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rstratton
Nov 22 2009, 16:49
oleg_russia and i have been working on converting his ka50 model to arma 2. here is a couple less than 100Kb preview images.
http://img406.imageshack.us/img406/5894/ka1t.jpg
http://img684.imageshack.us/img684/1797/ka2.jpg
alrighty were at a stage where the ka50 is presentable so here it is guys. there are still a few bugs to fix. if anybody see's a bug they know how to fix plz let me know. most the remaining bugs are stuff i need help with anyhow.
hopefully i just solved the conflict with the CAA1 mod.
Updated link with newest version with many bug fixes and the addon is signed (http://www.sendspace.com/file/6jeol6)
here are the psd templates for anybody wanting them (http://www.megaupload.com/?d=KXRGCYE2)

SASrecon
Nov 22 2009, 17:00
wow, looking impressive :D

Inkompetent
Nov 22 2009, 17:01
Ohhhh, that's some lovely amount of detail!

Uglyboy
Nov 22 2009, 17:02
Wow impressive indeed, Polycount? Seems reasonable from what i see btw:yay:

rstratton
Nov 22 2009, 17:15
high enough that ive had to use 2 proxies to get it all in.

Uglyboy
Nov 22 2009, 17:19
Well at least is surely not like that 300k polys Hind :p The cockpit is amazing :o

EDIT: just a question, who will do the texture, config etc now? Does Oleg take care of that too? Or is he working on another model already? :D

rstratton
Nov 22 2009, 17:25
oleg made the textures and the model im just preparing it for arma2. it is fully textured just i have textures turned off in those 2 shots, to show off the details. ive got 900mb of psd and adobe illustrator templates. i was gonna get some more shots but for some reason my bulldozer wont run and im to lazy to reboot. for anyone who has skype and is interested in joinging the arma underground public chat here is the link. (http://www.skype.com/go/joinpublicchat?skypename=randy.stratton&topic=Arma%20Underground%20Lounge&blob=FzpRh-eanEeSW1OwcctdwkjU5zP6ziDMi7x67ct_w_b_WXhcQ7R862495wYhnMHK4ihPKnHDv7Fg9HkMl0pwGpfTXUjaEiRbBysg8v8Rq_9CguTfRB2qIRVLnOKUulstUzGIPX7md3JPtsHhCGFcA4rK59Nfj2hvTP4CJUfZJUCFMHNlqJSV4n5S8HxVs_RFZnOFHh63gH3Cn39P4lDNKGgEKViEsQ5-0MaYGjrOZ81q)

Uglyboy
Nov 22 2009, 17:30
Good to hear :) Can't wait to fly that beauty :yay:

Drew
Nov 22 2009, 18:04
Is the Gun Turret semi-moveable??

Uglyboy
Nov 22 2009, 18:08
Is the Gun Turret semi-moveable??

Isn't semi moveable only on the Ka52? i thought it's fixed to the right side in the 50'

Drew
Nov 22 2009, 18:13
no its the same as the Ka52 semi moveable, but with ARMA 2 default engine, you cant have a moveable gun turret while piloting, with out modifcations such as GDT

Inkompetent
Nov 22 2009, 18:32
Isn't semi moveable only on the Ka52? i thought it's fixed to the right side in the 50'

IRL they have an identical gun mount on both helicopters. The gun is slewed both manually, or automatically when the pilot has a target locked.

rstratton
Nov 22 2009, 22:26
couple textured shots
http://img697.imageshack.us/img697/2590/ka3k.jpg
http://img697.imageshack.us/img697/3464/ka4.jpg

Uglyboy
Nov 22 2009, 22:32
Looks amazing :eek: just a thing, is the cockpit that black?

Scrub
Nov 22 2009, 22:54
Wow. Randy, high-class stuff. Very nice. Can't wait to scream at some targets in that.

Your Kung Fu is strong :D

Drew
Nov 22 2009, 22:56
Please if at all possible incorporate the GDT mod for the semi-moveable cannon. Or please attempt to make it moveable with out GDT mod, thanks :D

NodUnit
Nov 22 2009, 23:26
The specular is way too much, the rest looks good that specular really needs to be tone down.

The paint should be a more matte and have hardly any (unless due to heavy weathering) and the tires look like wet plastic rather then rubber, a quick tweak with the specular values, maybe even the map should fix this.

Any chance of a few wireframe shots? :)

rstratton
Nov 23 2009, 00:02
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={0.25097999,0.25097999,0.25097999,1};
specularPower=30;
PixelShaderID="Super";
VertexShaderID="Super";

Drew
Nov 23 2009, 02:28
what above codeing is that for out of curiosity?

rstratton
Nov 23 2009, 02:59
its out of one of my .rvmat material files.

Drew
Nov 23 2009, 03:13
while ur still here, Is the cannon moveable or no?

Oleg-Russia
Nov 23 2009, 03:22
The chopper looks definetly a waaaaaaaaaaay better then the optimized version for bf2 ,which i used to make about a year ago. :) Good JOB randy ,can`t wait to fly this baby :) Tried to fly it,love weapon loadout.P.S. cannon sounds amaizing :)

Gedis
Nov 23 2009, 05:13
i think that army green is too dark... but newertheless it looks amazing!

NodUnit
Nov 23 2009, 06:16
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={0.25097999,0.25097999,0.25097999,1};
specularPower=30;
PixelShaderID="Super";
VertexShaderID="Super";

post derped, read the post below for the screwup.

RobertHammer
Nov 23 2009, 07:39
Try lowering the specular power or, if using a specular map, make sure most of the helicopter is near black, or in Arma/Arma2's case, very pink, this will give just a little specular reflection would be realistic (moreso if brand new).

If two aren't using a specular map I highly recommend you do, this way you can make matte and glossy helicopters, (matte would be more real for military) and give you better control over it, for example paint chips and warm/heavily washed paint would reflect more light.

For example, this http://www.airliners.net/photo/USA---Army/Sikorsky-UH-60L-Black/1484723/L/&sid=b7b4da7912d84c7f494b9d7d7883a663 vs these http://www.airliners.net/photo/USA---Army/Sikorsky-UH-60A-Black/1206710/L/&sid=b7b4da7912d84c7f494b9d7d7883a663 http://www.airliners.net/photo/USA---Army/Sikorsky-UH-60A-Black/1519673/L/&sid=b7b4da7912d84c7f494b9d7d7883a663
Wrong :p
Ka50 isn't that matte , its shining nicely like Mi28 or Mi24
http://www.airliners.net/photo/Russia---Air/Kamov-Ka-50-Black/1523319/L/&sid=679559a389c52c5bb7f10a39030a83ae http://www.airliners.net/photo/Russia---Air/Kamov-Ka-50/1528619/L/&sid=679559a389c52c5bb7f10a39030a83ae

;)

NodUnit
Nov 23 2009, 08:56
Ah right, I forgot NATO and Russia paint their aircraft differently. (hur hur aren't I the ass.)

Well I guess if you guys slap a reflection map on it ind of like Arma II's KA-52 then it would be set.

http://site.team-sfa.fr/wp-content/images/arma/v%C3%A9hicules/arma2_vehicles_rotary_Ka52.jpg
http://ttp2.dslyecxi.com/images/s_ruscas_ka52_frontal.jpg

It looks great but the plastic-like surface kind of detracts from its appearence. In that case a high specular power and intensity would probably do better, you get the glossy glare from something like 0.4 or 0.5 but using 32 or 64 you get the real glossy effect.

http://community.bistudio.com/wiki/ArmA:_RVMAT Arma 2 uses a better shading system then Arma 1 so it shouldn't look so pixelated. You could still use a specular map to help control the strength of the glow in certain areas, most noteable would be the tires.

I apologize if this sounds 'demanding', I'm posting this in the morning when somewhat tired and not entirely thinking straight so it may seem impolite..etc.

wolfbite
Nov 23 2009, 11:47
It looks great.. Just intriuged about if you will have different loadouts for it? just saying because its allways fun to play with cannon pods!

rstratton
Nov 23 2009, 15:55
the colors look wrong because of my specular map

Drew
Nov 23 2009, 17:05
while ur still here, Is the cannon moveable or no?

I guess my question isnt good enough :(

Simon C
Nov 23 2009, 17:07
Doesn't really matter if the cannon can be moved or not, I know it can IRL and I use the feature a lot in DCS Black Shark, but in ArmA the agility of the helicopter should allow for proper aiming. Either that or use a solution like MMA. :)

Defunkt
Nov 23 2009, 17:12
I guess my question isnt good enough :(
I guess that's because it looks a lot like you're nagging the makers to tailor this addon to your liking.

Drew
Nov 23 2009, 17:17
my liking? lol yea because its not like that in real life right? quit trolling and move along.

Oleg-Russia
Nov 23 2009, 18:20
I thoght about the cannon and the way we can control it .
Th way i did it in BF2(CTRL & SHIFT to control cannon):
http://www.youtube.com/watch?v=55odIcYCH9U

I arma 2 i think we can make it different way, chopper need to be in Hover mode , only then the cannon can be activated as movable. Or you don`t need to put chopper in hover mode and this cannon is linked to the head of player so you can switch to the scope and rotate it with mouse activating cannon movements by pressing "*" button or double "Alt" same as in chopper then you can rotate head ,so basicly you`re controlling cannon by rotating your head . But i don`t how hard it is to script.

