What Domokun said.
Originally Posted by domokun
Things you may have missed about the AH-1 cont'd...
I also put quite a bit of work into the way the helicopter works in the game. Much of this time was devoted to doing what I could with the helicopter's instruments and systems.
http://cloud.steampowered.com/ugc/50...B7EA89959182B/ > 100KB
Many of the instruments that ArmA 2 has controllers for are multi-stage in the real helicopter. What I mean by that they have different rotational rates depending on what it's reading. For instance, the airspeed meter doesn't read much below 20, with the most space devoted to between 20 and 100 knots. Some of these instruments are designed to compliment each other, for instance the radar altimeter is for low altitude stuff close the terrain, and the pressure altimeter for more higher altitude stuff. The way they read reflects these functions. I took the time to make sure that these instruments read correctly, so when the AHI reads 60 degrees, you are pitching up at 60 degrees. When the low airspeed meter (the little crosshairs, which are only partially working unfortunately) is reading 30 knots, you are travelling at 30 knots. In the above screen you will notice some slightly odd artifacts that I will try to clean up by the next release. I'm also tweaking the materials and I think the effect I have here (while too shiny) is an improvement over what I showed before.
http://cloud.steampowered.com/ugc/50...3EAEC6CAB41A7/ > 100 KB
http://cloud.steampowered.com/ugc/50...0180B701071CA/ > 100 KB
The Ah-1F has no night vision equipment save for night vision goggles for the crew. It actually has night vision goggle bags on the floor beneath the seats (which I did not model). Unfortunately, these goggles are not compatible with with gunner's Telescopic Sight Unit. There are actually warnings in the manuals to not attempt to use the night vision goggles with the TSU because you will scratch the lenses. Because of this, the helicopter is not cleared for night fighting, and has limited night flight capability. In order to give the helicopter some semblance of night capability for human gunners, and to make use of the aimable landing light, I decided to slave the light to the gunner's turret. It is my hope that giving the control of the landing light to the gunner gives players some interesting team work opportunities.
http://cloud.steampowered.com/ugc/50...66AA19BEADFF5/ > 100 KB
http://cloud.steampowered.com/ugc/50...5AC31381DA2DB/ > 100 KB
The gunner's optics reticles are functional. The circle in the centre of the wide FOV represents the approximate FOV of the narrow one.
http://cloud.steampowered.com/ugc/50...210DB063B6592/ > 100 KB
The TOW missiles can be guided by the gunner without a missile lock . The capabilities are quite exaggerated compared to the real thing, though. Notice the 'radar' in the top left. I'm looking some 60 degrees off centre. The real TOW system constraints are outlined by the two boxes on pilot's HUD.
http://cloud.steampowered.com/ugc/50...2D28B97C5CED1/ > 100 KB
I hope you enjoyed another look at the design of my AH1 addon
Last edited by Max Power; Feb 23 2012 at 17:51.
Please use the CWR2 CBT to help us provide a better experience.
Very nice read!
Does the radar altimeter go to 0 when the helicopter is banking/pitching too much? I don't know whether the real one does tho. Just remember that random fact from Lock On
Now I've got to try those TOWs
This level of detail is awesome. You really put some time and energy into this.
Slaving the searchlight to the gunner optics is a great idea.
Teach the AI how to drive. Give us supression effects for AI. Make AI ragdoll if they get hit. Give us proper animations for throwing Frags. Give us a proper wounding system. Fix the armored vests so that they don´t protect the whole torso. Give us inertia influenced movement depending on the Weapon you have. Make every weapon have a collision model so that players prefer to clean houses with their pistol instead of their heavy MG. Introduce auto lowering of the weapon if it collides with the wall. www.Brigade2010.de
Great work on the mod.
One question. Is it possible to release that outstanding Cobra as a standalone addon?
The animation is only tied to ArmA's radar altimeter animation controller. I don't think that depends on the bank angle at all.
Originally Posted by Serclaes
I hope that it is useful to someone for something. If someone uses it to blind someone else in PVP, I want to know about it!
Originally Posted by Tonci87
There are no plans to release any of the addons in CWR2 as stand alone, AFAIK.
Originally Posted by Loff3n
Wow guys nice mod ! I just came back to play some, unfortunately I only bought OA...wasn't sure how much I would play. Appears less than I expected
Man, that's really nice. CWR is, as a tribute to OFP, also a reinvention of the game. It's simply brillant!
Congrats on release this is really amazing it feels like a new game all over again,many thanks.er just one thing is it possible to add passenger positions to the jeep!
Nice Ah 1G