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Found 45 results

  1. Magic radar is dead, long live the feature-creep! As a part of the Jets DLC 'platform upgrade' (ie the free features available to everyone that owns Arma 3), we're releasing an early, rough version of our revisited take on electronic warfare. Part of Arma that was admittedly experiencing some red chains and needed a buff. With the upcoming Jets DLC (and thanks to your feedback) we now have a chance to overhaul big chunks of the target detection and tracking mechanics. Before we go any further, I recommend you to reset your keybinds to the A3 or Apex preset (and dump all the hours you've spent customizing them) - otherwise you'll see a lot of missing strings and unnecessary action menu entries. ;) Let's split it into three parts: mechanics, UI and assets. Target Detection & Tacking The separation of various sensor types and unification of configuration. Sensors can detect targets by Infra-red or Visible spectrum, by active radar or passive radar detection (RWR), by Laser or NV spots and there also can be a sensor for tracking small targets like individual soldiers. Common properties are ranges, angles, how well the sensors detect targets against ground or sky background, how high the target needs to be or how fast it needs to move to be detected. Some of the sensors have unique properties: IR needs the target vehicle to have actually heated up (not just engine on/off) Radar can be switched off (by default: CTRL + R) AI switches the Radar ON in Aware and Combat And Passive radar or RWR detects those that didn't do so :) Targets can now vary in their signatures too. Terrain, route planning, vehicle selection, careful radar usage now makes a big difference. More details about this will be soon available on wiki, in samples, and via an OPREP. The same system can be used for both missile seekers (ammo sensors) and vehicles. So far, we've configured only part of our vehicle ORBAT. Sensor Display & Symbology Current symbology version Prev.version The old magical radar slash compass* slash RWR is gone. It has been replaced by a brand-new synthetic Sensor Display (or Tactical Awareness or Tactical Situation Display if you wish). Yes, it's in the UI. Again, no nice display on modelled MFDs. But no unicorns either. It falls under another novelty - the Custom Info - where you'll find how to open and switch to the Sensor Display. What can be displayed: Where the targets are What type of targets What is their allegiance** Where are the threats What are the ranges of your sensors What you have assigned, marked and what is the type of marked target** And if you happen to have the radar and it's switched on then you can also see target's speed, altitude ASL and distance * Lack of compass means no functionality for relative turrets' directions. We'll bring it back via other means ASAP. ** The target type on Sensor display allowed us to remove the name tag from mark and lock symbols in 3D. Together with it - and this has a major gameplay impact - is gone the automatic red coloring of enemies. Assets -to be updated- What it can't do, what's still heavily in progress, where we need your feedback Balancing - it's rough and quite random atm. A big one where we need your playtesting and feedback. We won't push it into Main Branch anytime soon - expect at least 2 months of public testing and balancing. Enemy confirmation - you've probably noticed the enemy symbology. That's for confirmed enemies only. What's that? We plan to add scripts that you could utilize to have entities confirmed as enemies by any way you find useful. Symbology - something we're still uncertain about. Would you like the old squares vs. triangles better? Internal tests show us that the one available now in Dev Branch may be quite unintuitive. We need your feedback here. Target Recognition - currently the sensor recognizes the target almost immediately. We had ideas about delays or variable recognition distances based on the sensor. Kudos to our modders and community for feedback, shared knowledge and endless inspiration (heya, mando missile :)) And one special nod to airwarriors.com. Documentation: https://community.bistudio.com/wiki/Arma_3_Sensors
  2. GOM_fnc_aircraftLoadout V1.34 by Grumpy Old Man Features: Change serial (tail) number on compatible aircraft (currently supported: Gryphon, Shikra and Black Wasp) Change pylon priority (makes multiple pylons act as a single weapon if they have the same priority) Works with all addon aircrafts with properly configured pylons Preset function to save presets and load them, mission/server independent deleting a preset works only when holding down CTRL to prevent mishaps Option to set pylon ownership to either gunner or pilot, also works with presets Change the livery of the aircraft if it's configured for one Allows certain players to modify aircraft loadouts, as well as rearm the pylons and repair/refuel the aircraft Can be restricted to work only if fuel/ammo/repair sources are within 50m of the object holding the menu You can simultaneously only refuel as many aircraft as you have fuel sources Can sort for compatible weapons or allow to mount all weapons on all pylons Ability to set reporting, receiving of remote targets and own position One click to clear all pylons if you changed your mind Can be operated by a lone pilot or a designated logistics crew Multiple players can install multiple pylons on the same plane, one pylon at a time Pylon installation will take some time, depending on mag size (twin cannons or gatlings will install faster than a 12 missile dagr pod) Rearming with engines on How to use this script: Unpack the downloaded .rar and check out the demo mission. Copy the file structure besides init.sqf and mission.sqm into your own mission. Don't forget to back up before overwriting any files! Functions for mission makers: List of commands used by remoteExec (changed in 1.33): Read: The addAction on objects will only show up if the players weapon is lowered. Make sure you have aircraft placed that are dynamic loadout compatible (especially for missions made pre 1.70!). The script now by default needs to have at least one ammo source, repair source or fuel source within 50m of the object that is holding the loadout menu. The respective options will be greyed out otherwise. This can be changed however. Simply adjust the variables in the of GOM_fnc_aircraftLoadoutParameters.sqf to your liking, the comments tell you what each variable does. (!) Check out the included mission file on how to add this menu to objects, players or triggers, dedicated server and local hosted server compatible. Aircraft Loadout V1.34 Download Armaholic V1.34 Download Known issues: If you encounter any errors please send me a PM containing details (screenshots,.rpt,error messages etc). If you encounter vehicle resources not working with ACE3 check out the functions for mission makers section above. Changelog: V1.34 Fixed: Proper removal of weapons if not used by other pylons Previous changes: Enjoy
  3. 421st Fighter Squadron F-16C By: J. 'Dogs' Summerville BACKGROUND The 421st Fighter Squadron is part of the 388th Fighter Wing at Hill Air Force Base, Utah. It operates the Block 40 General Dynamics F-16 Fighting Falcon aircraft conducting air superiority missions. The squadron is one of the most decorated fighter squadrons in the United States Air Force, being awarded three Presidential Unit Citations and seven Air Force Outstanding Unit Awards for Valor in Combat. The unit was originally formed as the 421st Night Fighter Squadron in 1943. After training, it was deployed to Fifth Air Force and ordered to New Guinea to provide air defense interceptor protection against Japanese night air raids on USAAF airfields. It later served in the Philippines Campaign where in addition to night interceptor missions it also flew day and night interdiction missions against enemy troop movements, bridges and other targets of opportunity. It later served on Okinawa and in Occupied Japan where it was inactivated in 1947. It was reactivated by Tactical Air Command in 1962 as the 421st Tactical Fighter Squadron. Equipped with F-105 Thunderchiefs, it deployed to Southeast Asia and engaged in combat operations over North Vietnam. It returned to the United States and was re-equipped with the F-4D Phantom II and returned to Southeast Asia for a second and later third tour of duty in the Vietnam War. It was one of the first USAF Squadrons equipped with the F-16A Fighting Falcon in 1980 and went on to serve in the 1991 Gulf War. In recent years, the squadron has deployed to the United States Air Forces Central Command, engaging in combat during Operation Enduring Freedom and Operation Iraqi Freedom. INFORMATION This mod was created for Firewill's F-16C, based off of the 421st Fighter Squadron. I am currently working on making custom skins for all active Fighter Squadrons in the United States Air Force. This mod includes 6 different textures for the 421st Fighter Squadron with custom tail numbers for each aircraft, labeled via classname. Because this mod uses firewill's F-16, naturally his mod is required, it can be found on the steam workshop. DOWNLOAD Steam Workshop ArmaHolic
  4. RADAR/PANEL BUG