Drew
Nov 23 2009, 19:59
ah both sound great, ty for the heads up Oleg, will be antisipating the release of this :D

Darkhorse 1-6
Nov 23 2009, 22:00
Or you don`t need to put chopper in hover mode and this cannon is linked to the head of player so you can switch to the scope and rotate it with mouse activating cannon movements by pressing "*" button or double "Alt" same as in chopper then you can rotate head ,so basicly you`re controlling cannon by rotating your head . But i don`t how hard it is to script.

I may be mistaken but doesn't Mando Missile have something like this?

TOTAL22
Nov 24 2009, 02:31
I may be mistaken but doesn't Mando Missile have something like this?

Not sure, but aren't you talking about GDT helicopter weapons mod? try it out if you haven't already.

I'm also keen to see those cannons moving as well, because thats how it is in real Ka50s.

vasmkd
Nov 24 2009, 03:10
This chopper looks awesome, can't wait to fly this baby
Now all we need is a Ka-60 for little special missions and a Mi-26 for some lifting, troop carrying ;)

rstratton
Apr 26 2010, 05:57
iv made alot of progress on the ka50. pm me for beta testing

eggbeast
Apr 26 2010, 08:26
pm'd u

AnimalMother92
Apr 26 2010, 08:37
Really high quality chopper, thanks.

RobertHammer
Apr 26 2010, 09:21
i wanna test too , am pmed you :p

vasmkd
Apr 26 2010, 14:27
Iv'e been wondering how this addon was going, pm sent

rstratton
Apr 26 2010, 15:55
ok guys since i have to wait 60 seconds between private messages im dumping the link in here. http://depositfiles.com/files/rxzsbnz4x
i can be contacted via msn or skype or here

RobertHammer
Apr 26 2010, 17:11
thx for a link :)

Hellfire257
Apr 26 2010, 17:37
It looks fairly nice Stratton and things seem to be in order.

RPT logs for the KA50:

Warning Message: Animation source door not found in bin\config.bin/CfgVehicles/ka50/
ka50: Rudder - unknown animation source rudder

There are a few problems with the cockpit layout and the way things are positioned but other than that its very nice!

Inkompetent
Apr 26 2010, 17:43
Some additional small feedback:

* Please fix the text as it appears when you create the unit from "ka50 hokum" to a proper "Ka-50 Hokum"
* The HUD is very bright/transparent and hard to actually see anything on at daytime
* The rotorblades need a blur-texture for when they've become speeded up, since the current quickly rotating 3D model flickers a lot


A really nice looking model though. Keep up the good work, because this can turn out really awesome :)

RobertHammer
Apr 26 2010, 17:54
Some additional small feedback:

* Please fix the text as it appears when you create the unit from "ka50 hokum" to a proper "Ka-50 Hokum"
* The HUD is very bright/transparent and hard to actually see anything on at daytime
* The rotorblades need a blur-texture for when they've become speeded up, since the current quickly rotating 3D model flickers a lot


A really nice looking model though. Keep up the good work, because this can turn out really awesome :)

True this , btw resize textures from 4096 to 2048 , that 4096 is not needed :D
Those rotor rotating too much fast + they need blur proxies
I really like the detail of it , great work :)

wika_woo
Apr 26 2010, 17:58
This is looking awesome, need a preview vid done? ;)

Inkompetent
Apr 26 2010, 18:44
Those rotor rotating too much fast + they need blur proxies

Thanks for the specification. Always hard to get my point through when my knowledge of models is so lackluster!

rstratton
Apr 26 2010, 19:28
im going to assume arma2 doesnt support rudders on helicopters. rotor blur is being worked on. texture size was intended to be very high resolution, to bad 8192x8192 size textures arent supported. anybody know about configuring the hud? i have not gotten that far into it yet

vasmkd
Apr 27 2010, 09:09
Got to say the model looks awesome and when finished should be stunning.
Couple of things i have noticed:
- rotor blades need fixing on outside view
- chopper seems to lose a bit of altitude if u do a full circle
- Animation source door not found in bin\config.bin/CfgVehicles/ka50/ warning msg
- also would be good to have a weapons optic view if possible

Give it some time and this will be one of the best addons for ARMA 2

Kasrkin85th
May 6 2010, 07:50
can we also get a manual retracting landing gear for that beauty the default automatic gear is a pain in the a**.

NodUnit
May 6 2010, 08:06
im going to assume arma2 doesnt support rudders on helicopters. rotor blur is being worked on. texture size was intended to be very high resolution, to bad 8192x8192 size textures arent supported. anybody know about configuring the hud? i have not gotten that far into it yet

Rudder support is availible, check watch the seahawks rudder when going from high speed to low speed.

On a side note I am very VERY happy to see this unit comming to Arma2, I've been following it since http://crymod.com/thread.php?threadid=28784&threadview=0&hilight=&hilightuser=0&sid=dff8c523f7689ac49197e4a24aa6d744&page=1 and it has struck me as nothing short of amazing in its appearence.

wolfbite
May 12 2010, 10:37
First of all I must say the model is gorgeous beyond belief... Hopefully you'll be able to figure out a way to slave the canon...

- Animation source door not found in bin\config.bin/CfgVehicles/ka50/ warning msg
-Landing light facing the wrong way... Its shining towards the back for some reason
-A little doors arent closing on the landing gear.

Great job man... would be nice to see it with a few other loadouts too. Keep it up man

Edit. Oh yeah its very hard to see out of the cockpit windows with the NVG's on

Max Power
May 12 2010, 10:49
Rudder support is availible, check watch the seahawks rudder when going from high speed to low speed.

On a side note I am very VERY happy to see this unit comming to Arma2, I've been following it since http://crymod.com/thread.php?threadid=28784&threadview=0&hilight=&hilightuser=0&sid=dff8c523f7689ac49197e4a24aa6d744&page=1 and it has struck me as nothing short of amazing in its appearence.

That is not a rudder. Those are elevators. A rudder is on the vertical stabilizor (the fin).

TimeJedi
May 15 2010, 05:42
Magnificent model! A few to correct config and will be simply super.

rstratton
May 15 2010, 06:01
link updated. http://depositfiles.com/files/byv2tzmwa numerous fixes plus fully dynamic rotors

vasmkd
May 15 2010, 11:53
Thanks :), downloading now. will test it soon

Imutep
May 15 2010, 13:09
Very nice looking KA-52! I make a few shots of him. :cool:

ArmedAssault.info (http://www.armedassault.info) Mirror and News (http://www.armedassault.info/index.php?cat=news&game=1&id=4198):

http://www.armedassault.info/mirrorgen2/3390153.gif (http://www.armedassault.info/index.php?cat=addons&game=1&id=1397)

We have also added this release to your personal author profile (http://www.armedassault.info/index.php?cat=authors&id=430)
If a release or contact information is missing, feel free to drop a PM, it will then be added.

And here is the BBCode if you want to add our Mirror to your release post :

http://www.armedassault.info/mirrorgen2/3390153.gif (http://www.armedassault.info/index.php?cat=addons&game=1&id=1397)
If you prefer a text only BBCode please copy and paste the code below :

ArmedAssault.info Mirror :
DOWNLOAD - KA-50 Hokum (v.WIP) - [27.2 MB] from ArmedAssault.info (http://www.armedassault.info/index.php?cat=addons&game=1&id=1397)

Leogecko27
May 15 2010, 14:57
Result of Test: Very Nice!

Things to Fix:

- Rotors are moving very slow
- the red star is not original
- cockpit needs a littlebit of detail work
- the front under nose is black (?)

Tested it with ACE. Eject seat sytem works very good. Handling is ok.

Looking forward to the final version. thank you

Cheers Leogecko

RobertHammer
May 15 2010, 15:05
Rotors are moving very slow
Huh? I see those rotors moving too fast still than slow + they need blur proxy

Keshman
May 15 2010, 15:20
Send all the bad comments here :now: :shhh: :toilet: :D

great job! Super KA-50 Hokum :ok:

Alexander47
May 15 2010, 19:09
Very nice addon. Great job. Maybe you could make a new cockpit for Ka-52? It would be very useful. There are some photos of a new cockpit.
http://pilot.strizhi.info/photos/d/22245-1/IMG_2484_sm.jpg
http://pilot.strizhi.info/photos/d/22247-1/IMG_2485_sm.jpg
http://pilot.strizhi.info/photos/d/22249-1/IMG_2486_sm.jpg
http://pilot.strizhi.info/photos/v/helicopters/?g2_page=6
Thank you.

