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Found 33 results

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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"))];
  6. 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:
  7. 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!
  8. I downloaded a psd texture of the A-164 (here). The file comes with 4 files (copies of each, 1 .tga and 1 .psd): plane_cas_01_ext01_co & plane_cas_01_ext02_co. ext01 is the main body / cockpit of the A-164 and ext02 is the wings and tail. I've edited both textures and have created a mission file and placed both .jpegs into it. I've used this script on the A-164 int: this SetObjectTexture [0,"plane_cas_01_ext01_co"] this SetObjectTexture [0,"plane_cas_01_ext02_co"] however only one of the textures loads on the plane, looking like this: I know I'm doing something wrong, and I'm wondering how I can get both the body (ext01) and the wing textures (ext02) to load on the plane at the same time? Any help is appreciated, Thank You.
  9. Hello my name is Duck and i have a problem. I have made a cool drone that inherits from the Darter drone which works fine but i need to animate the rotors and i have tried everything... i need help getting these rotors animated on engine start!
  10. 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 :)
  11. I'm working on a plane which is supposed movable gunner camera (not modeled in, just acts like one), however no matter what I've tried the camera itself doesn't move. I've tried a lot of stuff from editing to the elevation points, changing between optic classes and adding x and y rotation points in the model and animating them in the model config but nothing has worked. Turret class: class Turrets { class mainTurret: NewTurret { startEngine=0; isCopilot=1; commanding=-1; primary=1; allowTabLock=1; body="camerax"; gun="cameray"; proxyType="CPGunner"; proxyIndex=1; animationSourceBody="camerax"; animationSourceGun="cameray"; minElev=-90; maxElev=+5; initElev=-30; minTurn=-360; maxTurn=+360; initTurn=0; maxHorizontalRotSpeed=+0.5; maxVerticalRotSpeed=+0.5; memoryPointsGetInGunner="pos_gunner"; memoryPointsGetInGunnerDir="pos_gunner_dir"; gunnerFireAlsoInInternalCamera=1; gunnerOutFireAlsoInInternalCamera=1; memoryPointGunnerOptics="gunnerview"; gunnerAction="Su34_Gunner"; gunnerUsesPilotView=1; gunnerInAction="Su34_Gunner"; gunnerForceOptics=0; castGunnerShadow=1; viewGunnerShadow=1; turretInfoType="RscOptics_UAV_gunner"; stabilizedInAxes=3; laserScanner=true; weapons[]= { "Laserdesignator_mounted", "Missile_AGM_02_Plane_CAS_01_F" }; magazines[]= { "Laserbatteries", "6Rnd_Missile_AGM_02_F" }; class OpticsIn { class Wide { initAngleY=0; minAngleY=-180; maxAngleY=180; initAngleX=0; minAngleX=-180; maxAngleX=40; initFov=0.46599999; minFov=0.46599999; maxFov=0.46599999; opticsDisplayName="W"; visionMode[]= { "Normal", "NVG", "Ti" }; thermalMode[]={0,1}; gunnerOpticsModel="\A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F.p3d"; }; class Medium: Wide { initFov=0.093000002; minFov=0.093000002; maxFov=0.093000002; opticsDisplayName="M"; gunnerOpticsModel="\A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F.p3d"; }; class Narrow: Wide { initFov=0.028999999; minFov=0.028999999; maxFov=0.028999999; opticsDisplayName="N"; gunnerOpticsModel="\A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Gunner_F.p3d"; }; }; }; }; Model Config Camera Animations class camerax { type="rotationX"; source="camerax"; selection="camerax"; axis="osa_camerax"; memory=1; sourceAddress="clamp"; minValue="rad -360"; maxValue="rad +360"; angle0="rad -360"; angle1="rad +360"; }; class cameray: camerax { type="rotationY"; source="cameray"; selection="cameray"; axis="osa_cameray"; };
  12. Hello! I create a tiny little mod that does 2 things: * it adds laser designator (batteries included!) to all vanilla planes, with allows you to self designate targets for LGB * increases the allowed horizontal turn level in TGP view from -180, 180 to -720, 720 with lets you pan view freely. WARNING! if you lock on (using CTRL+T) it goes back to -180, 180, I couldn't fix that http://www.mediafire.com/file/cg7meve5epqzrc0/%40improved_TGP.zip
  13. 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
  14. Hi. I placed a jet and gave it waypoints etc. Now when it gets shot down i want it to respawn after 30 seconds or so. I want the AI to have a 100% skill level and have it circle close to the center of the map. Any jet will do, a random one out of the 4 would be very good though. I tried a little bit but it didnt work. And i do not want to google for five hours, did it 30 mins and found nothing which is why im asking here. Help would be appreciated!
