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Found 44 results

  1. Problem Taking Off

    So i got this problem taking off where the plane would 'bump' (like hitting an invisible rock or something) on the runway when reaching certain speed making it impossible to takeoff. It occurs on RHS's Tu-95, TeTeTe3's Su-35 and PAK FA (forgot the author's name) but vanilla aircrafts doesn't seem to be affected including Jets DLC planes. I dont think its because of the runway terrain because i tried it on altis, stratis,and virtual garage all with the same result. Does anybody have the same issue or.. is it just me? P.S i dont know if this should go to mods category because the problem mainly occured on modded planes. Thanks guys, i appreciate every help
  2. Problem with taking off

    So i got this problem taking off where the plane would 'bump' (like hitting an invisible rock or something) on the runway when reaching certain speed making it impossible to takeoff. It occurs on RHS's Tu-95, TeTeTe3's Su-35 and PAK FA (forgot the author's name) , some Sabs' aircraft, HAFM but vanilla aircrafts doesn't seem to be affected including Jets DLC planes. I dont think its because of the runway terrain because i tried it on altis, stratis,and virtual garage all with the same result. Does anybody have the same issue or.. is it just me? Original https://forums.bistudio.com/forums/topic/212258-problem-taking-off/ Decided to move it here from troubleshooting thanks to suggestions and how it affects only modded planes and i'm a noob in forums Thanks guys, appreciate every help.
  3. I am announcing today that me and Matchbox/M.Nelson are going to be making an MQ-25 for ArmA 3. the drone will hopefully feature a full rearming menu,Lesh tow compatibility, an Eden menu fold wings option, USAF refuel compatibility, a fully functional weapon bay, and lastly to be able to land on the Nimitz and take off of the Nimitz. As of right now we are just starting to project and don't have any photos to share with the community. if there is any reasonable suggestions or pointers for this up coming mod please don't be afraid to post them P.S. this is also our first mod so this might take awhile so bear with us ;) and since this is our first project we will be getting some help from some of the better known content creators in the community Edit: X-47B was renamed to MQ-25 Stingray
  4. PANAVIA TORNADO AWS Ok guys this is what I was talking about on the Eurofighter thread, after a request from an user and after I have recived the sources files of Bundeswehr Tornado from Diavid (plane originally made by Dezkit/Ivory Aircrafts) I have started the works on the Tornado... What I'm doing or I have planned to do: -Automatic wings sweep (can be disabled) DONE -laser targeting for the WSO DONE -more hardpoints under the fuselage (the original one only have 3) DONE -AWS integration DONE -Textures DONE -Aerial Refueling DONE -Loadout Menu DONE -Maybe john spartan and saul afterburner DONE -Better cockpit -Triple Racks DONE -Import weapons from the Eurofighter DONE BETA RELEASE What's inside? TORNADO IDS/GR.4 with various loadouts and textures (UK, Italy, Germany and desert storm livery for Italy and UK) TORNADO MR (Multi role variant upgrade) with various loadout and textures (UK test, Italy test, Germany test, AAF) V0.2 mediafire: http://www.mediafire.com/download/xof5jv5cdjjocjm/Tornado_Beta_02.zip V0.2 Armaholic: Changelog: beta 02 -added all planes to zeus -Fixed one error in rpt The cockpit is a placeholder, the original one didn't have anything than black mfds and black circles. Because I have never made mfds and gauges for now I have made a placeholder texture, It don't have any fuction, it's only for aesthetics! Thanks to: -ColorChanger (for the original model? I'm still trying to find out this guy, if someone have any informations please contact me) -Panzergranadier3 ( the guy who made the last update for this plane in OFP, for the permission to still use it) -Diavid and Dezkit (for the original A3 plane) -John spartan and Saul for the Afterburner and loadout menu -Firewill fo the Weapon pack and loadout menu -Flanders25 for the help -Roofie for the help -[Dust]Sabre for the help -Hcpookie for the weapons and other things from his open source Eurofighter If anyone have problems with credits or copyrights please contact me directly
  5. Hi all guys! First of all, I hope to be writing in the right place. Secondly, I must say that I'm totally new to writing a config on my own, I looked for tutorials and guides and I mostly "studied", let's say, on configs of other mods. Now, my intention is to create a new black wasp II very similar to the jets dlc's one, same model, textures etc. but with the anti radiation sensors of the wipeout, just to give sead capabilities to 2035 US Navy. I've succsessfully written the config for the vehicle. Now when i try it out, all works perfectly, i can detect enemy AA on the radar of the plane and I can also lock them on and shoot them. Nevertheless, while for example with firewill f-16 squares appear on the detected targets when looking through the targeting camera, this doesn't happen with vanilla planes and with my black wasp SEAD as far as i checked. Does anyone have any idea on what the solution could be? NOTE: I'm using SEAD missiles by VTI on vanilla planes and on my plane.