    I do not know what is happening but now the scroll no longer appears the option to use the panel and I can only do these things by key bind the most bizarre is that with mods I can not change the range of my radar and still yes the option of the panel does not appear, can anyone help me?
  5. Alongside our planned Jets DLC platform upgrades, we needed moar UI. But quite a big part of the ingame screen is already taken by various elements and gadgets. We realize that, despite our goal to be more 'minimalistic' with UI, we have quite a lot going on in there. We've decided to put some elements into 'generic containers'. Together with Weapon and Vehicle Info, we now have a system called 'Custom Info'. It's 'Custom' because it allows you to pick which ones you want to have displayed in game. Custom also because creates a framework for modders to use - more about that later on wiki. Before we go any further, I recommend you to reset your keybinds to A3 or Apex preset (and dump all the hours you've spent customizing them) - otherwise you'll see a lot of missing strings and unnecessary action menu entries. As a player, what you get is a system of two windows - left and right. You have actions to toggle modules inside these windows. By default: [ - next module (GPS, feed, sensor display....) on left display RCTRL + [ - toggle sub-mode (range, feed spectrum...) on left display ] - next module on right display RCTRL + ] - toggle sub-mode on right display (no default keybind) - previous module on left display (no default keybind) - previous module on right display (no default keybind) - close left display (no default keybind) - close right display You can find following modules: Navigation (if your have a GPS item or GPS is configured as integral part of your vehicle) - the navigation is now rotating. The tech is being improved, so you can expect some hickups. Slingload assistant (if your vehicle can slingload) UAV camera feed (if you have an UAV terminal) Crew list (If you are inside a vehicle) In addition - in all military aircraft - you will have a Sensor display. More about that in the Sensor Overhaul feedback thread In all tanks, APCs, MRAPs and similar 'advanced' vehicles, you will have camera feeds from other crew's positions. In attack aircraft (gunships, fighters, CAS), you will also have feeds from TGP (driver), gunner and also from a launched missile wherever applicable. The old actions for GPS, Drone feed and Slingload assistant still work and will directly switch the default window to the respective module. Enjoy, and let us know what you think!
  6. The wiki page referes to the forum but not to a specific thread, so I am assuming there is none yet. Anyway my feedback so far: "Its great, so great.. greatest dynamic loadout system by far" - Donald Trump However, the list isn't sorted or grouped in a specific way. Just by adding our "Swedish Forces Pack" bombs, the list starts growing quite a bit. Playing with SFP, RHS and perhaps 2 more mods and this will be a real issue. Also, in the wiki page there is no reference how to enable it on your own airplane .p3d. I managed to make custom pylons, and custom weapons on the A164 Wipeout but not enabling it on my own plane.
  7. Please use this thread for discussion specific to the Jets DLC. Content is already available on Dev-Branch for you to try and if you have any feedback or suggestions please feel free to post them below. Please remember that the content is still in beta and the preferred method of reporting issues is the Feedback Tracker. Thanks!
  8. Hello everyone! Could anyone point out to a working civilian jets mod, which is compatible with the latest version of Arma 3? There used to be the Ivory Jets mod, but it is not compatible with the game anymore. Thanks!
  9. Jets - HUD improvements

