I need some time to document it. About Mando Missile parameters, you have all of them ready to playwith in Mando Missile Lab mission.

Nice to ear, I'll wait for documentation and I try to check the config for start studing :)

For Missile parameters I'm refering for example for the sidewinder (IR) % to hit at an angle close to 180° degress from back of target.. and very low % to hit if fired from front, are these parameters in the lab mission ?


Thank you mando, I really like to fly in Arma, not for the physic engine of the flight model, but for the supreme immersion plaing togheter Land and Air Side of the war theater !!! With your addon the immersion is really enanched!


( sorry for my bad English)

MattXR
Nov 23 2009, 13:54
Thanks for the heads up mando!

Mandoble
Nov 23 2009, 15:57
Rubberkite, these adjustments are done inside the HUD setup files this way (http://pastebin.com/f7dbc427d).
As you can see in the HUD setup script example (the one used for Ka52 pilot HUD), first you define an array with the different HUD modes available, and then you define an array with the missile parameters for these missiles used by the defined HUD modes (in the example, a single missile type; Vikrh). The seventh parameter for each hud mode determines minimum accuracy, and the third parameter the type of criteria to use depending on missile type used for each HUD mode.

yyccccc
Nov 23 2009, 16:19
Hello Mandoble, what is the code for camera follows a patriot missile from an ai launcher ?

Rubberkite
Nov 23 2009, 17:14
Rubberkite, these adjustments are done inside the HUD setup files this way (http://pastebin.com/f7dbc427d).
As you can see in the HUD setup script example (the one used for Ka52 pilot HUD), first you define an array with the different HUD modes available, and then you define an array with the missile parameters for these missiles used by the defined HUD modes (in the example, a single missile type; Vikrh). The seventh parameter for each hud mode determines minimum accuracy, and the third parameter the type of criteria to use depending on missile type used for each HUD mode.

Perfect :)

Thank you I'll check and test and report

;)


I've two suspended question

1- how ECM Works and if is possible to stop counter... after pushing R key
2- Anyone notify a noticeable FPS drop when mando missile addon is working

Defunkt
Nov 23 2009, 17:18
1 - You cannot, it's a limitation to preserve balance.
2 - Not me, if you have other addons loaded they could interact negatively, perhaps make a comparison without first.

Zen911
Nov 23 2009, 20:38
Thanks for the suggestion, Mandoble. I've taken to using an instantaneous vehicle respawn script for the time being. I'm looking forward to see how this addon develops.

Fintroll
Nov 24 2009, 09:29
Would it be possible to use only your counter measures? I have weapons fx and jtds fire and smoke mod combined so i have an awesom effects. If i use mando missiles i get bad effects and i cannot live without those effects.

I love mando missiles, but i dont want to lose the night particle effects, is there anything i can do?

Mandoble
Nov 24 2009, 09:56
In which ways is MMA affecting or being affected by these mods?

Fintroll
Nov 24 2009, 10:08
Well, i have strange weapon effects with missiles and explosions. Thank you for awesom mod btw, very nicely made.

Defunkt
Nov 24 2009, 10:15
And removing which of those mods (in turn, one at a time) causes the 'strange weapon effects' to cease?

Fintroll
Nov 24 2009, 10:28
WarFX, i fixed this by deleting the exhaust folder, i get a warning ingame from MMA, but everything works like a dream after i remove the exhaust folder from MMA and repackaged.

Defunkt
Nov 24 2009, 10:35
Well I'll give you points for finding your own fix but I doubt it'll prove a happy one for terribly long.

Mandoble
Nov 24 2009, 17:08
So I guess this applies to default BIS missiles that have a default BIS smoke trail script, right?

MattXR
Nov 25 2009, 00:20
So I guess this applies to default BIS missiles that have a default BIS smoke trail script, right?

that will be correct as your missile changes the BIS one to your own with your effects his mod also would have changed the default BIS effects but your mod then overrides that mod.

NoRailgunner
Nov 25 2009, 09:58
Wonder why BIS headhunters didnt get Mandoble... very useful Missile & Gun addon/scripts!! :)
I'm right that flares on players aircraft work on default only manually?
Thought it could be less confusing if upper right weapon HUD (Arma2 default) will be fixed (now its switching to wrong weapon).

LJF
Nov 25 2009, 10:52
Yeah, I also use WarFX, but I'm not sure it's worth the extra errors for some sparks ... though they are awfully pretty :3

[GCA] Salah ad Din
Nov 25 2009, 14:09
Nice one Mandoble. :thumbsup:

some issues:

C130 pilot still is the gunner. Need to make that a seperate slot. And how can I have a C130 (without guns) and an AC130 (with guns) at the same time?

Sometimes, when switching a lot between weapon modes in the A10, some weapon modes disappear. Only Nav, AA and AGM (Ground) are left.

Is there an easy way of assigning joystick buttons to be the Mando Keys?

It seems the AA turret cannot be locked on or is even considered to be threat. I realized that when I wanted to check its effectiveness against AI and the Su's just kept circling over it, without ever shooting at it. Strangely, they didn't even try strafing runs with their cannons, while the turret kept taking them out one by one.

Also, when trying to lock it with my own chopper: not possible.

@<hidden>: somebody make a nicer model for the AA turret :D

Mandoble
Nov 25 2009, 17:22
NoRailgunner, no, that is not switching to the wrong weapon, it switches or cycles through non-guided weapons. Guided weapons are handled by HUD mode and fired using MMA key, unguided weapons are fired as always. This way, for a dogfight, you might have AIM9 HUD mode while having "Gun" selected as BIS weapon, quite handy if you have a joy with two triggers.