  6. It is finally here, ladies and gentleman! After several months of waiting, implementing and overhauling - the sound mod for Firewill's F-16C/D Fighting Falcon is now in v1.0! Whoo hoo! To celebrate, I made a short video showcasing a taste of what it's like in-game. Huge shout out to the Air Combat Command guys (Dogs, Haze, Fett and Bomb) for helping me out with filming and MP testing. Also a big shout out to Laxemann, who helped me understand a few things about the new audio system and answered all of my questions. Here it is! There's been a LOT done to this aircraft since the initial video I released in October, which showcased what I've been working on, but the end result is an improvement I never thought we could make. A changelog is available below, if you're into that sort of thing. One thing that I'm still trying to get working is the low-pass filters and new stereo processors for use with this and future aircraft sound mods, it's on the wishlist - hopefully I can add it in a patch later down the road if we ever figure it out. Oh yeah, this will also be available for download on the ArmA 3 Workshop! This is a huge milestone for me and Shazer, so why not give this mod the full treatment? ;) Major features overview: Implemented several new soundsets to the aircraft Much more realistic interior Clearer / better sound samples for exterior Finally; If you encounter any other bugs, issues or have feedback that I would find constructive - please share it below or send me a message. DOWNLOAD! Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1193740840 ArmAHolic: Coming Soon Google Drive: Server 1 --NOTES--- * This mod requires Firewill's F-16 Fighting Falcon mod, available on ArmAholic and the Steam Workshop. --CHANGELOG / MOD STATUS:-- Known issues: - Sometimes the plane is silent when flying over, think this is an ArmA scripting issue. *Wishlist* - Change pitch of idle based on throttle inputs (not sure how to do this) - Get distance filters to work properly (buggy, issues with implementing) - Stereo processors implementation (same as ^) v1.0 - Successfully implement all new Jets DLC soundSets and Shaders - New idle samples - All new interior samples - New close proximity rear forsage (afterburner) sound - Low throttle distance sound - Frontal approach sound - Custom ranges set for some samples - New customized filters for current and future releases - Cleaned up config, new separated shader/set files - Interior / exterior idle volume increase - Eliminate noticeable exterior idle loop int/ext (0.7.8) - Mid-throttle sound for close proximity - New full throttle sounds (distance and forsage) - Implement "D" variant into config. - A lot of tweaks and fixes I can't fully list v0.4 (10-2017) - Implement shaders / sets into aircraft config. - Initial sound adjustments v0.2 (02-2016) - Firewill's F-16C varient release - Overhaul of all sound files - Added actuator sound upon thrust (exterior) - Added several high/low pass filters to interior for more realism - Exterior start-up sequence changed - Idle sound replaced - Exterior throttle up a/b added - Eden compatibility (currently trying to remove Firewill's afterburner scripted sound file as it just ruins the realism, will be added in a hotfix) v0.1 (04-2015) - Initial release for USAF Mod.