    After hitpoints, sensors, custom info & dynamic loadouts here is time for some love HUDs. Some of you might already spotted that HUDs already received some upgrades like integrated CCIP inside HUD instead of being part of UI. Other changes involves upgrade to ILS systems and inclusion of airport outline visible in HUD during landing & remaked Helmet Mounted Displays for Mi-48 Kajman, P-30 Orca & Y-32 Xi’an which is kind of beginning of larger plane to improve all remaining HUDs with new features. Goal is to make those displays authentic & enjoyable to use so please don’t hesitate to leave a comment with suggestions or ideas below. For anyone interested in implementing those splendid changes into your own mod, head to the wiki page which should contain all recent additions https://community.bistudio.com/wiki/A3_MFD_config_reference
  10. Hi all, before release of DLC Jets I have decided to make Czech version of A-149 Gryphon. Yesterday I already released it! Keep in mind that you need to own the DLC Jets. This addon contains seven versions of Jas 39 Gripen (retextured A-149 Gryphon from DLC Jets) of Czech Air Force 211th Tactical Squadron. Eden editor usage: BLUFOR -> Czech Air Force List of planes: Classic grey Gripen Gripen Tiger 9235 Gripen Tiger 9236 Gripen Tiger 9237 Gripen Tiger 9238 Gripen Tiger 9240 Gripen Tiger 9245 Gripen Tiger 9245b Gripen Tiger 9820 You can read some info about each machine here. DOWNLOAD: Steam Workshop FTP
  11. Wondering if there's any way at all that I can use the old 'cruise control' like system that was in place before the jets update. I'm having a hard time maintaining speed with the new analog throttle system implemented with the update. For example I'll be flying straight and level and then when I go and do a tight turn or sharp maneuver I end up stalling because the throttle doesn't automatically adjust for drag and pitch anymore. The analog throttle makes sense on a joystick or yoke, but flying by keyboard needs as much assistance as possible in my opinion. So is there any way to switch back, or am I screwed unless BI add an option to switch in the future?
  12. Eden Editor

    I cant find a Jet armed with Cluster Bombs in the Eden Editor... Or is there a special way to change the weaponry?
  13. Koth Official server down-

    Majority servers focus only on infantry. I enjoyed the [Official] Bohemia King of the hill. All out Arma vehicles, All out chaos. What happened to those servers? Give us at least 1 server thats not infantry only, All vehicles, HC and maybe no AA missiles on jets. If I wanted to play Call of Duty I would have bought Call of duty.
  14. Jets DLC Tournament