And yes, using default configuration (the full gamelogic in your map), countermeasures are automatic as long as pilot is not human, else manual. If you need all automatic, just create your own setup instead of using the default one, which is rather easy to do.

Salah, that C130 has no gunner, so only the pilot can handle these cameras. If you have a C130 with gunner, then you can setup there the cameras just to be used by gunner only.

About assigning keys to joy, check the readme first, the section about key configuration and how to predefine keys. Then, if you have a programmable joy, just assign the desired keys to joy buttons. At the moment MMA doesnt read Joy buttons directly (and it is not really planned to include). So the best and common option is to assign keys to joy buttons in the configuration of the joy itself.

And yes, that AA turret technically is a "building", so it will not be seen as an enemy by anyone while it will kill everyone around. The idea about these guns is to place them and also something that it is really seen as an enemy by the enemy. If this "something" is destroyed, the guns are deactivated as explained in the readmefirst file:
mygun1 setVariable ["mando_gunattacker_on", false];

When a gun is deactivated its barrel will point down and will stop engaging enemies until activated again:
mygun1 setVariable ["mando_gunattacker_on", true];

Fintroll I can add there a global var that if set to true, MMA effects are deactivated for BIS weapons. But it will be responsability of the mission make to determine if this must be set to false or not. So, you would need a way to find out whether a particular FX mod is active or not, and if so, set this global to false.

[GCA] Salah ad Din
Nov 25 2009, 18:04
NoRailgunnerSalah, that C130 has no gunner, so only the pilot can handle these cameras. If you have a C130 with gunner, then you can setup there the cameras just to be used by gunner only.

About assigning keys to joy, check the readme first, the section about key configuration and how to predefine keys. Then, if you have a programmable joy, just assign the desired keys to joy buttons. At the moment MMA doesnt read Joy buttons directly (and it is not really planned to include). So the best and common option is to assign keys to joy buttons in the configuration of the joy itself.

And yes, that AA turret technically is a "building", so it will not be seen as an enemy by anyone while it will kill everyone around. The idea about these guns is to place them and also something that it is really seen as an enemy by the enemy. If this "something" is destroyed, the guns are deactivated as explained in the readmefirst file:
mygun1 setVariable ["mando_gunattacker_on", false];

When a gun is deactivated its barrel will point down and will stop engaging enemies until activated again:
mygun1 setVariable ["mando_gunattacker_on", true];

C130: Hmkay, you cannot just make one of the passengers seats to be a gunner? Or would that "modify" somehow the C130 too much?

Joystick: Hmyeah, sadly, the Logitech Profiler software is kind of acting up with me, especially when it comes to keys like WIN or CTRL. Will try some more things though, before bothering you again :D

AA Turret: I don't quite see the logic behind that behavior. Aren't these things lockable in real life? Couldn't you just define the Turret as a vehicle? Unless of course, they don't emit any radar or heat signatures, not sure about that.

Ok, I just read up on the Phalanx system: I tracks it's targets with Radar and FLIR and uses 18-70 kW of power. The first should make radar locks possible and the second probably heat signature locks. That thing is lockable, imho.

You should really try to get some modellers on board to make a nicer model of the Phalanx and create a model for the Kashtan (Russian CIWS). Also some missile launcher models, too. The Phalanx can be used with missiles and the Kashan system has launcher units too, but also a seperate command module.

Eh, sorry, got carried away. Just keep working on your missile modules, no need to divert your powers away from that... :D

Some stuff:
http://www.globalsecurity.org/military/systems/ship/systems/mk-15.htm
http://www.kbptula.ru/eng/zencom/kashtan_m.htm

Mandoble
Nov 25 2009, 18:12
Salah,
You dont need to use Win or CTRL keys, you can have your own and particular key config, just read the readmefirst.pdf included to find out how.

About the AA turret, I just included there an example of turret as proof of concept, you are quite free to create your targeteable ones as turrets, vehicles, ships or whatever.

About the C130, if you tell me a way to determine that a player is sat side by side with the pilot, then it would be doable with the default C130.

Das Attorney
Nov 25 2009, 18:23
Hi Mandoble,

Thanks for getting back to me on the laser targetting and SAM consoles for armoured vehicles. I really appreciate the work going into this mod. Thanks, DA

Defunkt
Nov 25 2009, 18:48
About the C130, if you tell me a way to determine that a player is sat side by side with the pilot, then it would be doable with the default C130.
Suggest: (AssignedCargo _plane) select 0;

Mandoble
Nov 25 2009, 20:43
BTW, if want to have a targeteable Phalanx, do the following in mando_gun_arma.utes demo mission. Open it, place there a BLUFOR AAVP7A1 and name it cargo1, select any of the three mandoturrets there and modify its init field from the editor to have:

this attachTo [cargo1, [0,-1.5,2.5]];this setVariable ["mando_gun_side", west]

And you will have a targeteable and moveable phalanx looking like this:
http://www.telefonica.net/web2/mandoble/attached_phalanx.jpg

[GCA] Salah ad Din
Nov 25 2009, 22:15
LOL, mando.

At first I was like "WTF", but then I remembered this:

http://www.murdoconline.net/pics/cram.jpg
http://en.wikipedia.org/wiki/Phalanx_CIWS#Centurion_C-RAM

and then I was like "OMG, Mando is psychic"

Cptkanito
Nov 25 2009, 22:16
I like the AC-130 system you have implemented just as a beta. Is it at all possible you could make the gunner screen the whole screen, instead of having like a 2D picture for the outside of it. That way people who even have their hud on small can still view it without having the bits on the top and bottom missing.

Also, Feint's AC-130 (http://www.armaholic.com/forums.php?m=posts&q=7942&d=0) looks awesome just with scripting + skinning. Maybe you could work with each other to make the ultimate AC-130.