  7. Introduction Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So we, passionate pilots, decided to see what we can do, and this mod is the result. What does it do? The core focus of the mod is to increase the damage to achieve a more realistic result. We also completely overhauled all sounds and particle effects, just take a look at our announcement trailer. Dependencies There are no dependencies with other mods. Compatibility The mod is compatible with multiple other A-10 mods. Among them are: ACE RHS Peral STI EricJ Fullerpj CUP Firewill License Changelog Download GitHub Steam Workshop Armaholic withSIX
  8. I Wanted to raise the question if the flight or air traffic simulators help improve aviation knowledge and could it benefit you in becoming a pilot? for example, there's this game I've discovered called (snip, -mod edit), its basically air traffic control simulator. i've linked the trailer below, let me know your thoughts:
  9. 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
  10. Reverse Thrust by Jack Ost What is it ? This script allows to simulate in a semi-realistic way the reverse thrust on a plane. It's possible to use pushback on any type of aircraft and to use reverse thrust in flight. Features Ground activation : Ground activation allow to simulate the pushback of the aircraft. It means that the plane back with low speed ,it's constant at 5km/h. It works for any aircraft. To turn back on , use the same button to roll left or right but in reverse order ( left-> right). The plane stops after disengaging the system. In flight activation :Use with a propeller aircraft ( registered in the module ) : Reverse thrust snaps directly, it has a role of brake for the plane and causes a very important loss of speed. This will slow down quickly to acquire a low speed or to make a short landing . To gain speed, you must disengage the system and speed up. Use with an airplane without propellers (switch mode deactivate): Reverse thrust does not engage directly, it wait, that is to say that once the landing gear touch the ground, system engage. It will slow down quickly to acquire a low speed and thus make a short landing. Skip to below 80 km / h the system deactivates itself; otherwise the system will stop when you disengage. Download French version : Here Now English version : Here Now Armaholic or WithSix Download below Guide French Guide : Guide en Français English Guide : English Guide Crédits Bohémia Interactive Jack Ost Special Thanks To Piolotepasvirtuel and Bee Gee from http://www.pilote-virtuel.com for informations and very useful documentation. To "Conflit de Canard" Coop Community for testing To Moon for helping me
  11. Flight Failures Mod by Jack Ost What is it ? This script allows to simulate the failures you can have in your plane or helicopter. It will stop a mechanic or electronic element like the avionic or your engine. For some reasons, only non critical failures have been implemented (so you can't loose your main rotor in helicopter). Features There is three module available in Eden Editor. Place the module that you want on your mission. This mod is server side, so you don't need to have it on client side. First module is to choose random system. The random system will give you one (only one) random failure during the mission, at any moment you can have it. It's depend on the probability that you have choosen on the parameter module (if you don't place it, it will be default parameters). So during a mission, you may not have any failure. Second module is to trigger a particular failure (or multiple) directly. You can synchronize it with a trigger to have the failure at a particular moment. For information, default parameters of the random version are :- you will have only one failure- 30% of probability for avionics- 10% of probability for one engine failure (not both if two engine)- 1% of probability to loose left rudder or right rudder OR left elevator or right elevator OR tail rotor- increase (in %) of probability as a function of the flight time (+25% in 2 hours of flight) NB : I can't test the random version perfectly, so i choose to add an option to having magic repair on your aircraft. NB2 : If your fps are lower than 10, the failure will be cancelled. Guide English Guide French Guide Download LINK here Crédits Bohémia Interactive Spyke (technical adviser) Jack Ost
  12. Boeing 737 - 100