Affe-mit-Waffe
May 15 2010, 23:23
Ruski Heli is the best for me! :yay:

corsair83
May 15 2010, 23:25
one word ... beautiful gg:yay:

Drew
May 16 2010, 00:40
good addon, any plans to make the cannon moveable?..

vasmkd
May 16 2010, 08:33
The addon is even better now, it's very good quality but like drew
said a movable cannon would be nice with optic site. I think OFP V-80 (ka-50) was like that
The only thing that sux is ARMA2 is the way the chopper can not twist body at all after 80km/hr speed. I think the OFP system was better where it turn slower as u got more speed

ray243
May 16 2010, 09:18
Somehow cannot work with my arma 2. My arma 2 is full of problems!

Devil Dogs SF
May 16 2010, 18:42
I can't find it in the editor, the only KA choppers I have is the KA-52 Alligator and Black.....

farside
May 16 2010, 19:22
The addon is even better now, it's very good quality but like drew
said a movable cannon would be nice with optic site. I think OFP V-80 (ka-50) was like that
The only thing that sux is ARMA2 is the way the chopper can not twist body at all after 80km/hr speed. I think the OFP system was better where it turn slower as u got more speed


but the how realistic is that? surely the inertia would stop it from turning as quickly.

Drew
May 16 2010, 19:30
I can't find it in the editor, the only KA choppers I have is the KA-52 Alligator and Black.....

The addon folder that it came in is fubar. You have to make it say @<hidden> (make sure it doesnt have any spaces) and add the "Addons" folder.

SGT_SAVAGE
May 16 2010, 21:02
I can't find it in the editor, the only KA choppers I have is the KA-52 Alligator and Black.....

Do you have the CMA KA-50's in your addons folder?

If yes remove them and it will show up.

Devil Dogs SF
May 16 2010, 21:09
No, I only have ka50_hokum.pbo in the addon folder, and even after renaming the folder to what Drew said, it still isn't showing up. I'll try redownloading again.

wolfbite
May 16 2010, 22:15
Landing lights are still shining the wrong way! Would be nice if cokpit instruments lit up at night..

[fg]
May 16 2010, 23:36
Awesome model, great job guys! :thumb:
Here's a few interesting screenshots to show what it's like:

http://img508.imageshack.us/img508/8277/arma22010051621510437.th.jpg (http://img508.imageshack.us/i/arma22010051621510437.jpg/) http://img52.imageshack.us/img52/9618/arma22010051622155187.th.jpg (http://img52.imageshack.us/i/arma22010051622155187.jpg/) http://img39.imageshack.us/img39/3862/arma22010051622345292.th.jpg (http://img39.imageshack.us/i/arma22010051622345292.jpg/)

bca2Yikn7_w

Also we made a few fixes/changes for config.bin:

- Fixed armor config ( more like Ka-52, without "damageResistance" Ka-50 have resistance like humvee and can be easily destroyed with 5.45 wpn );
armor = 170;
damageResistance = 0.02885;
class HitPoints: HitPoints
{
class HitHRotor: HitHRotor
{
armor = 1.2;
};
class HitGlass1: HitGlass1
{
armor = 8;
};
class HitGlass2: HitGlass2
{
armor = 8;
};
class HitGlass3: HitGlass3
{
armor = 5;
};
class HitGlass4: HitGlass4
{
armor = 5;
};
};

- Rebalanced weapons loadout for more realistic and balanced loadout ( also pilots cannot change ammo type in 2A42 30mm gun while flying around :);
// weapons[] = {"2A42","VikhrLauncher","80mmLauncher"};
// magazines[] = {"230Rnd_30mmAP_2A42","230Rnd_30mmHE_2A42","12Rnd_Vikhr_KA50","40Rnd_80mm"};
class CfgMagazines
{
class VehicleMagazine;
class 12Rnd_AT9_KA50: VehicleMagazine
{
scope = 2;
displayName = "$STR_MN_AT9_MI24P";
count = 12;
ammo = "M_AT9_AT";
initSpeed = 0;
maxLeadSpeed = 200;
sound[] = {"\ca\Weapons\Data\Sound\TOW_2",3.16228,1,1400};
soundHit[] = {"\ca\Weapons\Data\Sound\explosion_large1",15.8489,1,2000};
reloadSound[] = {"\ca\Weapons\Data\Sound\missload",0.000316228,1,20};
nameSound = "missiles";
};
class 460Rnd_30mmHE_2A42: VehicleMagazine
{
scope = 2;
displayName = "$STR_DN_HE";
ammo = "B_30mm_HE";
count = 460;
initSpeed = 960;
maxLeadSpeed = 200;
tracersEvery = 2;
lastRoundsTracer = 5;
nameSound = "heat";
};
};
class CfgWeapons
{
class MissileLauncher;
class Default;
class 2A42;
class 2A42_RG: 2A42
{
magazines[] = {"460Rnd_30mmHE_2A42"};
cursor = "Laser";
};
class RG_VikhrLauncher_AT9: MissileLauncher
{
displayName = "$STR_DN_AT9LAUNCHER";
minRange = 50;
minRangeProbab = 0.6;
midRange = 300;
midRangeProbab = 0.9;
maxRange = 4000;
maxRangeProbab = 0.1;
reloadTime = 1;
sound[] = {"\ca\Sounds\weapons\cannon\vikhr",31.6228,1,1100};
soundFly[] = {"\ca\Sounds\weapons\cannon\rocket_fly_x2",1,1.1,700};
magazines[] = {"12Rnd_AT9_KA50"};
aiRateOfFire = 5;
aiRateOfFireDistance = 4000;
cursorAim = "\ca\Weapons\Data\clear_empty";
cursor = "Laser";
cursorSize = 1;
};
};

- Add crosshair (for C-8 and 2A42 gun) and attaching rebalanced weapons from code above;
class Turrets: Turrets
{
class MainTurret: MainTurret
{
startEngine = 0;
minElev = -10;
maxElev = 10;
initElev = 0;
minTurn = -9;
maxTurn = 2;
initTurn = 0;
class Viewoptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.067;
minFov = 0.019;
maxFov = 0.067;
};
soundServo[] = {"",0.01,1};
outGunnerMayFire = 1;
commanding = -1;
primaryGunner = 1;
memoryPointsGetInGunner = "Pos_Gunner";
memoryPointsGetInGunnerDir = "Pos_Gunner_dir";
memoryPointGun = "machinegun";
gunBeg = "gunstart";
gunEnd = "gunend";
memoryPointGunnerOptics = "gunnerview";
selectionFireAnim = "zasleh";
castGunnerShadow = 1;
viewGunnerShadow = 1;
gunnerAction = "KA52_Gunner";
gunnerInAction = "KA52_Gunner";
gunnerOpticsModel = "\ca\air\optika_Ka50_gun";
gunnerOpticsEffect[] = {"TankCommanderOptics1","BWTV"};
gunnerForceOptics = 0;
weapons[] = {"2A42_RG","RG_VikhrLauncher_AT9","80mmLauncher"};
magazines[] = {"460Rnd_30mmHE_2A42","12Rnd_AT9_KA50","40Rnd_80mm"};
class HitTurret
{
armor = 0.8;
material = -1;
name = "gun1";
visual = "gun1";
passThrough = 0.5;
};
class HitGun
{
armor = 0.4;
material = -1;
name = "gun2";
visual = "gun2";
passThrough = 0.2;
};
};
};

NodUnit
May 17 2010, 00:02
DCS Arma2?

I love the detail, in and out..if possible can you tell us or someone send me a PM of the polycount? I' would like to create a helicopter in high detail as well but I need to what the engine would tolerate, given if you go too high it just won't show :( and this looks like it has a high count.

By the way, props to whoever set up the materials, glad to see it not be a shiny bird. :)

rstratton
May 17 2010, 03:17
alright guys heres an update. found some parts that had the wrong texture. added more armor to it as suggested, rotor blur is being worked on. http://depositfiles.com/files/efhd0i672
the overall triangle count for the external model is about 45k divided up
into 3 parts, one main section with 2 proxied peices. cockpit lod triangle count is about 16-17k.
model uses 3 4096x4096 resolution textures.

thearies
May 17 2010, 03:19
http://www.fas.org/man/dod-101/sys/ac/row/ka-50.htm


"The helicopter has a number of unique characteristics including single seat to increase combat and flight characteristics and reduce operational costs. It was designed for remote operations, and not to need ground maintenance facilities for 2 weeks. The airframe is 35% composite materials with a structural central 1m 2 keel beam of kevlar/ nomex that protects critical systems and ammunition. The fully armored pilot's cabin can withstand 23-mm gunfire, and the cockpit glass 12.7-mm MG gunfire. The Zvezda K-37-800 pilot ejection system functions at any altitude, and enables a successful ejection at low altitude and maximum speed."

[fg]
May 17 2010, 06:01
@<hidden>rstratton
Great work, looking forward on stable release :)
Need some help with icons? If u send me hi-res non-compressed screenshot (png-bmp-like) with untextured model (better with grey background color) and made it with same angle & direction as it was on ka-52 icon, we can easily do it.

Old Bear
May 17 2010, 06:40
New on front page at Armed Assault.info (http://www.armedassault.info/)

Link to updated mirror :

KA-50 Hokum : http://www.armedassault.info/index.php?game=1&cat=addons&id=1397

vasmkd
May 17 2010, 06:58
but the how realistic is that? surely the inertia would stop it from turning as quickly.