Love the Mando Missile system.:yay:

Mandoble
Nov 25 2009, 22:58
Cptkanito, I can cover the upper and lower area with big blinking green fluorescent lemon colour texts telling you "HEY, IF YOU CAN READ THIS THEN YOU ARE USING A QUITE WRONG INTERFACE SIZE (JUST A REMINDER)" :p

Looking at that AC130 I would say it is already full of guns, isnt it?

Cptkanito
Nov 25 2009, 23:31
If that was a joke it wasn't even that funny, i was simply making an observation and a suggestion. Could i possibly have a serious answer?

Mandoble
Nov 25 2009, 23:43
I can cover that, but you will see the hud with a quite small area, definitively not as intended to be seen.

yyccccc
Nov 26 2009, 14:06
Hi Mandoble, when I use this code to ai launcher, camera does not follow the missile ,what is wrong, please help me.

this addeventhandler ["fired",{_this execvm"cam.sqf"}]

_projectile = nearestobject [_this select 0,_this select 4];
setacctime 0.5;
_camera = "camera" camCreate (getpos _projectile);
_camera cameraeffect ["internal", "back"];
while{alive _projectile && alive _camera}do
{
_camera camSetTarget _projectile;
_camera camSetRelPos [0,-1.55,0.08];
_camera camCommit 0;
sleep 0.001;
};
if(alive _camera)then{sleep 1.9};
_camera cameraeffect ["terminate", "back"];
camdestroy _camera;
setacctime 1;

exit

Mandoble
Nov 26 2009, 21:54
yyccccc, if this is a "raw" mando missile automatic launcher, not a bis unit firing a bis missile, it will not trigger any "Fired" event.

Simon C
Nov 27 2009, 18:55
Two things:

1) You can't drop LGB's the old fashioned way anymore, which imho needs to be an option. You are forced to use the camera and self designation now.

2) F35s have a tendency to explode when you drop an LGB. :p

Other than that, works superbly. :)

Mandoble
Nov 27 2009, 23:23
Well, Simon C, about your first point I can say that I was already thinking about it. Just to allow laser guided bombs to be used also in "baseline" way. While first I need to confirm that laser guided bombs cannot by any means be locked on anything else that laser targets (for some reason normal BIS free fall bombs can be locked on targets and the targets get an incoming missile event handler, this is the main reason why BIS bombs cannot be selected except with HUD modes or TVs).

And I had no "booms" with the F35 and LGBs, might be it is caused when you drop these with the plane not quite leveled?

[GCA] Salah ad Din
Nov 28 2009, 01:03
Another question came up, specifically with the A-10. When using the HUD to target the AGM's, do you also get rectangles for remote targets or only local ones? Because when using the camera, you can switch, no?

Mandoble
Nov 28 2009, 07:24
No, A-10 has no remote hud mode for the AGM65 (local and ground only). You can select remote targets from the laser guided bombs camera, not from the AGM65 camera.

[GCA] Salah ad Din
Nov 28 2009, 11:33
What is the reasoning behind that? Do you need special equipment on the plane to receive remote targets?

TheCrusader
Nov 28 2009, 11:58
As far as I know the Maverick is a TV / IR guided missile that doesnt care about remote targets. You designate the target by using the missiles own seeker and fire and forget.
So IMHO, the way it is now is actually quite accurate!

Mandoble
Nov 28 2009, 12:03
I would like also to a open a bit of discussion about the BIS radar cover that probably will be present in next MMA beta. Two redish areas around the center of BIS radar which make all the contacts, green, gray or red to look redish. So, if you want to have clear side info about a contact, you will need to have it in the center area of the radar, else it will be visually "perceived" just as a contact. And as these areas are far from being quite transparent, the contacts will be hardly seen if far away.

http://www.telefonica.net/web2/mandoble/no_radar.jpg

In this picture, in the right red area there is a mix of friend and foe contacts.

Edit:
TheCrusader, you are quite right about the reasons the AGM65 has no remote modes.

TheCrusader
Nov 28 2009, 12:32
Hi Mandoble,

fixing the magic radar is a welcomed addition!

I've been pondering about that myself, I for one would like to get rid of it alltogether, but on the other hand, I recognize why it needs to be there, because the engagement range for most modern systems is well beyond the typical draw distance of most users.

I'm still partial on what will be the best solution to this problem, so as the best way is to try it out, I say bring it on!

MattXR
Nov 29 2009, 20:01
Were having some real problems in reloading in MP. Just doesn't seem to reload.

massi64
Nov 30 2009, 05:17
Were having some real problems in reloading in MP. Just doesn't seem to reload.

yep here too , problem to reload in MP , I love this mod

Defunkt
Nov 30 2009, 06:02
Can I ask what you mean by reload? After what?

massi64
Nov 30 2009, 06:13
Can I ask what you mean by reload? After what?

well if you set the LAV25 to have 8 missile after you finish those missile how do you reload new 8 missile ??

Defunkt
Nov 30 2009, 06:28
Oh, right, d'uh, literally "reload", for some reason I thought you meant on mission restart or the like. I believe that (reloading) is a major part of what's being added now for the next release.

Mandoble
Nov 30 2009, 07:11
While I include a more intuitive reload system which also reloads BIS weapons, you can use the following to reload virtual missiles and flares. Add to your mission's init.sqf and replace the unit classes I put there as example by the vehicle classes that you want to use as reload stations:


// Players will be able to reload missiles or countermeasures from any UralReammo or Truck5tReammo truck
[["Truck5tReammo", "UralReammo"], 15]execVM"mando_missiles\units\mando_missilereloadallow.sqf";
[["Truck5tReammo", "UralReammo"], 15]execVM"mando_missiles\units\mando_flaresreloadallow.sqf";


The parameters are:
Array of vehicle or object classes, range to any of these to be able to reload

Sedim
Nov 30 2009, 11:27
One feature that RKSL has that I don't believe your countermeasure system does is that flares act as decoys even if they were launched before the missile. They also act as decoys on the "Magic Radar".

