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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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#1 | |
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First Sergeant
Join Date: May 2008
Posts: 904
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IkaR's F14 comes to Arma2
With permission, coversion of IkaR's F 14 Tomcat
![]() (Thanks to BloodnGuts for the advert above) Updated and improved for Arma2 new normal/spec maps. Beta V1.0 18/02/1010 Supershader now in use, RACS skin as bonus. http://en.wikipedia.org/wiki/F-14_Tomcat Youtube video: Sorry had to happen - Video from Arma1 release, but still... Small video showing HUD - nothing fancy just stock BIS animations (Check out the last Mig-29 comes in inverted! flown by AI pilots) Addon features. Fully integrated gunners position Spec/normal maps/supershader Modified flight model Binarized PBO CBA compatible 3 x custom textures thanks to EddyD 1 x USN colour scheme 2 x Iranian colour schemes templates for creating your own textures, again thanks to EddyD Weapon scrips work thanks to namman2 thanks to Eddie of PRACS mod for shadows help. Multi weapon loadouts - CAS – 38 FFAR, cannon, 2 x AIM9 and 4 x AGM65 CAP - 6 x AIM 54, 2 x Aim9, Cannon Strike – 5 x GBU12 (LANTIRN system), 2 x Aim9, Cannon (Bombcat) Working ROI (Gunner position) target selection etc. Addon requires CBA mod Addon is compatible with the wingtip trails addon. Quote:
Southy PS something had to come along to take out Gnats/Footmunch's Su33's right ![]() download here: file includes Photoshop template for making your own textures. Beta V1.5 released 27/02/10 Armaholic.com http://www.armaholic.com/page.php?id=9624 (Original OFP skin with Squadron markings) ![]() ... Arma2 Texture ![]() ...
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The Arma2 Airforce is being prepared, fuel have been checked, systems checked.... (Faint Roar of engines in the distance) previews and movies of addons past/future and present on youtube: http://www.youtube.com/user/eblevinda Last edited by Eble; 02-26-2010 at 06:25 PM. |
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#2 |
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Sergeant
Join Date: Nov 2007
Posts: 124
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Awesome Eble! Much appreciated!
Thank you very much for all your hard work for this community. |
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#3 |
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Gunnery Sergeant
Join Date: Jun 2009
Location: Brazil
Posts: 402
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Very nice, thanks.
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ArmA 2 x (Triplehead + TrackIR + Shoot) =
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#4 |
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First Sergeant
Join Date: Sep 2008
Location: Good old Blighty!
Posts: 857
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nice mate, all you need now is this: Highway to the dangerzone infact it should be part of the engine startup noise!
EDIT: Just realised you used it on your HUD test ![]() EDIT2: Didnt BloodnGuts do a similar image to the one you have but as a parody of Top Gun? I remember seeing it somewhere... was quite funny
Last edited by STALKERGB; 02-19-2010 at 10:40 AM. |
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#5 |
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Formerly Plaintiff1
Join Date: May 2005
Posts: 5,462
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The turn rate of the f-14 displayed in that video is quite funny! The f-14 has a turn rate of 14 degrees per second at 300 knots. This addon has a turn rate of more like 140 degrees per second. Now, I know this isn't a flight sim, but if every aircraft has the turn rate of an f-22 raptor, what's the point of having different aircraft?
edit: I've read another source that claims the f-14d has a sustained turn rate of 25 degrees per second. That's still much lower than the rate in the video. Last edited by Max Power; 02-19-2010 at 11:04 AM. |
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#6 | ||
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First Sergeant
Join Date: May 2008
Posts: 904
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Quote:
no point building in massive restrictions if you can never kill someone in a harrier or F35. The game forces a sort of generic flight model, is it realistic, no way, but it's the best we have. You can change the performance if required in the CFG as follows: Quote:
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The Arma2 Airforce is being prepared, fuel have been checked, systems checked.... (Faint Roar of engines in the distance) previews and movies of addons past/future and present on youtube: http://www.youtube.com/user/eblevinda |
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#7 |
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Formerly Plaintiff1
Join Date: May 2005
Posts: 5,462
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Altering the weight distribution of the model in the geoLOD will affect the manoeuvrability.
The f-14s big trick (for an aircraft designed in the late 60s) was its powerful radar and very long range, fire and forget missiles. If it can't compete in a turning fight with the mig-29, which has similar turning performance to the f-16 (which has the best sustained turn of any jet fighter, including the f-22 with its vectored whoozits), then that seems par for the course, don't you think? I mean, should I make a helicopter that was designed in the 50s and 60s uber manoeuvrable to eliminate any disadvantage vs. the most powerful and latest gunships of today? That thinking is a bit strange, don't you think? Of course the f-14 will have a disadvantage, it was designed 40 years ago. |
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#8 |
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First Sergeant
Join Date: May 2008
Posts: 904
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I know what your saying, but I won't make the addon unusable to please people looking for a realistic F14 flight model in a non-flight sim game.
I can make the Su-25 stock BIS plane almost do a back flip, is it realistic, not on your life. Arma2 isn't a flight sim, if your looking for real world flight dynamics sorry your going to be disappointed. The only thing I can do as a modder is make the addons 'feel' different. they all handle differently, using modified GEO LOD weights/positions etc. The video your referring too was from Arma1, quite a few tweaks have gone into this addon since then, and the second video where I out turn the Mig-29 is vs AI who do not turn all that well to start with. What you will noticed from the second video is the AI pilot of the last Mig29 (at 2 mins 40 secs) to be shot down was tracking me for a while in a tight turn, I slowed down to the point where he over shot me, in an attempt to turn more he goes inverted, I've not seen inverted AI in stock BIS aircraft, the Mig29 handles that well.
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The Arma2 Airforce is being prepared, fuel have been checked, systems checked.... (Faint Roar of engines in the distance) previews and movies of addons past/future and present on youtube: http://www.youtube.com/user/eblevinda Last edited by Eble; 02-19-2010 at 11:45 AM. |
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#9 |
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Private First Class
Join Date: Dec 2001
Location: Sweden
Posts: 36
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Well this was a nice Surprise
![]() Some things to report from the first test. First in editor on Placement error message. * 'No entry 'bin\config.bin/CfgFactionClasses.USAF' * No engine sound in cockpit * When turning head back as pilot, wings and body are white. (USNavy versions) * As gunner, you see the HUD from the pilot. * Some LOD seem to have no texture, from far it turned all White, then closer the texture appeared (seem to be USN version to). * Missiles seem to spawn above the plane when firing. so makes a missile and "explision" appear above the plane for a brief second. * If im not mistaken the rearwing should work as aileron and elev.? Other personal things. * Would like to see the guns for the pilot, and maybe hydras. * Making the wings animate in cockpit view to, right now they seem to be swept back all the time when turning around in cockpit. * If possible, animate the landing gear doors to close after the gears, and not simultaneous * Key files, so it can be used on servers with lock. |
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#10 |
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First Sergeant
Join Date: May 2008
Posts: 904
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thanks for the feedback mate, heaps to do but I wanted to get a beta out for people to mess with.
once the addon gets more final I'll start signing them, until then it's for offline testing only really.
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The Arma2 Airforce is being prepared, fuel have been checked, systems checked.... (Faint Roar of engines in the distance) previews and movies of addons past/future and present on youtube: http://www.youtube.com/user/eblevinda |
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