It should turn slower and slower after it reaches certain speeds.

Foxhound
May 17 2010, 11:57
Updated version frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=10516).


http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=10515)
KA-50 Hokum (http://www.armaholic.com/page.php?id=10515)

HELLFREEZA
May 17 2010, 15:51
The addon folder that it came in is fubar. You have to make it say @<hidden> (make sure it doesnt have any spaces) and add the "Addons" folder.

Damn, it's a beauty!:inlove: very good job!

@<hidden>: the KA50 IS NOT shown in editor if you are using CAA Mod. :confused:

zenith777
May 17 2010, 16:56
;1629559']( also pilots cannot change ammo type in 2A42 30mm gun while flying around :)

uhm what? 2A42 has a dual feed so the ammo type can be changed from HE to AP with a switch of a button.

HELLFREEZA
May 17 2010, 17:08
uhm what? 2A42 has a dual feed so the ammo type can be changed from HE to AP with a switch of a button.

yes it has.

[fg]
May 17 2010, 18:52
2A42 has a dual feed so the ammo type can be changed from HE to APMy bad, You're right. 220 AP and 240 HE.
http://en.wikipedia.org/wiki/30_mm_automatic_cannon_2A42

rstratton
May 17 2010, 19:41
here are the psd templates for anybody wanting them http://www.megaupload.com/?d=KXRGCYE2

Devil Dogs SF
May 17 2010, 21:28
@<hidden>: the KA50 IS NOT shown in editor if you are using CAA Mod. :confused:

For real? Damn it....

Drew
May 17 2010, 22:27
I think the CAA mod has its own KA50, therefore you need to rename it if you are using the KA50 from CAA hence renaming it @<hidden> or something of the nature...

[fg]
May 17 2010, 23:59
@<hidden>: the KA50 IS NOT shown in editor if you are using CAA Mod.Probably you need to rename class name for this chopper. In config.bin config class name is:

ka50

Binkowski
May 18 2010, 00:03
You should definitely fix the first post to show the download link. :).

HELLFREEZA
May 18 2010, 01:05
I think the CAA mod has its own KA50, therefore you need to rename it if you are using the KA50 from CAA hence renaming it @<hidden> or something of the nature...


yeah i know, but i only use CAA worlds. I dont use CAA vehicles.

Inkompetent
May 18 2010, 01:26
Ahh, well. The class name of the helicopter definitely should be tagged, since we never know how many people will want to make Ka-50s. For exmple rstr_ka50 (OFPEC-tags are limited to 4 characters I think to keep class name length down).

Not the best of practices to change the class name after release, but if it causes such compatability problems there isn't much choice.

HELLFREEZA
May 18 2010, 02:40
;1630227']Probably you need to rename class name for this chopper. In config.bin config class name is:

ka50

thanx for the info. changed class names and it works now using CAA Mod.

maybe i could use Rh heli sounds for the KA50. because they are so great.
@<hidden> u think about that?

flying KA50 with standard Mi17 sounds..... this doesn't fit.
i am missing some gunner optics too.

RobertHammer
May 18 2010, 06:35
You can use those my ka52 sounds :) - ka50 have almost same sound as ka52

Old Bear
May 18 2010, 06:53
Mirror on Armed Assault.info (http://www.armedassault.info/)

Link to mirror :

KA-50 Hokum templates :

http://www.armedassault.info/index.php?game=1&cat=addons&id=1402

HELLFREEZA
May 18 2010, 16:52
You can use those my ka52 sounds :) - ka50 have almost same sound as ka52

added RH Kamov sounds. thx to Robert for his great KA52 sounds. ;)

but i still have problems with the KA gunner optic...it doesn't work and i don't know why.
i could need some help with that please??

[fg]
May 18 2010, 18:27
i could need some help with that please??I think you need add some extra script to associate pilot = gunner or something like that.

evolve-r
May 19 2010, 21:15
Whats new????

ray243
May 20 2010, 15:13
Regarding the KA50 addon, how do I change the classname? Now I feel stupid again........

rstratton
May 20 2010, 16:03
ill upload an update soon

[fg]
May 21 2010, 03:06
@<hidden>
Regarding the KA50 addon, how do I change the classname? Now I feel stupid again
I have made a little addon compilation rstratton Ka-50 with RobertHammer Ka-52 sound, changed class (ka50 > ka50_rg) and vehicle name (like original bis name: ka50 hokum > Ka-50), make another armor fix and so on. But i dont ask permissions from rstratton and RobertHammer. if they agree with this compilation Ka-50 for community, i can easly upload it.

Hokum attack. Ka-50 in combat.
G16W_GBJ0bU&hd=1

rstratton
May 21 2010, 21:43
see first post for updated link

Miller
May 21 2010, 22:05
Thanks rstratton :smile_o:

ArmA2Base.de Mirror updated:

KA-50 Hokum 21.05.10 by rstratton (http://arma2base.de/include.php?path=download&contentid=2055)

Kind regards
Miller

Foxhound
May 21 2010, 22:54
Updated version frontpaged on the Armaholic homepage (http://www.armaholic.com/page.php?id=10516).


http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=10515)
KA-50 Hokum v05-21-2010 (http://www.armaholic.com/page.php?id=10515)

Raafatah64
May 22 2010, 01:01
guys how can i add roberthammer ka52 sounds to the ka50 thanx

HELLFREEZA
May 22 2010, 01:32
@<hidden> i have an updated version of ur KA50. i added RH kamov sounds. u want me to upload it?

A KA50 using Mi17 engine and rotorsounds...it just sounds horrible.

Alex72
May 22 2010, 14:17
First, great job on this! Superb to have it back in A2. :)

Second, like someone mentioned - will there be optics later on? Pressing Num0 zooms in the image instead of going optics.

EDIT: Dont know if i have my KA50 engine sound on a DVD somewhere. If its interesting i can search for it.
KA50 engine (made by myself): http://www.youtube.com/watch?v=GOq8e0VZkQo

ray243
May 22 2010, 14:43
Hmm, odd, I went to the editor and can't find it under russia/air

Binkowski
May 22 2010, 15:43
I love this addon, it's awesome..

Raafatah64
May 22 2010, 16:03
how can we add the sounds to the ka50 roberthammer sounds plss tell me how

rstratton
May 22 2010, 16:30
try this config it inherits from the ka52 instead of kamov_base so any sound mod which works for ka52 will work with this addon
// config.bin - 19:04:17 11/22/09, generated in 0.05 seconds
// Generated by unRap v1.06 by Kegetys
// Separate rootclasses: Disabled, Automatic comments: Enabled

#define private 0
#define protected 1
#define public 2

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

class CfgPatches {
class Oleg_ka50 {
units[] = {"Oleg_ka50"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"CAAir2", "CAWeapons"};
};
};

class AirplaneHUD {
class Pos10Vector; // External class reference

class bones {
class AGLMove1; // External class reference
class AGLMove2; // External class reference
class ASLMove1; // External class reference
class ASLMove2; // External class reference
class VertSpeed; // External class reference
class ILS; // External class reference
class SpdMove2; // External class reference
class TargetDistanceMissile; // External class reference
class TargetDistanceMGun; // External class reference
class Level0; // External class reference
class PlaneW; // External class reference
};
};

class CfgVehicles {
class AllVehicles; // External class reference

class Air : AllVehicles {
class NewTurret; // External class reference
class ViewPilot; // External class reference
};

class Helicopter : Air {
class Turrets {
class MainTurret; // External class reference
};

class HitPoints {
class HitGlass1; // External class reference
class HitGlass2; // External class reference
class HitGlass3; // External class reference
class HitGlass4; // External class reference
class HitHRotor; // External class reference
};
};

class Ka52 : Helicopter {};

class Oleg_Ka50 : Ka52 {
destrType = "DestructEngine";
armor = 170;
damageResistance = 0.02885;
scope = public;
accuracy = 1.5; // accuracy needed to recognize type of this target
selectionHRotorStill = "velka vrtule staticka";
selectionHRotorMove = "velka vrtule blur";
selectionVRotorStill = "mala vrtule staticka";
selectionVRotorMove = "mala vrtule blur";
displayName = ka50 Hokum;