From tests and having a glance at your code it appears that missiles are only affected by flares launched by their target, and only if they are launched after the missile is.

Mandoble
Nov 30 2009, 11:39
Yes, and there are two main reasons for this:
1 - Performance and network traffic.
2 - MMA may work as script suite inside missions (not as addon), and in this situation your mission should remain addon free (no extra addon required to have IR target objects acting as decoys, etc).

Drew
Nov 30 2009, 15:28
Mr Mando, I have ported Gigan's Arma 1 SCUD into ARMA 2, if you had time(which is highly unlikely I know :D) would you be willing to implement the "SCUD" system you have on the BTRs' to the SCUD? If it's even possibel at all that is :D

Mandoble
Nov 30 2009, 15:37
Well, Drew, i think this was already done by Vengeance, nuclear warhead included, interceptable mando missile, etc, but using GIGA launcher and included nuke detonation (fixed for A2) and DesertPhoenix R17 SCUD missile object. Anyway I will try to check with him or feel free to contact him directly.

Drew
Nov 30 2009, 15:38
Thanks much appreciated

Defunkt
Dec 5 2009, 04:35
For an upcoming MMA (90% done). NOTE: This is NOT a Javelin simulator, if you need one of those look for Vigilante's in ACE2. I'm well aware it differs from the real thing but I wanted it in script (deliverable as part of a mission without necessarily an addon) and to fit with the functionality available in MMA. At some stage there could be an addon-only version with the fixed zoom IR modes but it's not this one.

Thanks to Mandoble for very kindly making the (many) changes required, let him know you'd like a similar treatment for Helmet Mounted Displays. :biggrin:

Please excuse the absence of sound, something not right with my FRAPS setup:

M8xm0vh22-M

[APS]Gnat
Dec 5 2009, 07:40
Very Nice

TheCrusader
Dec 5 2009, 09:47
Looks great Defunkt, looking forward to trying it out :bounce3:

luckyhendrix
Dec 5 2009, 10:12
NOTE: This is NOT a Javelin simulator, if you need one of those look for Vigilante's in ACE2.

What do you mean by this ?

Mandoble
Dec 5 2009, 11:16
Not sure, anyway Mando Missile is certainly not a Javelin Simulator, while you can create one using it. For next beta I added portable weapons hud support, which covers Javelins, Stingers, Strellas, etc. And it comes with a framework of functions, events and custom graphic controls, so now it is posible to customize particular HUD systems with custom scripts that are executed from the main core mma hud script and passed as simple parameters. The Javelin MMA HUD present is this video is a quite fine example of customization made by Defunkt.

M8xm0vh22-M

vengeance1
Dec 5 2009, 12:38
Awesome work looks great!

.kju [PvPscene]
Dec 5 2009, 13:24
Very impressive!

Can you Mandoble or someone else please explain basically how the targeting works for
infantry launched stinger and strelas?

Mandoble
Dec 5 2009, 13:34
Basically, same as the normal huds. The system detects targets in the specified area in front of the launcher, then depending on the locking aperture configured for the system you can try to lock on one more or less centered on the screen and after few seconds you get the lock. Aside of these basic rules now you can personalize these systems, for example, having a Stinger without any "visible" target indicators and just using custom sounds for all the targetting process.

Pathy
Dec 5 2009, 15:39
That looks awesome. Very nice work. Would it be possible to use the same system to simulate say, night-sights on rifles?

CriminalMinds
Dec 5 2009, 16:45
This is :icon_dj:! Thanks Mandoble!

Defunkt
Dec 5 2009, 17:35
NOTE: This is NOT a Javelin simulator, if you need one of those look for Vigilante's in ACE2.What do you mean by this ?

Just that I have taken some license with the interface to better match what can be achieved without it being add-on only. I love that nearly all of Mando Missile can be used on a public server without requiring players have an addon. Specifically;

1. An actual Javelin has two, fixed-zoom night vision modes (WFOV, NFOV) which (because the vanilla item has variable zoom) I have realised as WHOT & BHOT night-vision modes.

2. The GRND lamp I have added (in the real thing it is FLTR which indicates the IR is passive) as a means of indicating when the MMA Ground-Lock mode is selected.

---------- Post added at 07:35 AM ---------- Previous post was at 07:16 AM ----------

I would just add to Mandoble's description of the locking process, that he has added a very cool element in that the time to lock depends on how close the target is maintained to the sighting aperture center. It gives tanks some real ability to improve their fortunes by staying on the move and to some degree (the aperture size is configurable per weapon) this will likely apply to AA MANPADS also.

Voodoonice
Dec 6 2009, 00:00
good evening,

Here, let me simply add flares to Littebirds (http://www.armaholic.com/page.php?id=5952) small helicopter but I can not do someone would kindly help me.



// Wait for Mando Missile addon initialization
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};

[["CYBP_AH6_US"], 0, 10, 10, "mando_missiles\mando_chaffflaredraw_chopper.sqf";

Thank you in advance :blush:

Kremator
Dec 6 2009, 00:44
Looks like you have a space in beween the .s and qf of the filename .... is that the problem ?

Voodoonice
Dec 6 2009, 00:49
No it is a problem of "quote" Forum, I have written without space ;)

Manzilla
Dec 6 2009, 00:54
You are missing a ]. Not exactly sure where it goes though.