  15. Hello all, I figured I had come far enough to share the W.I.P. images and information about one of my many projects, the Curtiss P40 Warhawk/Tomahawk/Kittyhawk. I figured I should post this W.I.P. thread before someone else beats me to finishing this aircraft. This is my first armed aircraft that is at this stage of development, and is really an experiment with weapon cfgs for the Ju-87 Stuka. The model is by Helijah, who kindly gave me permission to port to Arma 3 Without further ado, the Curtiss P40 Warhawk (Ignore the muzzle flashes, that was an accident :P ) (Some more images) Currently the aircraft is in the final stages of development. I'm just touching up some things, and testing out the weapons. As well, I still need to complete the instruments in the cockpit and set up the sights. Should be released soon. Weapons as of now: -6x .50, three in each wing I plan to add fuel tanks and a bomb, just to give variety, and some practice for me. In case anyone is wondering about what liveries there currently are: -Flying tigers high definition -Flying tigers standard -Red tails -RAF -RAAF -Captured Warhawk (Japanese) -Munda -Desert -Umnak -2 Lt. George Welch's P40, Colours of the attack of Pearl Harbour -2 Lt. Ken Taylor's P40, Colours of the attack of Pearl Harbour Thanks to Helijah for letting me use his models, and thanks to [Dust]Sabre for answering my questions! Any information, or suggestions that may help with the addon, is more than welcome :)
  16. 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 :)
  17. Hello everyone, I am formally announcing my next work in progress project: The Cirrus SR22. The model is courtesy of Helijah. Here's a link to his hangar for Flight Gear. The Cirrus SR22 is a single-engine five-seat composite aircraft built since 2001 by Cirrus Aircraft. I've been working on this the last month and a half on the side, and I've come far enough with it that I feel it's time to share it. Here are some in-game WIP screenshots of the SR22: My current to do list is as follows: -Animate instruments -Fix the flight model -Add the Shadow LOD Possible additions, not of a high priority at the moment: -Working GPS with Altis/Stratis/Tanoa maps -Ballistic Recovery System (Emergency Parachute Recovery) (WIP!) There's a few other things I'm working on, but not significant enough to list here. This aircraft is extremely similar to the Cessna TTx (The Caeser BTT as it's known in-game), therefore I would like to use sounds and hand animations, if BI ever releases the configs for APEX vehicles. If this is the case, expect APEX to be a requirement in the future. I continue to work on this when I can, along with three other projects I have going simultaneously right now. Feed back is welcome :)
  18. 173rd Airborne The 173rd is a professional 'Military Simulation' unit; priding itself on professionalism, realism, accuracy and maturity. Through the guidance of both former and active service members of Armed Forces throughout the world, the 173rd meshes real-world tactics with the Arma game-play mechanics. Through these ideals and principles the 173rd strives to act in a manner that is, above all, other levels presented in other environments and communities. About Us We, as the 173rd Airbone, are seen to perform operations ranking from situations including direct action insertions, Air assaults, and dropping behind enemy lines. We pool our resources to create new content for all to enjoy, allowing a constant stream of feedback from our members to guide our direction. The mutual respect between members, regardless or rank, experience or status; is what allows for us to form a cohesive unit and to truly get the most out of the experience. Furthermore, our reenactment of the 173rd Airborne does not impede the enjoyment or structure of online game-play: We do not require for members to refer to each other by rank, sir or to fulfill unreasonable demands, as well as having a deep understanding that personal issues take precedence. That said, we require a basic understanding of hierarchy whilst in-game; meaning that each soldier must endeavor to perform as their selected role and commit themselves as a member of a team. Our training schedule is a method for continuous improvement across the entirety of the roster, as newer members may offer a wealth of experience, which veteran members may not have had access to. In essence, our focus is to bring all members to a basic standard and build upon existing systems, in order to create a more enjoyable and immersive experience for all. As well as this, we also see ourselves performing a variety of operations ranging from scheduled Campaign Operations; Field Training Exercises; Brief Missions & Co-Operative Scenarios with other Realism Units. Requirements Minimum age is 16 years Must be available for Friday 2000GMT, Saturday 2000GMT Must have a clear, working microphone Must have a legitimate Copy of Arma 3 Must have Teamspeak 3 How to contact us Website: 503inf.enjin.com Teamspeak: 151.80.230.238
