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| ArmA 2 & OA - ADDONS & MODS: COMPLETE This forum is for the release and subsequent discussion of addons/mods. Only addons/mods which have content freely available for download should have threads in here. Addons that are released in alpha/beta/final state are covered by this "Complete" forum. |
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Thread Tools | Display Modes |
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#821 |
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Sergeant Major
Join Date: Nov 2005
Location: Madrid, Spain
Posts: 1,556
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Mando Missile ArmA 2.4Beta45 is ready
Dont forget to read the online MMA readme for more info.Changes in v2.4b45:
Last edited by Mandoble; 03-07-2010 at 07:21 PM. |
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#822 |
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Gunnery Sergeant
Join Date: Jul 2008
Posts: 538
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nice, and verry good to see that you are always bussy
Tnks !! |
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#823 |
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Sergeant Major
Join Date: Jun 2007
Location: Cambridge, UK
Posts: 1,955
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Nice TY !
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#824 |
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Master Gunnery Sergeant
Join Date: Aug 2009
Location: Napa, CA
Posts: 1,258
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Hi.
Im pretty sure I set it up wrong but I downloaded the Javelin file, I get the new authentic reticle but the actual Display is not there, like the modes and such as in the screenshot, i just get a black border around the new javelin reticle. what do i need to see the modes? I have CBA installed. |
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#825 |
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Master Gunnery Sergeant
Join Date: Jun 2009
Posts: 1,233
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Nice update.
What do you think about adding confirmation of hit for vehicles with a gunner? BI AI reports when their targets have been destroyed, so it wouldn't be out of place. I ask because, especially with ACE, you can find yourself firing half a dozen rockets at a radar blip many kilometers away, not knowing if your missiles are hitting a power pylon or wastefully punching holes in a burnt-out hulk. The camera can't zoom, but vehicles with gunners usually have high-zoom optics, so it would be nice if your gunner would tell you whether a rocket had at least hit (no information about specific damage) its target. |
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#826 |
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Warrant Officer
Join Date: Jan 2007
Posts: 2,649
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Hmm... for manpads the max + total time required for tracking and missile activation is within 6 seconds. Imho the targeting-lock delay should be reduced a bit. Now even the AI are often refusing to aim and fire with manpads at aircraft.
Another thing that is a annoying is that the player don't have a chance to survive with manually ejecting flares against AA missiles. Why not implementing a manual/auto-dispenser? Such devices are working irl too. ![]() Observed that the AI ejects flares after the AA missile exploded...
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#827 |
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Corporal
Join Date: Dec 2009
Location: The Netherlands
Posts: 97
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great update mandoble!
__________________
![]() The ArmA and ArmA 2 Resource Need a host for your Mod? Need space for your addon/island/missions/etc. Send me a PM or go to armedassault.info for more info. Last edited by Marko112; 03-08-2010 at 07:55 PM. |
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#828 |
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Sergeant Major
Join Date: Nov 2005
Location: Madrid, Spain
Posts: 1,556
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Hi Marko, please, take 1 min to read MMA usage terms present in the download page as well as the first main post of this thread:
"First of all, you may not use Mando Missile (nor any of its parts) for commertial or military purposes nor include it into any other add-on or mod (not even partially) nor redistribute or mirror it without Mandoble's prior permission and agreement." Said that, you may freely keep a link with the official download site in your armed assault page. These conditions will remain this way while MMA is in beta stage. |
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#829 |
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Private
Join Date: Mar 2010
Posts: 6
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Hello, thanx for this great addon. I have a problem with the hellfires, whether i use the AH-64D or the Cobra, i cant select the hellfires, i cycle through the weapons but Arma2 doenst allow me to select the hellfires. Any help?, thanx a lot.
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#830 |
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Sergeant Major
Join Date: Nov 2005
Location: Madrid, Spain
Posts: 1,556
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NoRailgunner, Igla, Stinger and Strella have a lock on time of 3 secs as long as you keep the target more or less centered on the sight. If you dont keep the target more or less centered, this time may be 6 seconds or infinite, as the lockon will not proceed any further as long as the target is away of the sight's center. AI doesnt have this limitation, AI uses BIS standard way to lock on a fire manpads.
I have little problem avoiding enemy AA missiles with the RWR and flares, except if the missiles comes head-on (flares will not affect these), or if the missile is fired so close that there is no practical reaction time. AI dropping ability to drop flares is not also related with AI skill, so increase the skill to give them more chaces to drop flares in time. If the AI skill is too low, it might happen that they react too far, and they get hit when they are already "pressing" the flares button. If you are using the script suite, you can play with all these parameters: mando_missiles\mando_setup_full.sqf Code:
// Auto countermeasures for all the planes/choppers, not for manned ones
[[], 1200, 1, 5, true, 3]execVM"mando_missiles\units\mando_missileecm_by_type.sqf";
For the manpad times: mando_missiles\huds\mando_hud_igla.sqf mando_missiles\huds\mando_hud_stinger.sqf mando_missiles\huds\mando_hud_strela.sqf Code:
3 // Normal time to lock TAB: Lock on Left CTRL: Change HUD mode (change weapon) Left SHIFT: Drop flares Left Win: Fire missile Read the included readmefirst pdf for more info. maturin, you have this feature already implemented in the MCCs, in the lower right area you have real-time info of the last fired missile, you can check there if the missile lost the track or if it is still tracking the target, you can also switch on missile camera and follow the missile in-flight. Flash Thunder, can you post here an screenshot of what you are seeing in the javelin sight? |
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