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Deltas Mega Release Thread [Github]

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Hey Delta, just wondering how to slave the turret to grids or if that's coming in a later release or if I just completely missed it in the thread. Get Some.

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New mod v1.0 available at withSIX. Download now by clicking:

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Hey deltagamer , you can upload updates or new mods to withSIX yourself now!

Make your own promo page, get the power to release your work at your own point of choosing.

To learn more, follow this guide.

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Great mods by the way. But we had expereanced when flying with the merlin if the co pilot takes control all the movement he try's to get the merlin to do it doesn't respond like it should do for the pilot also he can't use his countermeasures but the odd thing is the pilot can only do them even when he is not in control with the air craft.

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Little bug / issue :  when spawning the Apache with alive (combat support - CAS module) the side seats are seen as crew positions instead of cargo positions and crew members will spawn on the sides of the chopper (the pilots will off course also spawn as they are supposed to)  looking realy silly when calling these birds for CAS to hunt down taki militia and army :P 

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Little bug / issue :  when spawning the Apache with alive (combat support - CAS module) the side seats are seen as crew positions instead of cargo positions and crew members will spawn on the sides of the chopper (the pilots will off course also spawn as they are supposed to)

 

ALiVE is also forcing the Apache to load in crew to these external slots,

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Excellent work with the Static Parachutes, been after this in ARMA 3 for so long, have lobbed out all over the place, very satisfying. I think it been asked but is there a way to trigger and AI section to jump ? Not clever enough to work out the functions and stuff myself. Keep up the excellent work, me and my online mate have been using your MODs to great effect in our ongoing (10 years or more now) ARMA get togethers

cheers

Nick

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Found the time to test these ones, and they are really great :)

With the littlebird in the package, its a one shop stop for what you need in the rotary section IMO.

 

However i have a few issues i wonder about.

 

* There is a conflict with hellfire version and some other addon, that makes the weapon/hellfire file being locked ( not visable ingame) .

Have not found which mod it is yet. All works well with CBA and the helis alone. ( will report when i have found the "culprit")

 

* The AFM instrumentpanels are not visiable, is this a feature and does not these aircrafts support the advanced flight mode ?

 

* Feature request..Since they come with wheels, any possiblity of getting the wheelbrakes/wheels to function ?

 

ps, could not find the wildcat on PWS any particular reason ?

 

Regards

Sjaba

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Any way to make the script run when jumping out of the RHS C130? or is it possible to add static line jumps similar to the way that ACE2 did? controlled from the parachute bag instead of the scroll wheel menu.

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Found the time to test these ones, and they are really great :)

With the littlebird in the package, its a one shop stop for what you need in the rotary section IMO.

 

However i have a few issues i wonder about.

 

* There is a conflict with hellfire version and some other addon, that makes the weapon/hellfire file being locked ( not visable ingame) .

Have not found which mod it is yet. All works well with CBA and the helis alone. ( will report when i have found the "culprit")

 

* The AFM instrumentpanels are not visiable, is this a feature and does not these aircrafts support the advanced flight mode ?

 

* Feature request..Since they come with wheels, any possiblity of getting the wheelbrakes/wheels to function ?

 

ps, could not find the wildcat on PWS any particular reason ?

 

Regards

Sjaba

did you ever find the mod causing the hellfires to be locked? Im having that same issue

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Hey, the DEGA Parachutes is an awesome mod, my community is using a lot since the release, but I have a few questions about it.

 

First, the Jump Master option is not working properly, I mean, when is activated, it ejects some people, not everyone, and those who are ejected don't have parachutes on their backs... so they just fall and die. But with the normal option (the blue one), everything works fine. Do you already notice that? Is there a fix for it?

 

The second thing is, sometimes when jumping with the mod, my character falls sideways, like horizontally, and even falls upside down, all of this with the parachute deployed, is that normal?

 

The third thing, is kind a request, if is possible. Could you make the parachute a little steerable? I mean, in real life, if you see the videos from the Airborne, they sometimes, pull the string to avoid colliding with each other. It doesn't need to be  as steerable as the vanilla, but it would be nice to have some control of the fall.

 

Once more, thank you very much for your work.

 

Cheers.

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As wit the above, we've started using this great mod as well and do have a question to add. Is there any way to remove the 'static line jump' appearing in the middle of the screen and just have it in the corner when you mouse wheel?

 

Thanks

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Hello Delta.

 

 

i was wondering if you will be adding the advanced flight models to the Apaches? 

 

 

Thank you.

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hey Deltagamer   i was wondering if you are planning a fix for the Apache extra crew points with Alive ? (the outside cargo places are being filled up with crew members  instead of being cargo positions, Masi had the same problem with his SOCOM vehicle pack, the choppers would spawn with crew in the cago slots   it had something to do with the FFV setup.)

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So as of 1.1.0.0 on the Merlin pack, the FLIR MFD doesn't appear to actually become visible when you turn it on.  As in the screen appears, but it's behind the MFD panels in the cockpit.

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Hey Delta

 

Are you still working on your mods, or have you switched to CUP?  If the former, are you still working on a standalone LHD mod, or has your work there been folded into CUP?

 

Yours are and continue to be great independent addons.

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Has anyone tested the parachutes recently? Whenever I land I end up with a few minor scrapes and light bleeding.. does anyone else get this? Using RHS/ACE3/TFAR/Dega_Parachutes

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Small update to how things work with the parachute mod.

 

V1.1.0.0

-Reworked system again

-Enable/Disable via Eden Editor Attributes

-Modders can now add compatibility to their mods

-Removed Jump master

 

If anyone's able to test this out on large scale mp that would be great. Videos and bug reports would help me out a lot. No vehicle is currently supported but by following the how-to readme it should help you use this mod on your favourite aircraft. All work is going to be continued with cup so don't expect any major updates anytime soon.

 

download - https://github.com/deltagamer/DEGA_Parachutes/releases/tag/V1.1.0.0

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16 hours ago, O.Languedoc said:

Thx for the update!

 

Anybody found coordinates for CUP C130 already?

 

CUP is getting its own version with all vehicles inside that mod pack supported soon ;)

 

15 hours ago, road runner said:

Hey there DG, anyway this can be made to work for SP ?

 

It was removed in a recent update as it was intended for mp however the script for it should still work with a few edits. You can create it by either adding a mission function or by some other way I guess.

 

Something like the following should help you out:

 

http://pastebin.com/P1XLxxks

 

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