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About NightIntruder

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  1. 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!
  2. 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 ;)
  3. 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.
  4. 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.
  5. 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 ;)
  6. 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.
  7. 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):
  8. 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):
  9. I don't do all these things by myself. There are a few indiwiduals that helped me by doing PR, scripts, provided base model or HQ pictures which I am thankful for. The core which is the putting things all toghether, improve model, create textures, rvmats and config has to be done by me and yes, surely you are right that it gives me good insight into the addon development process.
  10. Gents, you should understand one thing - You don't know about all bugs we do know the heli has. It might looks great at the first glance, but it doesn't necessarily act properly in every aspect of the game. I am not willing to release half-finished product. The hardest thing is, I cannot share project's source files with others in seeking of help. That's why the project is coming along as well as my learning curve. It takes time so you must be patient. I am sorry for not having better news for you.
  11. Thanks for pointing me to the issue. We'll look into that to see why it happens.
  12. The project won't be dead simply because a few people have put enormous amount of time, work and some money to have it finished. It'll take more time than announced to be completed but won't be scrapped.
  13. Thanks sonsalt6 for mirroring the addon! :)
  14. Varanon, check the numeric position (coordinates) of tail rotor in RTD xml file. If it's co-located with tail/horizontal stabilizer in one of axes so it might be the root of the problem as it collides with a stabilizer at engines start up. Also I would check a moment of inertia of the tail rotor. Usually Ir which is MOI of whole rotor is a sum of all blades plus limited margin. Too big or too low may bring problems. Last thing - GroundContacts, I would check whether tail ground contact is properly set (not too high as it can break tail rotor blades). And as memory points are concerned, I would check if they exist in the config.cpp and the model as well. //excerpt from CH46, twin rotor design mainBladeCenter = "rotor_center"; mainBladeRadius = 7.772; tailBladeCenter = "rotor_02_center"; tailBladeRadius = 7.772; Hope that helps.
  15. I checked yesterday and at least Saint George has it. Its ILS cone can be intercepted from 5-6 clicks while approaching to RWY31. No clue about the rest of aerodromes but will check them tonight. EDIT: All aerodromes of Tanoa are ILS CAT II capable. It has something to do with player auto-landing feature and AI landing path, I guess, thus ILS should be available on all aerodromes created on a map whenever a runway was actually placed by map maker. But! The one problem is that BIS disabled the feature in vanilla aircraft. Another one is that ILS feature supports planes rather than helicopters. I wasn't able to find a chopper with HUD that is compatible with ILS. Anyway, some of planes ported from A2 have ILS working on their HUDs on Tanoa, ie. CUP ones. This is the list of ILS-capable runways on Tanoa: Tanoa - RWY17 Saint-George - RWY31 La Rochelle - RWY29 Tavunaka - RWY23 Bala - RWY07