class Library {
libTextDesc = ka50 Hokum. modelled and textured by Oleg-Russia, arma2 integration by Randy Stratton;
};
vehicleClass = "Air";
model = "\ka50_hokum\ka50.p3d";
icon = "\ca\air2\data\ui\Icon_ka52_CA.paa";
mapSize = 15;
picture = "\ca\air2\data\UI\Picture_ka52_CA.paa";
maxSpeed = 350; // max speed on level road, km/h
castDriverShadow = true;
viewCargoShadow = true;
crew = "RU_Soldier_Pilot";
typicalCargo[] = {"RU_Soldier_Pilot"};
threat[] = {1.6, 1, 1.0};
gunnerUsesPilotView = true;
hasGunner = false;
memoryPointLMissile = "Missile_1";
memoryPointRMissile = "Missile_2";
memoryPointLRocket = "Rocket_1";
memoryPointRRocket = "Rocket_2";
maxMainRotorDive = 4;
minMainRotorDive = -4;
neutralMainRotorDive = 0;
gearRetracting = true;
mainRotorSpeed = 2.0;
backRotorSpeed = 2.0;
driverAction = "ka52_Pilot";
driverInAction = "ka52_Pilot";
gunnerOpticsModel = "\ca\air\optika_Ka50_gun";
gunnerOpticsEffect[] = {"TankCommanderOptics1", BWTV};
gunnerForceOptics = false;
memoryPointGun = "machinegun";
gunBeg = "muzzle"; // endpoint of the gun
gunEnd = "chamber"; // chamber of the gun
memoryPointGunnerOptics = "gunnerview";
selectionFireAnim = "zasleh";
weapons[] = {2A42, "VikhrLauncher", "80mmLauncher"};
magazines[] = {"230Rnd_30mmHE_2A42", "230Rnd_30mmAP_2A42", "12Rnd_Vikhr_KA50", "40Rnd_80mm"};
laserScanner = true;
class HitPoints : HitPoints {
class HitHRotor : HitHRotor {
armor = 1.3;
};

class HitGlass1 : HitGlass1 {
armor = 8;
};

class HitGlass2 : HitGlass2 {
armor = 8;
};

class HitGlass3 : HitGlass3 {
armor = 5;
};

class HitGlass4 : HitGlass4 {
armor = 5;
};
};



class ViewPilot {
initFov = 1;
minFov = 0.5;
maxFov = 1.2;
initAngleX = 10;
minAngleX = -65;
maxAngleX = 85;
initAngleY = 0;
minAngleY = -125;
maxAngleY = 125;
};

class Viewoptics {
initAngleX = 0;
minAngleX = 0;
maxAngleX = 0;
initAngleY = 0;
minAngleY = 0;
maxAngleY = 0;
initFov = 0.1;
minFov = 0.1;
maxFov = 1.2;
};


class Turrets {};


class Reflectors {
class Left {
color[] = {0.8, 0.8, 1.0, 1.0};
ambient[] = {0.07, 0.07, 0.07, 1.0};
position = "L svetlo";
direction = "konec L svetla";
hitpoint = "L svetlo";
selection = "L svetlo";
size = 1;
brightness = 1.0;
};

class Right {
color[] = {0.8, 0.8, 1.0, 1.0};
ambient[] = {0.07, 0.07, 0.07, 1.0};
position = "P svetlo";
direction = "konec P svetla";
hitpoint = "P svetlo";
selection = "P svetlo";
size = 1;
brightness = 1.0;
};
};
dammageHalf[] = {"\ca\air2\ka52\Data\ka52_cauges_CO.paa", "\ca\air2\ka52\Data\ka52_caugesmf_CO.paa"};
dammageFull[] = {"\ca\air2\ka52\Data\ka52_cauges_CO.paa", "\ca\air2\ka52\Data\ka52_caugesmf_CO.paa"};

class Damage {
tex[] = {};
mat[] = {"ca\air2\ka52\Data\ka52_01.rvmat", "ca\air2\ka52\Data\ka52_01_damage.rvmat", "ca\air2\ka52\Data\ka52_01_destruct.rvmat", "ca\air2\ka52\Data\ka52_02.rvmat", "ca\air2\ka52\Data\ka52_02_damage.rvmat", "ca\air2\ka52\Data\ka52_02_destruct.rvmat", "ca\air2\ka52\Data\ka52_glass.rvmat", "ca\air2\ka52\Data\ka52_glass_damage.rvmat", "ca\air2\ka52\Data\ka52_glass_damage.rvmat", "ca\air2\ka52\Data\ka52_glass_in.rvmat", "ca\air2\ka52\Data\ka52_glass_in_damage.rvmat", "ca\air2\ka52\Data\ka52_glass_in_damage.rvmat", "ca\air2\ka52\Data\ka52_cauges_light.rvmat", "ca\air2\ka52\Data\ka52_cauges_bug.rvmat", "ca\air2\ka52\Data\ka52_cauges_bug.rvmat", "ca\air2\ka52\Data\ka52_weapons.rvmat", "ca\air2\ka52\Data\ka52_weapons_damage.rvmat", "ca\air2\ka52\Data\ka52_weapons_destruct.rvmat"};
};

class MFD {
class AirplaneHUD {
class Pos10Vector {
type = "vector";
pos0[] = {0.502, 0.49};
pos10[] = {1.112, 1.03};
};
topLeft = "HUD LH";
topRight = "HUD PH";
bottomLeft = "HUD LD";

borderLeft = 0;
borderRight = 0;
borderTop = 0;
borderBottom = 0;
color[] = {0, 1, 0, 0.1};

class Bones {
class PlaneW {
type = "fixed";
pos[] = {0.502, 0.49};
};

class WeaponAim : Pos10Vector {
source = "weapon";
};

class Target : Pos10Vector {
source = "target";
};

class Velocity : Pos10Vector {
type = "vector";
source = "velocity";
pos0[] = {0.502, 0.49};
pos10[] = {0.563, 0.544};
};

class SpdMove2 {
source = "speed";
min = 0;
max = 138.889;
type = "linear";
minPos[] = {0.0, 0.15*0.65};
maxPos[] = {0.0, 0.65*0.65};
};

class AGLMove {
type = "linear";
source = "altitudeAGL";
min = 0;
max = 50;
minPos[] = {0.0, 0.15*0.65};
maxPos[] = {0.0, 0.65*0.65};
};

class Heading {
type = "linear";
source = "Heading";
min = -36;
max = 36;
minPos[] = {0.0, 0.0};
maxPos[] = {1.0, 0.0};
};

class TargetDistanceMissile {
type = "rotational";
source = "targetDist";
center[] = {0, 0};
min = 100;
max = 3000;
minAngle = -120;
maxAngle = 120;
};

class vspeed {
source = "vspeed";
type = "linear";
min = -30;
max = 30;
minPos[] = {0.0, 0.15*0.4};
maxPos[] = {0.0, 0.75*0.4};
};

class HorizonBankMGun {
type = "rotational";
source = "HorizonBank";
center[] = {0, 0};
min = -6.28319;
max = 6.28319;
minAngle = -360;
maxAngle = 360;
aspectRatio = 0.885246;
};

class HorizonDive {
source = "horizonDive";
type = "linear";
min = -1;
max = 1;
minPos[] = {0.502, 2.49};
maxPos[] = {0.502, -1.51};
};
};

class Draw {
alpha = 0.4;
color[] = {0.0, 0.3, 0.05};
condition = "on";
clipTL[] = {0.0, 0.0};
clipBR[] = {1.0, 1.0};

class PlaneW {
type = "line";
points[] = {{"PlaneW", 1, "HorizonBankMGun", {-0.08, 0}, 1}, {"PlaneW", 1, "HorizonBankMGun", {-0.04, 0}, 1}, {"PlaneW", 1, "HorizonBankMGun", {-0.0348, -0.0177049}, 1}, {"PlaneW", 1, "HorizonBankMGun", {-0.02, -0.0308066}, 1}, {"PlaneW", 1, "HorizonBankMGun", {0, -0.0354098}, 1}, {"PlaneW", 1, "HorizonBankMGun", {0.02, -0.0308066}, 1}, {"PlaneW", 1, "HorizonBankMGun", {0.0348, -0.0177049}, 1}, {"PlaneW", 1, "HorizonBankMGun", {0.04, 0}, 1}, {"PlaneW", 1, "HorizonBankMGun", {0.08, 0}, 1}};
};

class PlaneHeading {
clipTL[] = {0.3, 0.3};
clipBR[] = {0.7, 0.7};

class Vector {
type = "line";
points[] = {{"Velocity", 0.001, "PlaneW", {0, 0}, 1}, {"Velocity", {0, 0}, 1}};
};
};

