Jump to content


  • Content count

  • Joined

  • Last visited

  • Medals

Community Reputation

578 Excellent

About NightIntruder

  • Rank
    Gunnery Sergeant

Profile Information

  • Gender
    Not Telling
  1. I think about reconnaissance pod and mechanics to use it in a coop mission. Is there any way for delivering a screenshot taken from the game (recce pod) to the same coop game session using setObjectTextureGlobal or similar method? EDIT: Allright, it seems to me that Arma3Net might be a solution with external SQL database connected to the said coop mission. Could someone confirm/deny the assumption that SQL DB can receive a screenshot taken by one of mission player and then serve as a source for Control Dialog or setObjectTextureGlobal command?
  2. Egg, you may tinker with those values below to overcome the physx that's banking the plane in wrong driection, I guess. Not tested tho. antiRollbarForceCoef = 0; antiRollbarForceLimit = 5; antiRollbarSpeedMin = 20; antiRollbarSpeedMax = 60;
  3. Roadway Problem

    I suggest to look into A2 public samples, where LHD is. It should give you the answer you are looking for, don't think you'll get the one you wanted, tho.
  4. Roadway Problem

    Yes, there is indeed. Dividing the LODs into smaller parts is the only solution I know, and I've been doing arma modding for almost 5 years. As far as I know, there is app.40-50m size limit either way from a center of the model for Geo/View/Fire LODs (and allegedly it doesn't include the height of the model), and app. 20-25m either way from center of a model for Roadway LOD. I would suggest sticking with the lower numbers, to be on safe side.
  5. Problem scenario: a vehicle with interior and windows. For ViewCargo, single-sided window texture /w alpha (and its rvmat) is faced towards the interior. The question is: - how to illuminate the face with external light source like road lamp to have rvmat working for passenger INSIDE the vehicle? What settings one have use on rvmat to make it happen? I checked "NoZWrite" and "NoAlphaWrite" and didn't found much difference, if any at all. I hope some material/texture guru will be able to help me with this. NightIntruder
  6. WMO - Walkable Moving Objects

    I'd be happy helping you with those tests, sir :)
  7. WMO - Walkable Moving Objects

    isKindOf returns true for ship and any its derivatives. https://community.bistudio.com/wiki/isKindOf Have the same issue with my ship addon that has GeoLOD divided due to ship's size and most of the parts inherit from "house" class. Would be better if PhysX GeoLOD was taken into account in the WMO mod since there is no size limit in this particular LOD. It'd be handy in case of large object like big ships.
  8. CH-46 Knight

    Thanks for your comments, gents. Sharing the Seaknight's source files is "no-go" due to different reasons thus getting help from any mod's DevTeam that way would be difficult. Actively seeking other ways to fix bugs. Thank you for the support some of you have been providing for so long. Your interest also motivates me in fact, so thanks for that too!
  9. Jets - Hitpoints

    The DLC is supposed to bring a new standard of damage system among planes in the whole game, which is sandbox that contains other DLCs, vast range of external addons and so on. What I would love to see (apart from what already was implemented) within the new damage system is: lost of one or both elevators lost of rudder lost of either wing with related unstability of the plane (tailspin?) OR lost of convex component of the wing with its mass (and its CoG) should be taken into account at least (currently, you can lost a wing and its convex component as well, but it doesn't change overall mass and its distribution in the plane) either control surface jammed in random position due to damage taken/failure structural damage (break) of the fuselage that doesn't result in instant pilot death BUT instead causes fire and as a result - pilot death after brief time possible break (or shooting off) of either landing gear and belly landing an engine overheating resulting in engine fire bigger range of default destructionEffects that simulate fuel / oil leakage, thin smoke of small fire etc. additional class in HitPoint classes that allows for automatic respawn proxied copy of the part that was just destroyed (ie. a tail shoot off of the aircraft) It's a fair set of HitPoints and damage features that can cover whole aviation history without sacrificing realism of contemporary air war, I hope ;)
  10. Jets - Hitpoints

    At the moment, plane has "ejection" threshold, usually something around 85 % of "global" health of an aircraft. It would be cool if they make it so AI eject after losing both engines or all control surfaces. And speaking about probability of severe wing damage, one should take into consideration other war eras existed in our beloved sandbox game, like WW2 (movies above). By the way, I did several tests with dogfights and AAA in the game (WW2). The results were like wings were getting 70-90% of overall hits, which doesn't surprise me as they are biggest planes of an aircraft, easier to hit with non-precision weapon than a fuselage. Perhaps, the layout of hits may change in case of modern planes using missiles but I wouldn't turn a blind eye to the fact that wings and engines are most vulnerable to enemy fire, and the wings are structurally the weakest part of an aircraft. If they can model such complex damage system, I am all to it but honestly speaking I would love to see better plane FM above all.
  11. Jets - Hitpoints

    To be precise - 34 Eagles have been lost due to midair collisions and 2 were lost during Desert Storm from enemy fire: http://en.wikipedia.org/wiki/List_of_F-15_losses I do not have reliable data to say that it was the only case when F-15 lost a wing. Every accident is different. What I wanted to say is that such scenario is extremely rare in real life. In the game, it would happen very often. We can debate here for a long time, but in fact there is no flight model supporting complex plane aerodynamics in the game. I am not gonna give an AI a chance to fly a damaged plane for a long time with its one wing torn off. It looks silly, believe me, I have already tested it.
  12. Jets - Hitpoints

    There were 123 Eagles lost in various mishaps and accidents throughout its service life, very few in combat. There's only one case where it survived lost of one wing so it seems to be within margin of an statistical error ;)
  13. Jets - Hitpoints

    Thanks for the kind words. Actually, I just ported an IL-2 addon already made by others (HS123 by TeamDaidalos and PZL P.7 by Luka) and used the RV engine which allows such system to happen without scripting. Below you can see another effect of the system: lost of landing gear due to accidental hit of the ground and then belly landing at an airstrip with getting no severe damage.
  14. Jets - Hitpoints

    Well, the aircraft with no wing on either side would never reach the earth safely again, so no issue here I guess ;) It might be a problem for those planes that got its wing damaged while taxiing or just parking on the ground tho. In the meantime, I was working on the damage system (please, note the damage taken was exaggerated for the presentation purpose):
  15. Jets - Hitpoints

    While it's all the truth, still achieving similar destruction effects (not the same tho) is possible within just RV's engine capability, with no scripting involved. You may look here to see how it looks in Arma3 (IFA3Lite), yet without new HitPoints that were implemented into the engine recently. Additional info in the description of the linked movie. EDIT: the required knowledge behind those effects shown on the movie is covered entirely here: http://ram.wikia.com/wiki/Modding_Tutorials/Damage_Hide and here: https://community.bistudio.com/wiki/Arma_3_Damage_Description EDIT2: And another linked movie is the proof that lost of either gear of a plane was always possible since an introduction of HitPoints. In this case, it has actual impact on the aircraft's behavior on landing unlike a lost of elevators or any other parts of an aircraft that usually causes shift of CoG. By the way, BI how hard would be to add CoG shifting to a HitPoint of specific part, like part of a wing, assuming that that part of the wing has its own Geo/PhysX representation with its own mass allocated? Has it been already implemented? Video at which the plane had been damaged and lost its left gear due AAA fire and I attempted to land (please, note that the addon is heavy WIP):