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OK here we go... version 1 of my Tu95 port for A3 and CUP.

 

The major Tu-95 family derivatives are present.  The Tu-95 versions in this addon provide conventional bomber, strategic strike capabilities, and in the Tu-142 the ability to detect Ship objects (submarines, boats, etc.) via the use of the sonobuoy detection feature.

 

Download the mod and the PDF "guide" here:   https://onedrive.live.com/?id=5B54FC51A7917265!32228&cid=5B54FC51A7917265

 

Tu-95 "Bear-H"

Tu95_M.jpg   

 

Tu-142 "Bear-F" (note tail stab antenna sensor array and front glass bombardier canopy, and lack of underwing weapon pylons)

Tu142.jpg

 

3M80 ASM version (aka P-270).  3x 3M80 "Moskit" missiles

 

Tu95_3_M80.jpg    3_M80launch.jpg

 

Conventional bomber version w. 24 FAB-250 bombs

Tu95_MS.jpg

 

 

Tu-95 MS-16 (Bear-H) with 16 Kh-65 CALCM

Tu95_MSM.jpg

 

 

Tu-142 dropping sonobuoy

Tu142_Sonobuoy.jpg

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Looking good! I'm not great on Russian planes-these are the so called "Bear" bombers yeah?

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Just downloaded this and tried it. Its pretty awesome being able to do carpet bombing runs!

 

Bug Report:

 

Opened up the edn editor and went to Russian's. Got an error saying

 

cannot load texture "pook_tu95ms\data\previews\pook_tu142m.jpg

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Could the A-50 be used with a script to show targets for TU-95?  Will the Sonoboys pick up SDV? Or are they just for show?

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Looking good! I'm not great on Russian planes-these are the so called "Bear" bombers yeah?

Yea they are Bears, quite often the RAF is scrambling Typhoons to escort these away from entering UK airspace.

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Yea they are Bears, quite often the RAF is scrambling Typhoons to escort these away from entering UK airspace.

Yeah-that's why I know the name. They enter our airspace too-but we have no jets to scramble ;)

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Just downloaded this and tried it. Its pretty awesome being able to do carpet bombing runs!

 

Bug Report:

 

Opened up the edn editor and went to Russian's. Got an error saying

 

cannot load texture "pook_tu95ms\data\previews\pook_tu142m.jpg

 

Those stupid preview pics.  I experimented with them, couldn't get it to work, and gave up.  Obviously forgot to remove it from the config.  I'll update soon.

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Updated mod v3.1 available at withSIX. Download now by clicking:

banner-420x120.png

Hey hcpookie , you can upload updates or new mods to withSIX yourself now!

Make your own promo page, get the power to release your work at your own point of choosing.

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What a coincidence - Jane's news feed has reports of a Tu-142 flying over Syria "TODAY"

 

http://www.businessinsider.com/new-russian-spy-plane-spotted-over-syria-after-us-carrier-moved-to-mediterranean-2016-6

 

I'm having a hard time understanding the Kh-101 ALCM profile.  It appears to me that the turbojet engine is stored internally, and "pops out" when deployed, similar to footage I have seen US ALCM's being launched.  So that model may be inaccurate, and need to be updated.  It may also need to be lengthened.  This pic underscores my point... you can see what appears to be the reflection off the engine directly in front of the ventral fins:

 

CUCHVXpUYAQYk1C.jpg

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WOW! Impressive. This is simply awesome. One question: How do those anti-naval-missiles work? Placed the CUP Anzac class and tried to attack it with the TU-95 3M80 (I believe those are anti ship weapons?) - those missiles seem to fly over the target and detonate behind it. AI wasnt able to deal with that ship either :( - Do I have to use the laser for that?

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I assume by "anti-naval weapons" you are referring to the 3M80?  The weapons pretty much inherit directly from the CUP parent weapon configs, so it should behave just like the rest of the weapons.  Can you try shooting at something stationary, perhaps on land, so as to determine if only ships have the problem (perhaps the ships are moving from the target location and being missed).  This "missiles sometimes miss boats" discussion has surfaced in A2, so I must assume it has something to do with targeting behavior within the game.  If you find that you CAN destroy a land-based target, I can adjust the indirect damage values to reflect a "near miss" so to speak.

 

However the 3M80 should be flying at "stupid-fast" speeds meaning the boat should have little chance to avoid it!

 

http://fas.org/man/dod-101/sys/missile/row/moskit.htm

 

 

After watching some more footage over and over and over it definitely appears the Kh-101 turbofan is of the "pop-out" design.  Will definitely be making an update for that. 

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Getting this error when attempting to launch Arma with the mod loaded. I'm running the Apex Sneak Preview Build, that might be the problem. Just wanted to make that sure here.

AttGbjw.png

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fuckity fuck fuck fuck.  I bet the "Burst" parent class has been changed.  Haven't seen that error at all w/o the update :(  It won't affect game play any.  Just that "extra" flare pattern I added won't be usable until I fix it.  sheesh.

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Regarding the missile behavior.  Spent some quality time on the receiving end and was able to observe it happening.  I can confirm the missiles are over-shooting the target.  I am making config changes that should correct this behavior.  Also giving the Tu95 another friend to play with.

 

3m80_test.jpg

 

K10.jpg

 

ksr2_1.jpg

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When I try to launch arma 3, it shows me an error message saying cannot find base class 'burst'. 

 

If anyone has any sort of insight on my issue, then please respond.

 

Thx

 

 

 

Artsu

Edited by Artsu0426
Had to fix typo

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9 hours ago, Artsu0426 said:

When I try to launch arma 3, it shows me an error message saying cannot find base class 'burst'. 

 

If anyone has any sort of insight on my issue, then please respond.

 

Thx

 

 

 

Artsu

Looks at the post above yours, the addon has been depreciated and is part of the bombers addon. You probably need that instead. 

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