  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. This version is discontinued, find the new one included here ******************************************************** Royal Aircraft Factory S.E.5a ******************************************************** This is a port of Helijah's FlightGear S.E.5a Credits/Thanks to: Helijah for the model and textures http://helijah.free.fr Alwarren for the Blender Toolbox Feint for Track IR extension Hnchmc for scripts Arma 3 port by [Dust]Sabre ******************************************************** Requirements: Sabre's Aircraft Library https://forums.bistudio.com/topic/188494-sabres-aircraft-lib/ ******************************************************** This version is discontinued, find the new one included here
  21. 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
  22. This version is discontinued, find the new one included here ******************************************************** Grob G 109 ******************************************************** This is a port of Helijah's FlightGear Grob G 109 Credits/Thanks to: Helijah for the model and textures http://helijah.free.fr Alwarren for the Blender Toolbox Hnchmc for the push script Arma 3 port by [Dust]Sabre ******************************************************** Requirements: Sabre's Aircraft Library https://forums.bistu...s-aircraft-lib/ ******************************************************** This addon for Arma 3 is released under CC-BY-SA The authors of this addon give no warranty License: CC-BY-SA ******************************************************** Download: This version is discontinued, find the new one included here
  23. This version is discontinued, find the new one included here ******************************************************** Cessna L-19/O-1 Bird Dog ******************************************************** This is a port of Helijah's FlightGear Cessna L-19 Credits/Thanks to: Helijah for the model and textures http://helijah.free.fr Alwarren for the Blender Toolbox Feint for Track IR extension Gnat for the float plane magic Hnchmc for scripts Arma 3 port 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 License: CC-BY-SA This version is discontinued, find the new one included here
  24. 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
  25. Hello all, A few days ago I began work on creating a Junkers Ju 87 Sturzkampfflugzeug, or more commonly known as the "Stuka dive bomber" or "That plane that has that siren". The Ju 87 Stuka was a WWII dive bomber used in the Second World War by Germany. This aircraft is something of a unique one. On the wings were miniature propellers that powered the Jericho Trompetes (or Jericho Trumpets), which created that unmistakable screeching sound of the Stuka. The great model is of the work of Helijah. More of his aircraft for flight gear are here It should be noted that I have no experience with weapon cfgs, and that [Dust]Sabre, the person who always answers my stupid questions, is away. Therefore, the development of this aircraft will not be the fastest. As well, I have two other projects on the side, and I try to divide my time between all three. I'm trying to learn the most I can of weapon cfgs, and hope to have a working, in-game version by next week. Plans for the Ju 87 Stuka -Working tail gun -Custom bombs, a 250 and 50 kilogram bomb -Working Jericho Trumpets -Fully working instrument panel -Two sliding canopies. One for pilot, other for gunner. -Dive brakes/Automatic dive recovery system (Maybe..) -Second Version, Ju 87G Anti-Tank aircraft, with Anti-Tank cannons -Static wreck model, able to be placed in 3DEN -Possibly an arming menu (POSSIBLY) Progress of the Ju 87 Stuka Exterior - 100% Interior - 90% Instruments - 20% Tail gun - 0% Bombs/Armaments - 0% Model cfgs - 95% Animations - 90% Jericho Trumpets - 0% LODS (Memory, Shadow, Geo) - 80% ^ Please note that the list holds no order of importance ^ As always, any and all help is GREATLY appreciated by some of the more veteran mod makers out there. Enough about the issues, some pictures of the current model in bulldozer The addon will require Sabre's aircraft library, as it uses some materials. Big thanks to the following -Helijah for the awesome model and textures -[Dust]Sabre for his sample models, and everything he has taught me -Flanders25 for his major help, guidance, and second set of eyes when I miss something That pretty much sums it all up. I will update the thread as work progresses.