class Static {
clipTL[] = {0.0, 0.1};
clipBR[] = {1.0, 0.0};
type = "line";
points[] = {{"SpdMove2", {0.27, 0.1+0.01}, 1}, {"SpdMove2", {0.255, 0.1+0.0}, 1}, {"SpdMove2", {0.27, 0.1-0.01}, 1}, {"SpdMove2", {0.27, 0.1+0.01}, 1}, {}, {{0.25, 0.1+0.15*0.65}, 1}, {{0.25, 0.1+0.65*0.65}, 1}, {}, {{0.25, 0.1+0.15*0.65}, 1}, {{0.23, 0.1+0.15*0.65}, 1}, {}, {{0.245, 0.1+0.65*0.65}, 1}, {{0.23, 0.1+0.65*0.65}, 1}, {}, {{0.245, 0.1+0.25*0.65}, 1}, {{0.23, 0.1+0.25*0.65}, 1}, {}, {{0.245, 0.1+0.35*0.65}, 1}, {{0.23, 0.1+0.35*0.65}, 1}, {}, {{0.245, 0.1+0.45*0.65}, 1}, {{0.23, 0.1+0.45*0.65}, 1}, {}, {{0.2455, 0.1+0.55*0.65}, 1}, {{0.23, 0.1+0.55*0.65}, 1}, {}, {"AGLMove", {1-0.27, 0.1+0.01}, 1}, {"AGLMove", {1-0.255, 0.1+0.0}, 1}, {"AGLMove", {1-0.27, 0.1-0.01}, 1}, {"AGLMove", {1-0.27, 0.1+0.01}, 1}, {}, {{1-0.25, 0.1+0.15*0.65}, 1}, {{1-0.25, 0.1+0.65*0.65}, 1}, {}, {{1-0.25, 0.1+0.15*0.65}, 1}, {{1-0.23, 0.1+0.15*0.65}, 1}, {}, {{1-0.245-0.03, 0.1+0.65*0.65}, 1}, {{1-0.23+0.005, 0.1+0.65*0.65}, 1}, {}, {{1-0.245, 0.1+0.25*0.65}, 1}, {{1-0.23, 0.1+0.25*0.65}, 1}, {}, {{1-0.245, 0.1+0.35*0.65}, 1}, {{1-0.23, 0.1+0.35*0.65}, 1}, {}, {{1-0.245, 0.1+0.45*0.65}, 1}, {{1-0.23, 0.1+0.45*0.65}, 1}, {}, {{1-0.245, 0.1+0.55*0.65}, 1}, {{1-0.23, 0.1+0.55*0.65}, 1}, {}, {"vspeed", {0.27-0.05, 0.55+0.01}, 1}, {"vspeed", {0.255-0.05, 0.55+0.0}, 1}, {"vspeed", {0.27-0.05, 0.55-0.01}, 1}, {"vspeed", {0.27-0.05, 0.55+0.01}, 1}, {}, {{0.25-0.05, 0.55+0.12*0.40}, 1}, {{0.25-0.05, 0.55+0.58*0.40}, 1}, {}, {{0.25-0.05, 0.55+0.15*0.40}, 1}, {{0.23-0.05, 0.55+0.15*0.40}, 1}, {}, {{0.245-0.05, 0.55+0.55*0.40}, 1}, {{0.23-0.05, 0.55+0.55*0.40}, 1}, {}, {{0.245-0.05, 0.55+0.25*0.40}, 1}, {{0.23-0.05, 0.55+0.25*0.40}, 1}, {}, {{0.245-0.05, 0.55+0.35*0.40}, 1}, {{0.23-0.05, 0.55+0.35*0.40}, 1}, {}, {{0.245-0.05, 0.55+0.45*0.40}, 1}, {{0.23-0.05, 0.55+0.45*0.40}, 1}, {}, {"vspeed", {1-0.27+0.05, 0.55+0.01}, 1}, {"vspeed", {1-0.255+0.05, 0.55+0.0}, 1}, {"vspeed", {1-0.27+0.05, 0.55-0.01}, 1}, {"vspeed", {1-0.27+0.05, 0.55+0.01}, 1}, {}, {{1-0.25 +0.05, 0.55+0.12*0.40}, 1}, {{1-0.25+0.05, 0.55+0.78*0.40}, 1}, {}, {{1-0.25 +0.05, 0.55+0.15*0.40}, 1}, {{1-0.22+0.05, 0.55+0.15*0.40}, 1}, {}, {{1-0.245+0.05, 0.55+0.75*0.40}, 1}, {{1-0.22+0.05, 0.55+0.75*0.40}, 1}, {}, {{1-0.245+0.05, 0.55+0.25*0.40}, 1}, {{1-0.23+0.05, 0.55+0.25*0.40}, 1}, {}, {{1-0.245+0.05, 0.55+0.35*0.40}, 1}, {{1-0.23+0.05, 0.55+0.35*0.40}, 1}, {}, {{1-0.245+0.05, 0.55+0.45*0.40}, 1}, {{1-0.22+0.05, 0.55+0.45*0.40}, 1}, {}, {{1-0.245+0.05, 0.55+0.55*0.40}, 1}, {{1-0.23+0.05, 0.55+0.55*0.40}, 1}, {}, {{1-0.245+0.05, 0.55+0.65*0.40}, 1}, {{1-0.23+0.05, 0.55+0.65*0.40}, 1}, {}, {{0.52, 0.08+0.01+0.05}, 1}, {{0.5, 0.06+0.01+0.05}, 1}, {{0.48, 0.08+0.01+0.05}, 1}, {}, {{0.3, 0.055+0.01+0.05}, 1}, {{0.7, 0.055+0.01+0.05}, 1}, {}};
};

class Horizont {
clipTL[] = {0.25, 0.25};
clipBR[] = {0.75, 0.75};

class Dimmed {
class Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, 0}, 1}, {"HorizonDive", {-0.15, 0}, 1}, {}, {"HorizonDive", {-0.01, 0}, 1}, {"HorizonDive", {0.01, 0}, 1}, {}, {"HorizonDive", {0.15, 0}, 1}, {"HorizonDive", {0.2, 0}, 1}};
};

class Level2M5 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, -0.54/10*5*2/3}, 1}, {"HorizonDive", {-0.1, -0.54/10*5*2/3}, 1}, {}, {"HorizonDive", {0.1, -0.54/10*5*2/3}, 1}, {"HorizonDive", {0.2, -0.54/10*5*2/3}, 1}};
};

class VALM2_1_5 {
type = "text";
source = "static";
text = 5;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3*+0.03, -0.025*2/3-0.54/10*5*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3-0.54/10*5*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3-0.54/10*5*2/3}, 1};
};

class Level2P5 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, +0.54/10*5*2/3}, 1}, {"HorizonDive", {-0.1, +0.54/10*5*2/3}, 1}, {}, {"HorizonDive", {0.1, +0.54/10*5*2/3}, 1}, {"HorizonDive", {0.2, +0.54/10*5*2/3}, 1}};
};

class VALP2_1_5 {
type = "text";
source = "static";
text = -5;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3+0.03, -0.025*2/3+0.54/10*5*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3+0.54/10*5*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3+0.54/10*5*2/3}, 1};
};

class Level2M10 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, -0.54/10*10*2/3}, 1}, {"HorizonDive", {-0.1, -0.54/10*10*2/3}, 1}, {}, {"HorizonDive", {0.1, -0.54/10*10*2/3}, 1}, {"HorizonDive", {0.2, -0.54/10*10*2/3}, 1}};
};

class VALM2_1_10 {
type = "text";
source = "static";
text = 10;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3*+0.03, -0.025*2/3-0.54/10*10*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3-0.54/10*10*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3-0.54/10*10*2/3}, 1};
};

class Level2P10 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, +0.54/10*10*2/3}, 1}, {"HorizonDive", {-0.1, +0.54/10*10*2/3}, 1}, {}, {"HorizonDive", {0.1, +0.54/10*10*2/3}, 1}, {"HorizonDive", {0.2, +0.54/10*10*2/3}, 1}};
};

class VALP2_1_10 {
type = "text";
source = "static";
text = -10;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3+0.03, -0.025*2/3+0.54/10*10*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3+0.54/10*10*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3+0.54/10*10*2/3}, 1};
};

class Level2M15 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, -0.54/10*15*2/3}, 1}, {"HorizonDive", {-0.1, -0.54/10*15*2/3}, 1}, {}, {"HorizonDive", {0.1, -0.54/10*15*2/3}, 1}, {"HorizonDive", {0.2, -0.54/10*15*2/3}, 1}};
};

class VALM2_1_15 {
type = "text";
source = "static";
text = 15;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3*+0.03, -0.025*2/3-0.54/10*15*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3-0.54/10*15*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3-0.54/10*15*2/3}, 1};
};

class Level2P15 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, +0.54/10*15*2/3}, 1}, {"HorizonDive", {-0.1, +0.54/10*15*2/3}, 1}, {}, {"HorizonDive", {0.1, +0.54/10*15*2/3}, 1}, {"HorizonDive", {0.2, +0.54/10*15*2/3}, 1}};
};

class VALP2_1_15 {
type = "text";
source = "static";
text = -15;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3+0.03, -0.025*2/3+0.54/10*15*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3+0.54/10*15*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3+0.54/10*15*2/3}, 1};
};

class Level2M20 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, -0.54/10*20*2/3}, 1}, {"HorizonDive", {-0.1, -0.54/10*20*2/3}, 1}, {}, {"HorizonDive", {0.1, -0.54/10*20*2/3}, 1}, {"HorizonDive", {0.2, -0.54/10*20*2/3}, 1}};
};

class VALM2_1_20 {
type = "text";
source = "static";
text = 20;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3*+0.03, -0.025*2/3-0.54/10*20*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3-0.54/10*20*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3-0.54/10*20*2/3}, 1};
};

class Level2P20 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, +0.54/10*20*2/3}, 1}, {"HorizonDive", {-0.1, +0.54/10*20*2/3}, 1}, {}, {"HorizonDive", {0.1, +0.54/10*20*2/3}, 1}, {"HorizonDive", {0.2, +0.54/10*20*2/3}, 1}};
};

class VALP2_1_20 {
type = "text";
source = "static";
text = -20;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3+0.03, -0.025*2/3+0.54/10*20*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3+0.54/10*20*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3+0.54/10*20*2/3}, 1};
};