    I've been practicing my flight skills with the Jets DLC recently and realized that there's not much practical use for the Jets assets outside of milsim and the occasional scenario (that i can think of), so i thought it might be kind of fun to go head on with another pilot, however I don't have any active friends who own the Jets DLC. So here's my proposal, I host a server and hold some sort of tournament. I haven't ironed out how it would work yet which is partially why I made this post, as well as to see if anyone would be interested. Some things that need to be worked out are whether it would be 1v1 matches or Team Matches, how many rounds would be held per each competitor, how the jets would be chosen, etc. So i've set up a little poll to determine how the tournament would be structured and it can be found here. If you have anything to add, or want to help set it up please comment, if you want to compete simply join this steam group. If the poll ends up selecting teams the teams will be assembled at random, though they can have certain members upon special request if you want to go into it with your friends or something. There won't be any reward for winning as i'm broke af, however I do plan on recording the whole thing and uploading it onto my tiny YT channel so that could be considered a small amount of publicity for the winner. I'll update this post with dates, and poll results however a majority of the planning will take place in the steam group. Edit : There may be a reward depending on how many victors there are (there can be multiple victors if teams are chosen) and if there're enough games to go around.
  15. Jets DLC Tournament

    I've been practicing my flight skills with the Jets DLC recently and realized that there's not much practical use for the Jets assets outside of milsim and the occasional scenario (that i can think of), so i thought it might be kind of fun to go head on with another pilot, however I don't have any active friends who own the Jets DLC. So here's my proposal, I host a server and hold some sort of tournament. I haven't ironed out how it would work yet which is partially why I made this post, as well as to see if anyone would be interested. Some things that need to be worked out are whether it would be 1v1 matches or Team Matches, how many rounds would be held per each competitor, how the jets would be chosen, etc. So i've set up a little poll to determine how the tournament would be structured and it can be found here. If you have anything to add, or want to help set it up please comment, if you want to compete simply join this steam group. If the poll ends up selecting teams the teams will be assembled at random, though they can have certain members upon special request if you want to go into it with your friends or something. There won't be any reward for winning as i'm broke af, however I do plan on recording the whole thing and uploading it onto my tiny YT channel so that could be considered a small amount of publicity for the winner. I'll update this post with dates, and poll results however a majority of the planning will take place in the steam group. Edit : There may be a reward depending on how many victors there are (there can be multiple victors if teams are chosen) and if there're enough games to go around.
  16. Jet's DLC Balancing REQUIRED

    As of recent I haven't really spoken up about this but there is a major problem with the current missile system for helicopters and their survivability. The main issue's relate to the MH-9 HummingBird and main blufor choppers. The main balance issue that came with the Jets DLC was the power of just the infantry AA launchers. They currently will only need 1 shot from the launcher to destroy a HummingBird. This is a major issue because you will have absolutely no warning and you might just explode. This could kill up to 7 people instantly. This makes a pilot like me who uses the thing every often and has learned how to land after being crippled before the update. The point here is that if it is a 1 shot there should at least be a warning or no warning but then at least will take more than 1 shot. You might say its unrealistic but then when you think about it, it is. This is not real life. This is a game where you try balance fun over realism and this is where I'd say the fun aspect needs to be increased for the chopper pilot who has spent hours and hours flying and is then just taken out by an absolute noob who has around 5 hours in the game who knows how to press T and click.
  17. JETS DLC

    i purchased jets dlc a week ago, and whenever i play KOTH it keeps showing ads on my screen, the DLC is installed on steam, and its enabled, its a pain in the ass, and whenever i try to ride one of the dlc helicopters it says that i must buy the JETS DLC, but i already bought it, whats the probelm? any help?
  18. Jets dlc - AG MACER

