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About KiTooN

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  1. Finished Beyond Hope, really impressed by this first scenario and the scale of it. Mostly positive experience, and pleasantly surprised to see some objectives moved when replayed. Can't wait to test the rest !
  2. I would love to see a real-scale map of the Crimea (although it might be a sensitive subject..) : It has a very interesting landscape, mixes mountaneous and flat terrain, old sovietic and modern architecture, and has a lot of variety in vegetation.
  3. I've already tried that, but unfortunately this requires a script rework beyond my knowledge. Only 9 buttons on the right side can be shown, the 10th and above are unclickable. This makes large jets like the A-164 unusable with this system, only presets can be selected. Proof of concept : https://www.dropbox.com/s/e2b5w5r2zspz32s/%40GOS_TEST_Garage.rar?dl=0 Is this limit intentional, @pettka ? Is there a way to remove it ?
  4. I approve. Dunno if it has been reported but it's here since 2013. It's easy to reproduce, get in a helo, gain some speed then open the map and hear your helo getting away from the camera. Sounds like once the map is opened, the camera is unsnapped from the player (even if inside a vehicle - so that's why you hear the outside sounds instead of inside) and stays at the spot you opened the map from. I'm sure it's just a regression from A2, I don't remember this back then.
  5. Any more info about this change ? Tweaked: The USS Freedom prop was overhauled (all models reworked, configuration and model config updated to represent new model set, no changes to textures, geometries were updated) BTW, I noticed there's a projector white screen inside the briefing room, it would be awesome if it was retexturable :
  6. Looks good to me : Thanks, Hladik !
  7. On the fly means without switching units or reloading the game btw. It doesn't mean WHILE FLYING Let's use images since even simple words are hard to understand : Let me explain. In order to remove the pylons from the stealth vanilla planes, you need to switch from vehicle to vehicle, there's no user action to remove/add the animation source. I'm asking if it is possible to switch from an OH-6 to an AH-6/MH-6 or in any other order, while on the ground, engines shut off.
  8. Are you able to use a single model/unit (OH-6M), and attach animations/pods to transform it into the attack/transport variant ? Could be a useful for switching on the fly during the mission.
  9. @Karloff, sure, i'll get you a vid as soon as I get home, so far I only got a screenshot : http://hpics.li/a315aa0 (the bright thing above the target is the DAGR flying away) Repro : - Get yourself a Comanche, a AR-2 (both airborne) and some kind of target (a wreck in my case) - Edit the gunner so he has a drone terminal - Play as gunner - Connect to the drone - Paint the target, lock the turret - Switch to the gunner, lock the DAGR, fire The missile goes straight, although it seems to explode when near enough from the target. This makes me think it doesn't have any guidance, although the lock works fine.
  10. Anyone else having trouble with guided weapons since the 1.72 ? I feel like everytime a DAGR, GBU or any other guided weapon is fired (when locked), it just goes straight like a rocket without guidance. I'll post a vid if needed.
  11. Can we start peeling the Orange yet ? See what I did there ?
  12. I noticed something weird since starting flying jet again, banking is waaaay less effective to turn now. Am I the only one ? Here's a vid, a whole 3-minutes for a 360 turn at 45° : Here's a steep bank in a real plane : Slowing down doesn't help, the only influence you can have on your bank is using the rudder. Is this intentional ? Looks like a bug to me (or poorly configured asset maybe).
  13. Ok, crazy thought. Why not implement heavy-duty AA platforms like the THAAD or the S-300. Hear me out, it serves multiple purposes : - Right now, CAP stealth planes have total control of the skies, they are challenged only by other fighter jets. Bringing in a heavy-duty ground AA even in small numbers could threaten a bit more jets and helis in a given area (let's say 8-16km range). Rock-paper-scissors. Because right now, jets are kind of a all-in-one vehicle able to do anything without being threatened. - SEAD missions could have a real impact and sometimes be a necessity, giving a good reason to exploit HARM missiles and the new sensor mechanics, like the data link. - TAC-OPS and Combat Patrol missions could benefit from it using a new strategic objective, take down the radar or the launchers. - There's already a HEMTT model, the only thing to do is stick a turret with 10 big tubes on it. A russian counter-part would have to be modeled, from scratch but could use the same base (maybe a BUK turret on a BTR-K platform ?). Although, my best pick is the Antey S-300 : https://en.wikipedia.org/wiki/S-300VM The good thing about it is that it has an autonomous tracking radar, while the THAAD vehicle is a simple launcher without any kind of detection system. - It looks freaking awesome !
  14. Although I love the system in general, I would suggest using front view of the vehicles in Eden Pylon editor, something like DCS : Otherwise, it'll be nice if the system is directly integrated in the Virtual Garage, as part of the vehicle customization feature. It'll allow easy-to-edit interface, save-load/import-export options, ingame loadout editor, etc... If it isn't planned, I'm doing something similar myself and will gladly donate the whole thing to BIS or as a mod.
  15. Jets - Hitpoints

    Hey guys ! Not really related to jets, but hitpoints in general. I noticed a destructionEffects class inside some hitpoints (like the winch from all helicopters, see for yourself inside the config viewer). Basically, it makes some sparks scatter in different directions after the destruction of said hitpoint. This is awesome ! Is it planned to be improved and deployed on all hitpoints ? It could be really nice to see some fire pop of the jet/heli engine when it's destroyed, and shut down a second later (like some sort of fire emergency shut down). Nice for player feedback ("oh, look I must've hit something important", also less binary than destroyed/not destroyed vehicles), and if it's done correctly it could make some really good visuals, something like :