class Level2M25 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, -0.54/10*25*2/3}, 1}, {"HorizonDive", {-0.1, -0.54/10*25*2/3}, 1}, {}, {"HorizonDive", {0.1, -0.54/10*25*2/3}, 1}, {"HorizonDive", {0.2, -0.54/10*25*2/3}, 1}};
};

class VALM2_1_25 {
type = "text";
source = "static";
text = 25;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3*+0.03, -0.025*2/3-0.54/10*25*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3-0.54/10*25*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3-0.54/10*25*2/3}, 1};
};

class Level2P25 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, +0.54/10*25*2/3}, 1}, {"HorizonDive", {-0.1, +0.54/10*25*2/3}, 1}, {}, {"HorizonDive", {0.1, +0.54/10*25*2/3}, 1}, {"HorizonDive", {0.2, +0.54/10*25*2/3}, 1}};
};

class VALP2_1_25 {
type = "text";
source = "static";
text = -25;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3+0.03, -0.025*2/3+0.54/10*25*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3+0.54/10*25*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3+0.54/10*25*2/3}, 1};
};

class Level2M30 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, -0.54/10*30*2/3}, 1}, {"HorizonDive", {-0.1, -0.54/10*30*2/3}, 1}, {}, {"HorizonDive", {0.1, -0.54/10*30*2/3}, 1}, {"HorizonDive", {0.2, -0.54/10*30*2/3}, 1}};
};

class VALM2_1_30 {
type = "text";
source = "static";
text = 30;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3*+0.03, -0.025*2/3-0.54/10*30*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3-0.54/10*30*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3-0.54/10*30*2/3}, 1};
};

class Level2P30 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, +0.54/10*30*2/3}, 1}, {"HorizonDive", {-0.1, +0.54/10*30*2/3}, 1}, {}, {"HorizonDive", {0.1, +0.54/10*30*2/3}, 1}, {"HorizonDive", {0.2, +0.54/10*30*2/3}, 1}};
};

class VALP2_1_30 {
type = "text";
source = "static";
text = -30;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3+0.03, -0.025*2/3+0.54/10*30*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3+0.54/10*30*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3+0.54/10*30*2/3}, 1};
};

class Level2M35 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, -0.54/10*35*2/3}, 1}, {"HorizonDive", {-0.1, -0.54/10*35*2/3}, 1}, {}, {"HorizonDive", {0.1, -0.54/10*35*2/3}, 1}, {"HorizonDive", {0.2, -0.54/10*35*2/3}, 1}};
};

class VALM2_1_35 {
type = "text";
source = "static";
text = 35;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3*+0.03, -0.025*2/3-0.54/10*35*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3-0.54/10*35*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3-0.54/10*35*2/3}, 1};
};

class Level2P35 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, +0.54/10*35*2/3}, 1}, {"HorizonDive", {-0.1, +0.54/10*35*2/3}, 1}, {}, {"HorizonDive", {0.1, +0.54/10*35*2/3}, 1}, {"HorizonDive", {0.2, +0.54/10*35*2/3}, 1}};
};

class VALP2_1_35 {
type = "text";
source = "static";
text = -35;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3+0.03, -0.025*2/3+0.54/10*35*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3+0.54/10*35*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3+0.54/10*35*2/3}, 1};
};

class Level2M40 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, -0.54/10*40*2/3}, 1}, {"HorizonDive", {-0.1, -0.54/10*40*2/3}, 1}, {}, {"HorizonDive", {0.1, -0.54/10*40*2/3}, 1}, {"HorizonDive", {0.2, -0.54/10*40*2/3}, 1}};
};

class VALM2_1_40 {
type = "text";
source = "static";
text = 40;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3*+0.03, -0.025*2/3-0.54/10*40*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3-0.54/10*40*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3-0.54/10*40*2/3}, 1};
};

class Level2P40 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, +0.54/10*40*2/3}, 1}, {"HorizonDive", {-0.1, +0.54/10*40*2/3}, 1}, {}, {"HorizonDive", {0.1, +0.54/10*40*2/3}, 1}, {"HorizonDive", {0.2, +0.54/10*40*2/3}, 1}};
};

class VALP2_1_40 {
type = "text";
source = "static";
text = -40;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3+0.03, -0.025*2/3+0.54/10*40*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3+0.54/10*40*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3+0.54/10*40*2/3}, 1};
};

class Level2M45 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, -0.54/10*45*2/3}, 1}, {"HorizonDive", {-0.1, -0.54/10*45*2/3}, 1}, {}, {"HorizonDive", {0.1, -0.54/10*45*2/3}, 1}, {"HorizonDive", {0.2, -0.54/10*45*2/3}, 1}};
};

class VALM2_1_45 {
type = "text";
source = "static";
text = 45;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3*+0.03, -0.025*2/3-0.54/10*45*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3-0.54/10*45*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3-0.54/10*45*2/3}, 1};
};

class Level2P45 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, +0.54/10*45*2/3}, 1}, {"HorizonDive", {-0.1, +0.54/10*45*2/3}, 1}, {}, {"HorizonDive", {0.1, +0.54/10*45*2/3}, 1}, {"HorizonDive", {0.2, +0.54/10*45*2/3}, 1}};
};

class VALP2_1_45 {
type = "text";
source = "static";
text = -45;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3+0.03, -0.025*2/3+0.54/10*45*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3+0.54/10*45*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3+0.54/10*45*2/3}, 1};
};

class Level2M50 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, -0.54/10*50*2/3}, 1}, {"HorizonDive", {-0.1, -0.54/10*50*2/3}, 1}, {}, {"HorizonDive", {0.1, -0.54/10*50*2/3}, 1}, {"HorizonDive", {0.2, -0.54/10*50*2/3}, 1}};
};

class VALM2_1_50 {
type = "text";
source = "static";
text = 50;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3*+0.03, -0.025*2/3-0.54/10*50*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3-0.54/10*50*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3-0.54/10*50*2/3}, 1};
};

class Level2P50 : Level00 {
type = "line";
points[] = {{"HorizonDive", {-0.2, +0.54/10*50*2/3}, 1}, {"HorizonDive", {-0.1, +0.54/10*50*2/3}, 1}, {}, {"HorizonDive", {0.1, +0.54/10*50*2/3}, 1}, {"HorizonDive", {0.2, +0.54/10*50*2/3}, 1}};
};

class VALP2_1_50 {
type = "text";
source = "static";
text = -50;
align = "center";
scale = 1;
sourceScale = 1;
pos[] = {"HorizonDive", {-0.04*2/3+0.03, -0.025*2/3+0.54/10*50*2/3}, 1};
right[] = {"HorizonDive", {0.04*2/3+0.03, -0.025*2/3+0.54/10*50*2/3}, 1};
down[] = {"HorizonDive", {-0.04*2/3+0.03, 0.025*2/3+0.54/10*50*2/3}, 1};
};
};
};

class Target {
type = "line";
points[] = {{"Target", {0, 0.057541}, 1}, {"Target", {0.0325, 0.0500607}, 1}, {"Target", {0.05655, +0.50*0.065/(0.61/0.54)}, 1}, {"Target", {0.065, 0}, 1}, {"Target", {0.05655, -0.0287705}, 1}, {"Target", {0.0325, -0.87*0.065/(0.61/0.54)}, 1}, {"Target", {0, -0.057541}, 1}, {"Target", {-0.0325, -0.0500607}, 1}, {"Target", {-0.05655, -0.50*0.065/(0.61/0.54)}, 1}, {"Target", {-0.065, 0}, 1}, {"Target", {-0.05655, 0.0287705}, 1}, {"Target", {-0.0325, +0.87*0.065/(0.61/0.54)}, 1}, {"Target", {0, 0.057541}, 1}};
};

class SpeedNumber {
type = "text";
align = "right";
scale = 1;
source = "speed";
sourceScale = 3.6;
pos[] = {{0.06+0.1, 0.07}, 1};
right[] = {{0.14+0.1, 0.07}, 1};
down[] = {{0.06+0.1, 0.12}, 1};
format = "+%3.0fp";
};

class AltNumber : SpeedNumber {
source = "altitudeAGL";
sourceScale = 1;
pos[] = {{0.86-0.1, 0.07}, 1};
right[] = {{0.94-0.1, 0.07}, 1};
down[] = {{0.86-0.1, 0.12}, 1};
format = "%3.0f";
};

class VspeedNumber : SpeedNumber {
source = "vspeed";
sourceScale = 1;
align = "left";
pos[] = {{0.86-0.05, 0.52+0.03}, 1};
right[] = {{0.94-0.05, 0.52+0.03}, 1};
down[] = {{0.86-0.05, 0.57+0.03}, 1};
};

class VspeedNumberStaticP30 {
type = "text";
source = "static";
text = +30;
scale = 1;
sourceScale = 1;
align = "right";
pos[] = {{0.9-0.05, 0.54+0.15*0.4}, 1};
right[] = {{0.95-0.05, 0.54+0.15*0.4}, 1};
down[] = {{0.9-0.05, 0.54+0.15*0.4+0.05*5/8}, 1};
};