    This version is discontinued, find the new one included here This version is discontinued, find the new one included here
  13. Hey guys i was wondering if its possible to place the jet catapult seperatly from the USS Freedome. I was trying to make a relay short runway so i thoght a catapult on a sperat runway on land would be cool. Fast help needed every answer could be helpfull :)
  14. This is a preview release of the Mobile Aircraft Arresting System (MAAS). It is not finished yet and the releases primary intent is to find bugs and general problems with the system and the documentation. The MAAS has been created by TheSn4k3 and TeTeT. The MAAS helps to bring a landing plane to a full stop by using the planes tailhook and a wire between two trailers. It is often used by expeditionary forces on make shift landing strips. The system is currently abstracted in Arma 3. A single trailer is sufficient to deploy a complete system consisting of two trailers and the wire. The trailer can be sling loaded by a helicopter for remote deployments. The trailer does not move by itself. CBA is a hard requirement of the mod. Mirrors Being setup Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1130385734 Armaholic: http://www.armaholic.com/page.php?id=33242 PWS: http://withsix.com/p/Arma-3/mods/NeKhfgiZJE2QrnDL8CDk_w/MAAS Arma 3 base: tba Within the download a docs directory contains three files, describing basic operations, known issues and a todo list: README for the Mobile Aircraft Arresting System (MAAS) The system uses keyboard shortcuts to operate, not menu actions. A player that is close to a MAAS trailer can deploy or pack it with Shift-M. A pilot can utilize the MAAS via Ctrl-Shift-M to deploy a virtual or actual tailhook. Once hooked to the wire, a pilot needs to use Ctrl-Shift-M to raise the tailhook and become ungrappled. The keybindings are maintained by CBA and can be changed. The MAAS can be deployed as slingload of a helicopter. The wire model suppports three animations: ani_cable1_wide ani_cable1_long ani_cable1_high The trailer supports five animations: body_source rearPlates_source switchA_source - graphical problems switchB_source - graphical problems switchC_source - graphical problems Known Issues of the Mobile Aircraft Arresting System (MAAS) o It can be packed up while a plane is held by the wire o When deploying one MAAS trailer will actually spawn two trailers and a wire, for sake of playability o Multiple MAAS deployments have not been tested and will most likely not work or spam the system with scripts o Multiplayer and compatibility with dedicated servers has not been tested o No engine sound o Deployment animation is crude, especially the rear plates o Icon needs to be replaced o Artefact at the rear on the ground TODO for the Mobile Aircraft Arresting System (MAAS) o Animate the instrument panel o Create a realistic mode with two trailers and a rolled up wire, supported through some logistic mod o Replace wire with better looking model o Support multiple MAAS deployments on map o Add engine sound, probably make the trailer a carX o Add deployment sound o Replace setVelocity with addForce in ttt_maas_fnc_useWire o Evaluate using tailhook up animation for stopping to brake the plane Old content: A mobile aircraft arresting system, or MAAS for short, is a system that helps to bring a landing plane to a full stop. It is composed of two trailers and a set of arresting wires. The wires are tightened between the trailers. A plane's tailhook can catch the wire and the braking system of the MAAS will slow down the plane rapidly. In Arma 3 the system is currently static, it needs to be deployed on the runway from the editor. It can help landing on very short runways or alternative runways. The aircraft currently needs to be equipped with a tailhook and have a like named animation and memory point. With the extended tailhook the braking system will be started when a wire is caught by the tailhook. The plane will come to a stop within a few dozen meters. Vendor link for reference of the real system: http://www.scama.se/arresting-systems/aircraft/mobile-systems/ Some screenshots from testing the script with Huron containers instead of a MAAS trailer. Keep in mind that the final system will have just one wire, the four wire setup is legacy from the Nimitz :) Old Screenshots from the very first prototype:
