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Thread: Seahawk Addon By YuraPetrov

  1. #1

    Seahawk Addon By YuraPetrov

    US Navy Seahawks

    This addon contain US Navy Seahawk helicopters: SH-60B, SH-60F, HH-60H.


    Features
    - Folding rotors
    - FLIR turret
    - Working Torpedoes with Mando Missile
    - Fastroping

    Located under
    BLUEFOR -> US Navy -> Air -> SH-60B Seahawk
    BLUEFOR -> US Navy -> Air -> SH-60B (AGM-119B Penguin)
    BLUEFOR -> US Navy -> Air -> SH-60B (3 x MK-54 Torpedo)
    BLUEFOR -> US Navy -> Air -> SH-60B Seahawk (folded rotors)
    BLUEFOR -> US Navy -> Air -> SH-60F Oceanhawk
    BLUEFOR -> US Navy -> Air -> SH-60F Oceanhawk (folded rotors)
    BLUEFOR -> US Navy -> Air -> HH-60H Rescuehawk
    BLUEFOR -> US Navy -> Air -> HH-60H (2 x M240)

    CHANGE LOG
    beta 1.6:
    - Added HH-60H Rescuehawk armed with Hellfires missiles;
    - Added HH-60H (2xM240) armed with M240 machineguns;
    - Removed FLIR and Hellfires from SH-60F Oceanhawk, because real one can't carry them;
    - Added new sounds by LordJarhead in separate file yup_bhsounds.pbo;
    - Fixed minor bugs in shadow lod.

    beta 1.5:
    - Fixed sharping edges on rotor blades;
    - Added SH-60F Oceanhawk with it's folded version;
    - Added working Flares;
    - Added thermal view to FLIR.

    beta 1.4:
    - Retextured M299 Hellfire rockets rack;
    - Minor changes in actions;
    - Fixed bug when player can't open cargo door from back seat;
    - Fixed bug when player can't open copilot door from gunner seat;
    - Fixed bug when player can start folding sequence before rotor blades are stopped rotation after engine off;
    - Added restriction to open pilot and copilot doors at speeds exceeding 10 km/h;
    - Added third light at bottom which lights in the area under the winch;
    - Added some advisory/caution lights on instruments panel;
    - Modified instruments panel texture and material;
    - Airframe turned back by 3 degrees, so then stable hover blades are level to the ground;
    - Added animation for resque hoist: to hide hoist call "<heli> animate["HoistHide",1];", to unhide "<heli> animate["HoistHide",1];";
    - Added transparency to chopper's icon.

    beta 1.3:
    - Tweaked landing gears;
    - Fixed texture bug in cockpit.

    beta 1.2:
    - Fixed bouncing effect, when landing on Nimitz or LHD;
    - Moved higher the headlights, so player can see the way in front a bit better;
    - Instruments more accurate.

    beta 1.1:
    - Added version with folded rotors, please do not place it on the air :-)
    - Changed thrusttime for penguins, now it sets to 24;
    - Added radar warning and countermeasures for Arma2&OA, but Arma2 users got an error message "class CMFlareLauncher not exist";
    - Fixed small bug in one normal map texture;
    - Added small test mission.

    Download 60MB US Navy Seahawks beta v1.6
    mirror on YuraPetrov.com

    BONUS:

    Helicopters from HSL-51 "Warlords'



    Required original yurapetrov's US Navy Seahawks.

    Download 12MB
    mirror on YuraPetrov.com
    mirror on GameFront.com


    SH-60B from HSL-43 "Battlecats"



    Required original yurapetrov's US Navy Seahawks.

    Download 6MB
    mirror on YuraPetrov.com
    mirror on GameFront.com

    SH-60B from HSL-46 "Grandmasters'



    Required original yurapetrov's US Navy Seahawks.

    Download 6MB
    mirror on YuraPetrov.com
    mirror on GameFront.com

    SH-60F from HS-6 "Indians"



    Required original yurapetrov's US Navy Seahawks.

    Download 6MB
    mirror on YuraPetrov.com
    mirror on GameFront.com

    SH-60F from HS-8 "Eightballers"



    Required original yurapetrov's US Navy Seahawks.

    Download 6MB
    mirror on YuraPetrov.com
    mirror on GameFront.com

    All helicopters has high-detailed interiors


    Last edited by yurapetrov; Apr 12 2013 at 22:05. Reason: Updated to beta version 1.6

  2. #2

  3. #3
    Second Lieutenant Kremator's Avatar
    Join Date
    Jun 8 2007
    Location
    Cambridge, UK
    Posts
    4,970
    Thanks Yura ! Downloading now.

  4. #4
    Warrant Officer Mandoble's Avatar
    Join Date
    Nov 10 2005
    Location
    Madrid, Spain
    Posts
    2,020
    Congrats mate, outstanding work! You might include some example missions with few sea targets here and there.

  5. #5
    Very nice addon thank you

    I have a problem though except Hellfires I cant fire any other weapons at target. I first choose to lock on a target but and then press fire but no missiles are fired. What am I doing wrong.

  6. #6
    Some constructive criticism

    The Penguin missile is very well done, but you should tweak the initTime to half a second more.

    You should add radar warning and countermeasures.
    It is a matter of adding four memory points in the memory LOD called

    flare_launcher_1
    flare_launcher_2
    flare_launcher_1_dir
    flare_launcher_2_dir

    and add this to the config

    Code:
    radarType = 4;
    LockDetectionSystem = 8;
    IncommingMisslieDetectionSystem = 16;
    Driverhasflares = True;
    weapons[] = {"CMFlareLauncher"};
    magazines[] = {"120Rnd_CMFlareMagazine"};
    memoryPointCM[] = {"flare_launcher_1","flare_launcher_2"};
    memoryPointCMDir[] = {"flare_launcher_1_dir","flare_launcher_2_dir"};
    And to make compatible your penguin missile with GNAT´s frigates

    Add this to the yup_AGM119BAmmo class in the cfgammo class

    Code:
    weaponLockSystem = 16 +  4;
    cmImmunity = 0.8;
    And this to the yup_AGM119BLauncher class in the cfgweapons class

    Code:
    WeaponLockSystem = 8;
    cmImmunity = 0.8;
    I would suggest increasing the thrust time value in the cfgammo class. It is a little bit low compared with GNAT's missiles

    Mmm

    I cannot get the torpedoes to work, even when loading Mando missile Init logic

    Outside of this a top class addon.

    This is, in my opinion, a "MUST HAVE ADDONtm"
    Don't ever argue with an asshole, he will bring you down to his level, and there he will win you by means of experience

  7. #7

    Thumbs up

    Sweet... downloading now!
    GD Mast

  8. #8

  9. #9
    Warrant Officer Mandoble's Avatar
    Join Date
    Nov 10 2005
    Location
    Madrid, Spain
    Posts
    2,020
    Quote Originally Posted by mankyle View Post
    I cannot get the torpedoes to work, even when loading Mando missile Init logic
    You need the init and the setup full, then you can drop sonobuoys, switch to Mk54 mode and lock on targets provided by the sonobuoys, and then you can drop the torpedoes.

  10. #10
    Oh sweet This is unexpected! Downloading now


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