Edit:

Shouldn't it look something like this:

[["CYBP_AH6_US"], 0, 10, 10] execVM"mando_missiles\mando_chaffflaredraw_chopper.sqf";

Without the damn space before .sqf. Not sure why it's doing that.

Mandoble
Dec 6 2009, 05:12
Hi Voodoonice, do you mean automatic flares only or manual if pilot is a player with the corresponding hud?

Note: mando_missiles\mando_chaffflaredraw_chopper.sqf just draws a basic flare effect, it doesnt add any automatism to drop flares.

Voodoonice
Dec 6 2009, 09:43
Hello Mandoble

That's exactly right, I wanted flares manual, used only for the pilot with HUD. In fact as the MV-22.
Thank you for your help and for this fantastic mod

;)

Mandoble
Dec 6 2009, 09:57
put the following in your init.sqf:


// init.sqf
waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
Sleep 1;

[] spawn
{
while {!alive player} do
{
Sleep 1;
};

[["CLASS OF THE CHOPPER HERE"], 0, "", [], [], 15, 15, 0, [4,3,-2.5], mando_missile_path+"huds\mando_hud_locations.sqf", 0, 0, [], 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";
};


Note that ["CLASS OF THE CHOPPER HERE"] is an array of classes, if you need a single class, then just replace CLASS OF ... by the class of the chopper, if you need more classes, then add them there separated by ,

15, 15, means 15 flares of a maximum of 15, the next 0 means seconds of ECM (I assume your chopper will not have any ECM emitter). This HUD will also display locations (these already present in the map and also anyother custom created for the mission).

Voodoonice
Dec 6 2009, 10:31
Thanks Mandoble, that's exactly what I wanted to do :D:yay:

Drew
Dec 6 2009, 15:55
I would like to add the Mando system to the Commanche, this is possible correct?

Mandoble
Dec 6 2009, 16:43
Sure, Do you have a link to the latest version of that chopper?

Drew
Dec 6 2009, 16:58
yes I believe so

deralky
Dec 9 2009, 06:58
is it possible to add new Vehicles to MandoMissle at our own or can that only you Mandoble?

TheCrusader
Dec 9 2009, 13:39
@<hidden>:

Eagleone has added an feature request for the integration of MMA into ACE2 on dev-heaven.

All who would like to see MMA fully integrated into ACE2 (like me), plz vote !

http://dev-heaven.net/issues/show/6625

warrick
Dec 9 2009, 17:43
I gave my vote. It would really be good to see this integrated in ace :)

Defunkt
Dec 9 2009, 18:25
@<hidden>: You can add and override the MMA parameters for any vehicle in your mission. In most cases there are two pieces of code required:

1. An initialization run on player, place in or call from init.sqf (here is Mandoble's for the AV8B2):

waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
Sleep 1;

// The following scripts are for players only, no need to run on dedi servers
[]spawn
{
while {!alive player} do
{
Sleep 1;
};

// BIS AV8B2
[["AV8B2"], 0, "", [4,6], [4,6], 15, 15, 20, [4,3,-2.5], mando_missile_path+"huds\mando_hud_av8b2.sqf", 0, 0, [[-7,"SidewinderLaucher_AH1Z"],[-6, "Mk82BombLauncher_6"]], 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";
};
2. You'll see that the above script refers to two others, the first details the weaponry controlled by the HUD and is customised per-vehicle so you'll need to write your own (here is Mandobe's for the AV8B2):

// Hud modes setup
mando_hud_init_code = {};

mando_hud_modes = [];
mando_hud_modes = mando_hud_modes + [[
0, // Missile to be used
false, // Keep coords set in mando_assignvehicle_by_ ?
1, // Guidance type 0 Radar, 1 IR, 2 SARH, 3 Manual
["Air"], // Type of targets ["Air"], [""LandVehicle"], ["RADAR"], ["REMOTE"] or ["GROUND"]
0.17, // Aim circle diameter
"Air - AIM9", // HUD Text
0.015, // IR accuracy for headon shots or radar accuracy for ECM targets
6, // Number of simultaneously detected HUD targets (max is 6)
1000, // Sensor width / 2 in meters
5000 // Sensor length / 2 in meters
]];

mando_hud_modes = mando_hud_modes + [[
1, // Missile to be used
false, // Keep coords set in mando_assignvehicle_by_ ?
4, // Guidance type 0 Radar, 1 IR, 2 SARH, 3 Manual, 4 CCIP
["LOCATIONS"], // Type of targets ["Air"], [""LandVehicle"], ["RADAR"], ["REMOTE"] or ["GROUND"]
0.025, // Aim circle diameter
"CCIP/NAV", // HUD Text
0.015, // IR accuracy for headon shots or radar accuracy with ECM
6, // Number of simultaneously detected HUD targets (max is 6)
800, // Sensor width / 2 in meters
3000 // Sensor length / 2 in meters
]];


mando_hud_num_modes = count mando_hud_modes; // Number of available modes

// Missile parameters setup
mando_hud_misp = [];