  15. I have made Mission with a y-32 VTOL taking off from an airfield far away from combat. This plane has 2 groups set to safe in it: One with the pilot and the co-pilot and the other one only filled para troopers sitting in the cargo room. But now when I start the mission the para trooper leader orders 8 of them to leave the plane and then orders 3 of them to get back in again (the plane has taken off already) leaving 5 outside. Something similair occurd in my mission with filled up trucks driving in a convoy. Is this a known issue or is it because the vehicle is fully loaded and therefor trying to get rid of some passengers :). I appreciate any help. Nico
  16. Hi all! Today I have another annoucement, I'm working on the 737 (again I have to thanks Sabre[dust] for the porting and to have shared it with me). This work started mainly becouse I need a presidential and cargo/tanker plane for my faction mod, but I think it's better to make it a separate addon so It will be more usable. For now I've done some texture impovement, reworked the cockpit, and some othe little improvements. I will have also some alarms, for now I have fully integrated the "Terrain, terrain, Pull up!" (it starts al less than 350m if the landing gear is not down) and the "Sink rate, pull up" (it starts if you descend too fast while you are between 2000 and 360m, after the 360 it stops to let the Terrai alarm start). I will try to get also the countdown while landing (1000, 500, 400 ...). I will also try to get some fuction internal lights for the cockpit and the cabin. Probably in the future I will work on the tanker/AEW/ASW version too. The plane model looks similar to a 737-500 but with winglets, so I will call it 737-500Plus (becouse the 737-500 doesn't have winglets, and it have a more old style cockpit). The plane is quite hard to land, becouse it will get easily damaged. So I've added a script that reapairs the little damages that you can get during a normal landing, but if you touch hard the ground it will still take hard damages and the script will not repair it! Features: -textures improvements -cockpit rework -internal lights -Alarms -maybe some works on the variants too (ASW,AEW,Tanker,737-100) Sceenshots:
  17. Hello everyone, I decided to share a little thing that has been sitting on my hard drive since (I'm sorry for this joke) last year. Thanks to Helijah for the model, I imported the Hornet Auto Gyro in Arma 3. It was a little side project that I did to show, teach and be a proof of concept aircraft for a friend of mine who I am teaching. Started off pretty simple with it belonging to the civilian side. Then, I decided what the hell, and strapped a .50 and 4 rockets to the side of it, with a couple of grenades dropped by the pilot. It has some great STOL capabilities and flies at roughly 80 KM/H in cruise. Currently the auto gyro is found under BLUFOR, OPFOR, and CIVILLIAN, with it's armed variants under the armed factions. *Side note* I just realized I left the instruments out. Oops. The three of them will be added shortly Here's some screenshots of it. Here's a little video showcase of the auto gyro I won't be releasing it until the friend I am helping is finished with their import of an auto gyro, but hopefully that will not be too much longer PS, if there's any flight model magicians out there, can you help me? It's a stubborn thing to slow down, and I'm not sure what's causing that. Any advice? If you have any comments or suggestions with what I should add/do with the auto gyro, feel free to tell me :)
  18. AutoPilot Script by Jack Ost What is it ? This addon allow to simulate airplane autopilot in the most possible realistic way on arma3. It's possible to use autopilot on any type of airplane only. Features - Manage Speed - Manage Heading - Manage Altitude - Manage Gear - Manage Vertical Speed Download Here now Armaholic or WithSix Download below Guide French Guide : Guide en Français English Guide : English Guide Crédits Bohémia Interactive Jack Ost