    Hi so after the jets update i can't lock on ground targets using AG MACER is that a bug ? Or its me ? thanks
  19. I've made an addon that adds a texture to the texture list in "edit Vehicle Appearance" on the gryphon, but I can't figure out a way to keep the vehicle appearance and the pylon settings for the jet after respawn. Any ideas?
  20. Flying jets in combat used to be quite binary in Arma. You fly or die. We heard you like hitpoints, so we put more hitpoints in your airplane so you can die while you fly. In return, you can show us how to land like a boss after a critical control loss. And put it on YouTube. With Jets DLC inbound, the birds needed to be put on par with other vehicle types in terms of damage effects to achieve some consistency and primarily extend the possible outcomes and challenges pilots will get in a combat. (as with other dev-branch'd features, this 'platform upgrade' will be available to everyone that owns Arma 3). And the challenges you may face include: Leaking fuel Reduced / complete loss of thrust after either one / both engines have been damaged Malfunctioning HUD and MFDs Gear that is no longer retractable if you landed too roughly Loss of control authority and adverse flight tendencies (a gameplay counterpart to tailrotor loss in helicopters) after taking hits in wings and control surfaces At the moment, there's only one aircraft configured with the new hitpoints - the Wipeout. Give it a go, try some Neophron Valley mission and let us know.
  21. I_Plane_Fighter_04_F A-149 Gryphon ["weapon_Fighter_Gun20mm_AA",[-1]]; ["Laserdesignator_pilotCamera",[-1]]; ["weapon_BIM9xLauncher",[-1]]; ["weapon_AGM_65Launcher",[-1]]; ["weapon_AMRAAMLauncher",[-1]]; ["CMFlareLauncher_Singles",[-1]]; B_Plane_Fighter_01_Stealth_F F/A-181 Black Wasp II (Stealth) ["weapon_Fighter_Gun20mm_AA",[-1]]; ["Laserdesignator_pilotCamera",[-1]]; ["weapon_BIM9xLauncher",[-1]]; ["weapon_GBU12Launcher",[-1]]; ["weapon_AMRAAMLauncher",[-1]]; ["CMFlareLauncher_Singles",[-1]]; B_Plane_Fighter_01_F F/A-181 Black Wasp II ["weapon_Fighter_Gun20mm_AA",[-1]]; ["Laserdesignator_pilotCamera",[-1]]; ["weapon_BIM9xLauncher",[-1]]; ["weapon_GBU12Launcher",[-1]]; ["weapon_AMRAAMLauncher",[-1]]; ["weapon_AGM_65Launcher",[-1]]; ["CMFlareLauncher_Singles",[-1]]; O_Plane_Fighter_02_F To-201 Shikra ["weapon_Fighter_Gun_30mm",[-1]]; ["Laserdesignator_pilotCamera",[-1]]; ["weapon_R73Launcher",[-1]]; ["weapon_R77Launcher",[-1]]; ["weapon_KAB250Launcher",[-1]]; ["CMFlareLauncher",[-1]]; O_Plane_Fighter_02_Stealth_F To-201 Shikra (Stealth) ["weapon_Fighter_Gun_30mm",[-1]]; ["Laserdesignator_pilotCamera",[-1]]; ["weapon_R73Launcher",[-1]]; ["weapon_R77Launcher",[-1]]; ["weapon_KAB250Launcher",[-1]]; ["CMFlareLauncher",[-1]];
  22. New Rangefinding system

    Hi, This a minor rant about the new rangefinding system. I'll be bold, I do not like it and it should not exist. I love being a sniper in wasteland, it is very fun, you just aim at your target read the distance. I off and on play arma for about a month then comeback. But this time I found out they changed it to where you push a button... That I imediately cringed. The automatic rangefinder was easy and more convenient. The game is based in the future, why not have automatic rangefinders. Why change something that was working thoughout A2 and A3? By default the button was binded to \ which is the salute button. This makes no sense. Why add another key command to the LARGE list of binded keys even to where they start overlapping? I hate the new rangefinding system. BIS, please revert the old rangefinding system back. It was just better in everyway. If not, atleast make it a option so the player can choose.
  23. Arma 3 Jet DLC Giveaway

    Hey ! So , I'm currently doing a giveaway of Arma 3 Jet DLC on my Twitter after I won the Armaholic giveaway (thank you Jeza) , in case you are interested on winning the key , all you have to do is : Follow , Retweet AND comment why you deserve to win the DLC (Answer on the tweet). Bonus points for pilot jokes The Winner will be announced on the 16th of June . Good luck ! Tweet:
  24. I've made an addon that adds a texture to the texture list in "edit Vehicle Appearance" on the gryphon, but I can't figure out a way to keep the vehicle appearance and the pylon settings for the jet after respawn. Any ideas?
  25. Useful tip To spawn the new Jets DLC carrier via a script is the same as creating any other vehicle. However, to orientate or reposition it, the object will not update once spawned like other standard vehicles as the carrier is multiple objects. To update the position, direction and pitchbank, there is a new function: BIS_fnc_Carrier01PosUpdate; To spawn the carrier: private _carrier = createVehicle ["Land_Carrier_01_base_F",<position>,[],0,"None"]; To set its direction or to shift the carrier's position via a script, update the original object's attributes then run the function BIS_fnc_Carrier01PosUpdate: _carrier setPosWorld <position>; _carrier setDir <degree>; [_carrier] call BIS_fnc_Carrier01PosUpdate; The carrier will now be aligned to its base. Example Singleplayer Example Multiplayer - Working Catapults Tested!! Cheers,
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