// Missile parameters for AIM9 (mando_hud_missile = 0);
mando_hud_misp = mando_hud_misp + [[
vehicle player, // _launcher
"", // missilebody ("" for BIS used weapons when class of fired missile must be kept
[0,0,0], // launchpos (calculated by the firing action)
0, // dir (calculated by the firing action)
0, // vangle (calculated by the firing action)
100, // speedini
600, // speedmax
200, // acceleration
objNull, // target (calculated by the firing action)
5, // boomrange
5000, // activerange
2, // modeinit
500, // cruisealt
mando_missile_path+"warheads\mando_missilehead1a.sqf", // boomscript
mando_missile_path+"exhausts\mando_missilesmoke1a.sqf", // smokescript
"mando_missile1", // soundrsc
29, // sounddur
10, // endurance
false, // terrainavoidance
1, // updatefreq
0, // delayinit
0.2, // controltime
false, // detectable
false, // debug
"", // launchscript
55, // hagility
35, // vagility
1, // accuracy
true, // intercept
60, // scanarch
65, // scanarcv
1, // Offset above target
mando_minchaffdist // Countermeasures extent
]];

mando_hud_misp = mando_hud_misp + [[
vehicle player, // _launcher
"", // missilebody ("" for BIS used weapons when class of fired missile must be kept
[0,0,0], // launchpos (calculated by the firing action)
0, // dir (calculated by the firing action)
0, // vangle (calculated by the firing action)
0, // speedini
0, // speedmax
0, // acceleration
objNull, // target (calculated by the firing action)
5, // boomrange
5000, // activerange
2, // modeinit
500, // cruisealt
mando_missile_path+"warheads\mando_missilehead1a.sqf", // boomscript
mando_missile_path+"exhausts\mando_missilesmoke1a.sqf", // smokescript
"mando_missile1", // soundrsc
29, // sounddur
10, // endurance
false, // terrainavoidance
1, // updatefreq
0, // delayinit
0.2, // controltime
false, // detectable
false, // debug
"", // launchscript
55, // hagility
35, // vagility
1, // accuracy
true, // intercept
60, // scanarch
65, // scanarcv
1, // Offset above target
mando_minchaffdist // Countermeasures extent
]];
If you're game I think explanations for each parameter should either be evident from the scripts themselves or found in the MMA documentation.

---------- Post added at 08:25 AM ---------- Previous post was at 07:52 AM ----------

@<hidden>: Obviously I don't speak for Mandoble but as he's recovering from a HDD crash I will say that it is my understanding from chatting to him about it that he prefers MMA not be bundled into another project like ACE. I think he finds it easier to maintain direct control over the update/release process. Also, while it would be possible to enable MMA for all vehicles by default, whenever I have suggested as much he has been unwilling because of the way it would alter the playability of missions not designed for it, he instead favours leaving it to mission makers to decide how and when it is applied (even if that's only adding the init & full gamelogics). On the plus side, the script version (essentially the addon de-pbo'd) can be delivered within a mission so any mission-maker or server-op can choose to use MMA with ACE without worrying about whether players have another add-on installed or not.

TheCrusader
Dec 9 2009, 19:28
@<hidden>:

Thanks for the Info!
I understand and respect Mandos wishes.
Still I think the danger is that ACE and MMA develop the same functionality independently of one another and become defacto incompatible in the process (think 2 RWR's or 2 countermeasure systems).

This would be deplorable, as firstly MMA could save the ACE2 ppl a great amount of work (especially in the area of guided munitions, see zguba's post in the dev-heaven topic), and secondly this would prevent redundant development and making the community choose one or the other in the end, which would be a terrible waste IMHO .

So to make a long story short, even if Mando does not want his mod to be bundled with ACE2, assuring mutual compatibility would be beneficial for both parties in the long run IMO.

YMMV obviously.

Defunkt
Dec 9 2009, 19:42
Agreed and I know Mandoble works very hard to keep MMA as compatible as possible. As far as overlaps go, I personally feel Mando-does-Missiles, not just one or two but increasingly an entire system balancing attack and defence, given its existence I'd have thought it preferable for ACE to devote their energies to other areas. That said, it is the prerogative of either to work on whatever they feel the need to improve, the really important thing is that where overlaps occur the mission maker should have the option to choose. I know this is already the case for MMA, you can enable/disable as much or as little as you care to use.

TheCrusader
Dec 9 2009, 20:36
Fully agree, if overlaps occur, a flexible system would be the best solution, so mission makers can pick and choose.

These are interesting times for Arma2 and I'm very excited about the possibilities of MMA as well as ACE2 and even more so about a combination of the two.

jasonnoguchi
Dec 9 2009, 23:45
yeah, its pretty awkward to use Mando in ACE2 right now with the overlapping keys. looking forward to mutual compatibility.


@<hidden> Crusader: Voted.

Defunkt
Dec 9 2009, 23:50
So change your bindings, I gather this can be done in ACE using a userconfig include and the MMA documentation also details how to setup your own permanent bindings for it.

jasonnoguchi
Dec 9 2009, 23:55
@<hidden> Defunkt, got it, I just tested it yesterday and found both mods not to be working with each other seamlessly. Will look into key binding today.

AndresCL
Dec 10 2009, 00:07
I really hope Mandoble can get his awesome addon to work together with ACE, they are both great mods and i dont see why the shouldnt work together :D

Drew
Dec 10 2009, 00:15
They both worked in Arma1, just saying.

jasonnoguchi
Dec 10 2009, 00:17
They both worked in Arma1, just saying.

Exactly!

Defunkt
Dec 10 2009, 00:19
What's not working?