  19. ******************************************************** Sabre's (mostly) Civil Aviation A3 ports of Helijah's FlightGear Aircraft ******************************************************** Aero Commander 500, An-12, An-24, Ask 21 Mi, Boeing 737, Cessna L.19, DHC-3, Diamond Katana, Do-228, Falcon 50, Fantasy Air Allegro 2000, FK9 Mk2, GeeBee, Grob G 102, G 109, G 115, Piper Cub, Robin DR400, Sikorsky S-38, Stampe SV.4, Couzinet 70, Ford Trimotor, Douglas Dolphin, M.C.72, S6B ******************************************************** This is a bundle of some of Helijah's FlightGear Aircraft Not all are 100% pure civil aviation, a few have additional blue/red/green faction versions Credits/Thanks to: Helijah for the models and textures http://helijah.free.fr Alwarren for the Blender Toolbox Brett Harrison, Gary Brown, Helijah, Hnchmc, Christian Thiriot, Laurent Hayvel, [Dust]Sabre and many others for textures Feint for Track IR extension Hnchmc and Gnat for scripts Gnat for the float plane magic Arma 3 port and additional textures by [Dust]Sabre ******************************************************** Requirements: Sabre's Aircraft Library https://forums.bistudio.com/topic/188494-sabres-aircraft-lib/ ******************************************************** This addon for Arma 3 is released under CC-BY-SA The authors of this addon give no warranty ******************************************************** Download: ******************************************************** Download Source File Examples: (Stampe SV, FA Allegro, DR 400) https://www.dropbox.com/s/kujkvr23wj2fcx8/Source sab_faa_stampe_robin.zip?dl=0
  20. Single addon discontinued... Now part of my military aviation addon
  21. Antonov An-2 Annushka I present my first vehicle port for Arma 3! It is based on the Arma 2 OA APL files from BIS. Credits: special thanks goes to Gnat - much appreciated help with Sea Plane Version! Nevbox for making professional texture templates Aplion - for Arma2- Arma3 port tutorial Feint - HeadrangePlus - extended Track IR Support Lala14 - thanks for the help and input about interior Lights Himself and Uninamer - for testing /MP testing BIS for original Model/Textures (APL Sample Files) [Dust]Sabre - Arma 3 Port This addon comes in 2 parts: Antonov An-2 features the port from Arma 2 + Armed Versions for each Faction. Antonov An-2 Upgrade features the seaplane, snowplane and all the other liveries. Antonov An-2 Links/Mirrors: An-2 Source Files
  22. I'm inquiring as to how to give the c130 gunships from USAF mod ammo because when I use the ac 130 mode from the CAS tab, I could loiter and connect to the camera/guns, but get zero ammo. A console error led me to the file: mcc_sandbox_mod\mcc\dialogs\mcc_playerconsole3_init.sqf line 101. All i want to know is how to make ammo available for the ac130 mode under CAS tab and not the AC130 tab which spawns the blackfish...//AmmosetVehicleAmmoMCC_ConsoleACAmmo = [["20mm",_uav ammo "gatling_20mm_VTOL_01","4000Rnd_20mm_Tracer_Red_shells","B_20mm_Tracer_Red"],["40mm",((crew _uav) select 3) ammo "HE","240Rnd_40mm_GPR_Tracer_Red_shells","B_40mm_GPR_Tracer_Red"],["105mm",_uav ammo "cannon_105mm_VTOL_01","100Rnd_105mm_HEAT_MP","Sh_105mm_HEAT_MP"]];ctrlSetText [MCC_CONSOLE_AC_MISSILE_COUNT, ("20mm: " + str (_uav ammo "gatling_20mm_VTOL_01"))];ctrlSetText [MCC_CONSOLE_AC_MISSILE_COUNT2, ("40mm: " + str (((crew _uav) select 3) ammo "HE"))];ctrlSetText [MCC_CONSOLE_AC_MISSILE_COUNT3, ("105mm: " + str (_uav ammo "cannon_105mm_VTOL_01"))];
  23. VERSION 0.3 RELEASE -Better crew placements -New and improved shadow LOD -Adjusted CoG (Less wobbling on ground) -New interior and improved -New livery, "PT-17 Stearman Weathered" -Lowered get in points -New mod image -Added scripts -Moved PT-17 Rally and PT-17 Rally Rouge from BLUFOR and OPFOR to Civilian (sorry for any issues this may cause) -Better world model optimization -Couple other things I can't remember... *Expect an update soon, after Jet DLC is released and new documentation is added* OVERVIEW Over the past few months, I have worked on and off on a PT-17 Stearman for Arma 3. The amazing model was supplied to me by Helijah who had created it for the game Flight Gear, and, with his permission, was ported to Arma 3. With the massive amount of help by [Dust]Sabre, I was able to complete this addon. It was my first addon, so it took a while to make, but here it is! I will continue to work on it here and there, as I have a few projects I'm doing simultaneously, and try to fix bugs and issues that arise. TO DO/ WISHLIST -Add that wing walker version -Make some better textures -Add reflections, so it doesn't look so dull -Add Sabre's and my scripts FEATURES -Working instrument panel -Multiple Liveries -Custom engine sounds -Dual controls -Wreck