class VspeedNumberStaticM30 : VspeedNumberStaticP30 {
text = -30;
pos[] = {{0.9-0.05, 0.54+0.75*0.4}, 1};
right[] = {{0.95-0.05, 0.54+0.75*0.4}, 1};
down[] = {{0.9-0.05, 0.54+0.75*0.4+0.05*5/8}, 1};
};

class VspeedNumberStaticZERO : VspeedNumberStaticP30 {
text = " 0";
pos[] = {{0.9-0.05, 0.54+0.45*0.4}, 1};
right[] = {{0.95-0.05, 0.54+0.45*0.4}, 1};
down[] = {{0.9-0.05, 0.54+0.45*0.4+0.05*5/8}, 1};
};

class AltStatic50 : VspeedNumberStaticP30 {
text = "50";
pos[] = {{0.9-0.11, 0.08+0.15*0.65}, 1};
right[] = {{0.95-0.11, 0.08+0.15*0.65}, 1};
down[] = {{0.9-0.11, 0.08+0.15*0.65+0.05*5/8}, 1};
};

class SpeedStatic500 : VspeedNumberStaticP30 {
text = 500;
align = "left";
pos[] = {{0.1+0.1, 0.08+0.15*0.65}, 1};
right[] = {{0.15+0.1, 0.08+0.15*0.65}, 1};
down[] = {{0.1+0.1, 0.08+0.15*0.65+0.05*5/8}, 1};
};

class SpeedStaticZERO : SpeedStatic500 {
text = "0";
pos[] = {{0.1+0.1, 0.08+0.65*0.65}, 1};
right[] = {{0.15+0.1, 0.08+0.65*0.65}, 1};
down[] = {{0.1+0.1, 0.08+0.65*0.65+0.05*5/8}, 1};
};

class NevimStaticZERO : SpeedStatic500 {
text = "0";
pos[] = {{0.1+0.07, 0.54+0.45*0.4}, 1};
right[] = {{0.15+0.07, 0.54+0.45*0.4}, 1};
down[] = {{0.1+0.07, 0.54+0.45*0.4+0.05*5/8}, 1};
};

class NevimStatic1 : NevimStaticZERO {
text = "1";
pos[] = {{0.1+0.07, 0.58+0.45*0.4}, 1};
right[] = {{0.15+0.07, 0.58+0.45*0.4}, 1};
down[] = {{0.1+0.07, 0.58+0.45*0.4+0.05*5/8}, 1};
};

class NevimStatic3 : NevimStaticZERO {
text = "3";
pos[] = {{0.1+0.07, 0.42+0.45*0.4}, 1};
right[] = {{0.15+0.07, 0.42+0.45*0.4}, 1};
down[] = {{0.1+0.07, 0.42+0.45*0.4+0.05*5/8}, 1};
};

class HeadingScale {
type = "scale";
scale = 1;
source = "Heading";
sourceScale = 1;
align = "center";
pos[] = {0.32-0.01, 0.0+0.05};
right[] = {0.38-0.01, 0.0+0.05};
down[] = {0.32-0.01, 0.04+0.05};
lineXleft = 0.06+0.05;
lineYright = 0.05+0.05;
lineXleftMajor = 0.06+0.05;
lineYrightMajor = 0.04+0.05;
bottom = 0.7;
center = 0.5;
top = 0.3;
step = 18/9;
StepSize = (0.70- 0.3)/15;
horizontal = 1;
min = "none";
max = "none";
numberEach = 5;
majorLineEach = 5;
};
};
};
};
};

};

Raafatah64
May 22 2010, 20:55
rstratton where should i add this in the pbo file of the ka50 or where if u can tell me plss and thanx for the help

Oleg-Russia
May 22 2010, 21:30
Yeah ,awesome job Randy :) AO is on it`s way , hope the baking will be done by tomorrow evening :)

rstratton
May 22 2010, 22:52
rstratton where should i add this in the pbo file of the ka50 or where if u can tell me plss and thanx for the help

unapck the pbo, in the ka50_hokum folder create a new text file save it as config.cpp then paste the code i posted into that file and save it. then repack the pbo. plain text configs will be read before rapified configs

Raafatah64
May 22 2010, 23:42
rstratton do i need a special tool to unpack the pbo

evolve-r
Jul 5 2010, 13:01
Whats news??? This heli must be in ACE

islesfan186
Jul 31 2010, 11:22
has the rotor blur been fixed? the rest of the heli is pretty sweet but the rotors are just an eyesore.

Commander1985
Sep 6 2010, 21:04
I love flying the BlackShark but there is one big problem i have with it, when do you release it with a .bisign and a .bikey?? Because i would really like to have this in MP-Missions and need the keys for our server! Please update soon and continue your great work :)

Edit: Is it just me or do people generally answer no key questions? (have seen no responses in other topics too regarding this...)

DarkXess
Nov 2 2010, 12:31
I 2nd above comments! a signed addon would be great, with keys.
And rotor blur too, that would complete it for me :) cool job though, my fave helo
so far, thanks.

Xeno426
Mar 24 2011, 21:07
Any new regarding an update that will provide bikey/bisign or a moveable cannon mount? This is an awesome model that deserves that extra bit of polish.

Phlogios
Aug 21 2011, 18:57
I have been asked to ask rstratton for written permission to use this Ka50 Hokum model in ACEX.

They already have a Hokum, and they might already have been given your permission - it's a bit unclear since it happened 4 months ago and was a bit undocumented.

4 months ago, a person requested that ACEX include the Hokum, and one of the developers said he had mailed rstratton for permission. He didn't say what reply he got, but now we have a Hokum in ACEX. Only problem is it isn't rstratton's. It's an uglier model that looks like it came from ArmA 1.

So, rstratton, does ACEX have permission to upgrade their Ka50 Hokum to your model?

wolfbite
Aug 21 2011, 19:59
How about not in ace ... I'd like to see this get a few upgrades like moveable canon and thermal mapping...

Xeno426
Aug 21 2011, 22:45
How about not in ace ... I'd like to see this get a few upgrades like moveable canon and thermal mapping...
Don't know about the moveable cannon, but thermal maps would require the unbinarized rvmat files. Adding other OA stuff, like flares, would require the MLOD.

That being said, I'd love to see this model updated to OA, and a vanilla update in addition to ACE.

sv5000
Aug 21 2011, 22:48
Don't know about the moveable cannon, but thermal maps would require the unbinarized rvmat files. Adding other OA stuff, like flares, would require the MLOD.

That being said, I'd love to see this model updated to OA, and a vanilla update in addition to ACE.

The flares are easy to add via the config file.

Xeno426
Aug 21 2011, 23:30
The flares are easy to add via the config file.
You'll notice the config file references memory points. Memory points are located in the Memory LOD of the model. You can only edit the LOD of a model if you have the MLOD. If you reference memory points that don't actually exist on the model, the flares just appear from the model origin (0,0,0).

So yes, you need the MLOD to properly do flares that don't sprout out from the center of the model.

rstratton
Aug 21 2011, 23:36
I have been asked to ask rstratton for written permission to use this Ka50 Hokum model in ACEX.

They already have a Hokum, and they might already have been given your permission - it's a bit unclear since it happened 4 months ago and was a bit undocumented.

4 months ago, a person requested that ACEX include the Hokum, and one of the developers said he had mailed rstratton for permission. He didn't say what reply he got, but now we have a Hokum in ACEX. Only problem is it isn't rstratton's. It's an uglier model that looks like it came from ArmA 1.

So, rstratton, does ACEX have permission to upgrade their Ka50 Hokum to your model?

permission was granted like a year ago. aushilfe from the ace team was working on it, but its been months since i seen him. the rhs team has it now but i donno what they are gonna do with it.

sv5000
Aug 22 2011, 02:43
You'll notice the config file references memory points. Memory points are located in the Memory LOD of the model. You can only edit the LOD of a model if you have the MLOD. If you reference memory points that don't actually exist on the model, the flares just appear from the model origin (0,0,0).

So yes, you need the MLOD to properly do flares that don't sprout out from the center of the model.

Do not disagree with you at all. However, without the mlod the flares work fine for me and look convincing.

It was a suggestion for a work around.

Xeno426
Oct 9 2011, 18:09
permission was granted like a year ago. aushilfe from the ace team was working on it, but its been months since i seen him. the rhs team has it now but i donno what they are gonna do with it.
Has anyone finished any of those updates yet? At the very least updating the model to OA standards?

GossamerSolid
Oct 11 2011, 13:52
Has anyone finished any of those updates yet? At the very least updating the model to OA standards?

The KA-50 is in ACE_X (maybe the RU one), but it causes a CTD. I assume it's being worked on.

Tonci87
Oct 11 2011, 23:28
I hope so. I simply love DCS Blackshark and I love this lethal beast

Xeno426
Oct 11 2011, 23:35
I just took a look at their version (1.12.0.344), and the mod doesn't even have the Ka-50 model present (which causes a crash to desktop when you try to use it), let alone thermal maps for the thing.

DarkXess
Aug 22 2012, 00:06
Hey any chance of the PSD files as the link is for megaupload which is now dead.

Thanks. :)