Drew
Dec 10 2009, 00:19
beats me, I was just saying they worked in A1 :D

jasonnoguchi
Dec 10 2009, 00:31
For me, it was the key binding and the overlapping functions.

froggyluv
Dec 10 2009, 00:37
Can't get the Hellfires to fire out of the Helo's while running ACE. I can get a lock but when I press RMB, no rockets fire. I don't see any ACE bindings for RMB though.

deralky
Dec 10 2009, 08:14
@<hidden>: You can add and override the MMA parameters for any vehicle in your mission. In most cases there are two pieces of code required:

1. An initialization run on player, place in or call from init.sqf (here is Mandoble's for the AV8B2):

waitUntil {!isNil "mando_missile_init_done"};
waitUntil {mando_missile_init_done};
Sleep 1;

// The following scripts are for players only, no need to run on dedi servers
[]spawn
{
while {!alive player} do
{
Sleep 1;
};

// BIS AV8B2
[["AV8B2"], 0, "", [4,6], [4,6], 15, 15, 20, [4,3,-2.5], mando_missile_path+"huds\mando_hud_av8b2.sqf", 0, 0, [[-7,"SidewinderLaucher_AH1Z"],[-6, "Mk82BombLauncher_6"]], 0]execVm"mando_missiles\units\mando_assignvehicle_by_type.sqf";
};
2. You'll see that the above script refers to two others, the first details the weaponry controlled by the HUD and is customised per-vehicle so you'll need to write your own (here is Mandobe's for the AV8B2):

// Hud modes setup
mando_hud_init_code = {};

mando_hud_modes = [];
mando_hud_modes = mando_hud_modes + [[
0, // Missile to be used
false, // Keep coords set in mando_assignvehicle_by_ ?
1, // Guidance type 0 Radar, 1 IR, 2 SARH, 3 Manual
["Air"], // Type of targets ["Air"], [""LandVehicle"], ["RADAR"], ["REMOTE"] or ["GROUND"]
0.17, // Aim circle diameter
"Air - AIM9", // HUD Text
0.015, // IR accuracy for headon shots or radar accuracy for ECM targets
6, // Number of simultaneously detected HUD targets (max is 6)
1000, // Sensor width / 2 in meters
5000 // Sensor length / 2 in meters
]];

mando_hud_modes = mando_hud_modes + [[
1, // Missile to be used
false, // Keep coords set in mando_assignvehicle_by_ ?
4, // Guidance type 0 Radar, 1 IR, 2 SARH, 3 Manual, 4 CCIP
["LOCATIONS"], // Type of targets ["Air"], [""LandVehicle"], ["RADAR"], ["REMOTE"] or ["GROUND"]
0.025, // Aim circle diameter
"CCIP/NAV", // HUD Text
0.015, // IR accuracy for headon shots or radar accuracy with ECM
6, // Number of simultaneously detected HUD targets (max is 6)
800, // Sensor width / 2 in meters
3000 // Sensor length / 2 in meters
]];


mando_hud_num_modes = count mando_hud_modes; // Number of available modes

// Missile parameters setup
mando_hud_misp = [];

// Missile parameters for AIM9 (mando_hud_missile = 0);
mando_hud_misp = mando_hud_misp + [[
vehicle player, // _launcher
"", // missilebody ("" for BIS used weapons when class of fired missile must be kept
[0,0,0], // launchpos (calculated by the firing action)
0, // dir (calculated by the firing action)
0, // vangle (calculated by the firing action)
100, // speedini
600, // speedmax
200, // acceleration
objNull, // target (calculated by the firing action)
5, // boomrange
5000, // activerange
2, // modeinit
500, // cruisealt
mando_missile_path+"warheads\mando_missilehead1a.sqf", // boomscript
mando_missile_path+"exhausts\mando_missilesmoke1a.sqf", // smokescript
"mando_missile1", // soundrsc
29, // sounddur
10, // endurance
false, // terrainavoidance
1, // updatefreq
0, // delayinit
0.2, // controltime
false, // detectable
false, // debug
"", // launchscript
55, // hagility
35, // vagility
1, // accuracy
true, // intercept
60, // scanarch
65, // scanarcv
1, // Offset above target
mando_minchaffdist // Countermeasures extent
]];

mando_hud_misp = mando_hud_misp + [[
vehicle player, // _launcher
"", // missilebody ("" for BIS used weapons when class of fired missile must be kept
[0,0,0], // launchpos (calculated by the firing action)
0, // dir (calculated by the firing action)
0, // vangle (calculated by the firing action)
0, // speedini
0, // speedmax
0, // acceleration
objNull, // target (calculated by the firing action)
5, // boomrange
5000, // activerange
2, // modeinit
500, // cruisealt
mando_missile_path+"warheads\mando_missilehead1a.sqf", // boomscript
mando_missile_path+"exhausts\mando_missilesmoke1a.sqf", // smokescript
"mando_missile1", // soundrsc
29, // sounddur
10, // endurance
false, // terrainavoidance
1, // updatefreq
0, // delayinit
0.2, // controltime
false, // detectable
false, // debug
"", // launchscript
55, // hagility
35, // vagility
1, // accuracy
true, // intercept
60, // scanarch
65, // scanarcv
1, // Offset above target
mando_minchaffdist // Countermeasures extent
]];
If you're game I think explanations for each parameter should either be evident from the scripts themselves or found in the MMA documentation.

---------- Post added at 08:25 AM ---------- Previous post was at 07:52 AM ----------



Hi when i want to add these Features i only must replace the AV8B2 Config name with the Config name of the new Aircraft?

Mandoble
Dec 10 2009, 16:01
froggyluv, I dont know which "helo" class are you talking about, if it is one configured with mando HUD or TV systems, the missiles are not fired using RBM (if that stands for right mouse button), but using the configured mando key for fire (left windows key as default).

deralky, check your ofpec message reply.

TheCrusader
Dec 10 2009, 17:30
Hi Mando,

glad you're back and I hope your HD crash did not destroy too much of your data.

Regarding the ACE2 topic, I hope I didn't do you a disfavor by trying to motivate ppl to vote for a MMA integration into ACE2!

It's just that I think of MMA as an invaluable addition, especially for the flyboys 'n girls out there, just as ACE2 is for the ground branch (at least primarily in both cases).
To provide the best experience for everybody involved these two are just musthaves IMHO.

froggyluv
Dec 10 2009, 19:09
froggyluv, I dont know which "helo" class are you talking about, if it is one configured with mando HUD or TV systems, the missiles are not fired using RBM (if that stands for right mouse button), but using the configured mando key for fire (left windows key as default).