Model -[Dust]Sabre's and my aircraft related scripts Current pictures of the model: If you would like to learn more about this awesome aircraft- https://en.wikipedia.org/wiki/Boeing-Stearman_Model_75 LICENSE The PT-17 Stearman for Arma 3 is released under Arma Public License(APL) The author of The PT-17 Steaman for Arma 3 gives no warranty. No commercial or military use etc.. DOWNLOADS (outdated) REQUIREMENTS Sabre's Aircraft Library Credits and Thanks: Hnchmc (Seymour Butz)- For bringing the model to Arma 3 Helijah- For his fantastic model and letting me use it! (Link to his Aircraft Hangar) [Dust] Sabre- For his tremendous ammounts of help (and his aircraft library)! Flanders25- Helping me with issues Alwaren- For his Blender tool box Bohemia Interactive- For their fantastic game! Class Names: "hnc_stearman", "hnc_stearmanN2S", "hnc_stearmanCanadian", "hnc_stearmanRally", "hnc_stearmanRallyRouge", "hnc_stearmanWeathered", "hnc_stearman_wreck" Last Update: April 2nd, 2017 Past Updates Change Log:
  24. I'm trying to make the superhornet plane into a VTOL by reading this: https://community.bistudio.com/wiki/A3_CfgVehicles_Plane_class_config_reference#VTOLPitchInfluence So i have added VTOL=3 in the config and it works fine, but the plane is turning really slow in hover mode so i tried: VTOLPitchInfluence=500.0; VTOLRollInfluence=500.0; VTOLYawInfluence=500.0; That should in theory make the plane turn like CRAZY. but nothing happens once I'm ingame.. I tried changing the same parameters on the Apex VTOL and it works on that one (it turns like crazy) Can someone give me some pointers on why this is? Cheers!
  25. Incon Airpower Script package for Arma 3 mission makers that allows players to call in air support for target tracking and precision air strikes. Unlike other CAS scripts, Incon Airpower simulates high-altitude strikes where the aircraft is neither visible nor audible from the ground. As such, the aicraft itself is not spawned, only simulated, thereby avoiding all the hassle of Arma's pilot AI. Works best in single player and low-player-count COOP (lots of players using tracking may cause considerable server lag). Perfect for missions involving SF teams working behind enemy lines to call in coalition airpower onto enemy assets (as in the ongoing real-life operation Enduring Freedom in Iraq / Syria). SP / Co-op / Dedi compatible. Requires CBA. Features Call in guided airstrikes with the radio menu Mark targets with laser, smoke, chemlights or IR strobes (night only for chemlights and strobes, day only for smoke) Aircraft can lock on to and strike multiple targets simultaneaously (thanks to a slightly modified version of kylania's awesome guided missile script) Optional collateral damage assesment by pilot - checks for nearby friendlies, civilians and sensitive targets and will automatically disengage if collateral damage is too high Optional full NATO voice procedure simulation to guide pilot on to target No need for map with airstrip or adding in any aircraft Restrict JTAC capabilities to units with certain items in their inventory Optional unit tracking on map, with accuracy that degrades with overhead cover, weather etc. (only shows targets that would be visible from overhead): - (optional) restrict to units with UAV terminal only - differentiates between friendlies (blue), unarmed infantry (white), armed infantry (pink), civilian vehicles (white, large) and non-friendly vehicles (pink, large) If using a laser designator, the player can mark multiple targets at once and give clearance for a simultaneaous strike: - mark 2 tanks and an infantry patrol, and the aircraft will track and engage those targets simultaneously, even if they move - repeat your last mark if in doubt - if your final target is a laser mark, the aircraft will engage your laser mark while it is active, and revert to your original mark position if it looses your laser mark Realistic air speeds of ordnance: - the higher the altitude of the aircraft (recommended at least 3000m), the longer the ordnance will take to hit the target - missiles will travel faster than bombs - ordnance speeds based on real data Usage License GNU V3 Submit pull requests, fork your own version on Github, drink Bailey's from a shoe, do whatever. This is open source and entirely free to use. Changelog Download from GitHub
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