.

Hellfires from the hellfire cam are shot with the right click from the Cobra. The issue I had earlier can only be replicated in that one particular mission so I'm not sure what caused the problem :confused:

Mandoble
Dec 10 2009, 20:35
Ah, ok. If you are flying alone, without gunner, then you need first to switch the weapons to manual fire first (menu action). If this is the case, this might be the reason.

froggyluv
Dec 10 2009, 20:40
Well I feel quite stupid now... that was it. :o

Defunkt
Dec 11 2009, 09:41
Some more launcher love for use in Expert mode. MANPAD (Igla/Strela/Stinger) with audible lock indicator versus helicopter (fish in a barrel) and low flying jet (virtually untouchable). After that Metis; Wire-guided SACLOS with thermal sight.

OrbkOK0O1l4

Simon C
Dec 11 2009, 10:42
Very impressive. :D

TheCrusader
Dec 11 2009, 12:05
Awesome! Really like the Metis interface!

Lhowon
Dec 11 2009, 12:25
Very cool, infinitely better than tab-fire on targets you can't even see!

Drew
Dec 11 2009, 16:38
lol manpad...thats an awesome name :D

Inkompetent
Dec 12 2009, 06:13
lol manpad...thats an awesome name :D

MANPAD: Man-portable air-defense

But yeah, anything with "man" in it is awesome :D

Drew
Dec 12 2009, 06:46
It reminded me of that Rob & Big episode where Big has his Manpon comercial, see video below :D LOL

<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/nZo0dQlAgD8&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/nZo0dQlAgD8&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Mandoble
Dec 14 2009, 14:27
Brief update of what's comming next (probably along this week):

TV systems better adjusted for the "unsupported" small interface size graphics option, no more empty holes above and below the camera MFD area.
TV systems also integrated with UAVs, you can activate the system from a commanding vehicle and then use the UAV weapons, camera to mark targets or just guide the path of the UAV. This works for both, BLUFOR UAV and OPFOR small one.
Portable weapons HUD support (by default, Javelin, Igla, Metis, Stinger and Strela).
Forward looking radar display integrated with HUD's of some default planes (AV8B, Su34 and F35B). The radar displays contacts in the radar scan area in front of the plane in a top-view like display.
HUD systems customization options: Now all hud systems can be personalized at will using the info provided by the HUD's main core script. Good examples are the customizations made by Defunkt for all the portable weapons (Igla, Metis, Stinger, Strela and Javelin).
New flight profile parameters for default Patriots (AI and MCC based), way more effective against hi flying fast SCUDs even during initial climb and final dive SCUD states.
New reloading system for both, BIS weapons and virtual weapons and countermeasures.
BIS default top radar block (with red semintransparent bars where friend and foe dots look) the same. The feature can be disabled by mission makers.

jasonnoguchi
Dec 14 2009, 14:41
OMG! can't wait! :)

.kju [PvPscene]
Dec 14 2009, 14:58
Great news and list of updates Mandoble!

It plan to integrate the suite into the ClanBase addon pack and missions with the new
update. This means there will be a couple of small PROPER tweaks available as well to
disable some standard BI locking/radar aspects. :)

204 Kallisto
Dec 14 2009, 15:32
that sounds great
can you make please the controls of tv systems more precise because i think these are too spongy

Defunkt
Dec 14 2009, 16:50
@<hidden>: Out of interest, does ClanBase use Expert mode settings? If so in what circumstances does BIS locking still come into play with MMA running?

.kju [PvPscene]
Dec 14 2009, 19:52
ClanBase uses crosshair on.

Without crosshair you can still lock with air vehicles.
Even with ground units - you just dont see the cursor confirmation.

Defunkt
Dec 14 2009, 20:08
Yes but in all cases I'm aware of MMA deletes the BIS missile so any unseen lock should be irrelevant, do you know otherwise?

.kju [PvPscene]
Dec 14 2009, 20:14
That might be neat. I haven't locked at the code or configs of Mando's ArmA version yet.
At least as we will tweak aspects like radar anyway, it would be easy to do more.

Mandoble
Dec 14 2009, 21:59
Kju, with MMA systems active you can no longer fire guided weapons/free fall bombs or lock on targets using BIS methods. Doesnt matter if you see BIS symbology indicating that a contact has been autolocked. For vehicle huds (planes, for example), you cannot switch to BIS guided weapons/bombs, you can use these only from the MMA HUD system and following MMA HUD rules (you can still use BIS gun or unguided rockets at will in the traditional way). From portable systems (Javelin, Igla, Metis, Stinger and Strela), if you fire a missile without an MMA lock the missile will fly always unguided, and each of these systems has its own rules to get a solid MMA lock.

Das Attorney
Dec 14 2009, 23:22
The scope of this mod is immense Mandoble. You and Defunkt have some really good ideas going on and the mod is turning into a really comprehensive weapon system, adding unexpected bonuses in as well (Goalkeeper/Mando Guns, AC130 etc)

Thanks, DA

.kju [PvPscene]
Dec 15 2009, 05:37
Thanks Mandoble! I understand.

That said, we still need to disable lock for any weapon, change the radar interface,
remove the radar red signature for most by moving vehicles to the civilian side and so forth. :)

Rubberkite
Dec 15 2009, 21:17
Hi mando !

I'm happy to ear that new relase is close.

I ask you if I can integrate your work in one addon pack, of course linking this thread and givin you 100% credit,

I want add Mi28 and other future vehicles because I think that MM are thousand time better than vanilla system.

I hope that you'll help me if I will find some problem in the future with config.

Tank you for your effort

Rubber :)