Fortran posted two new videos of his upcoming F-117A with FLIR/DLIR Sensor & Laser Self-Designation.
As a few of you may have seen in the "stuff you are working on" thread, my current project is creating an F-117A NightHawk for Arma II. Alongside modelling/texture/export and config work for the jet I have also been working on a script set to attempt to emulate the "real-life" weapon and user systems found on-board.
As most of you may know the F-117A is capable of self-designating its targets for the GBU-27's, or other laser-guided payloads, via it's FLIR and DLIR sensors. The actual exact method of how it does this is still classified, but after reading pretty much everything I could find I have a fairly good idea of how it works. I really wanted to try and incorporate these systems into my version of the F-117A and as I said, am trying to build up a set of scripts which will allow the player to feel (as much as I can) that he is actually using these to some extent.
Currently this is still very much WIP but I thought I would share where I am at so far and get some feedback from you guys. Currently I am only working on the DLIR sensor, which is used after its forward looking counterpart, as the plane enters above the target area. The basic idea for the final version will be the target is selected from the forward sensor then final adjustments and firing will be passed to and carried out by the downward sensor, am also planning to implement a good navigation system and GPS etc. Try to ignore the visuals/GUI at the moment as im still working at it as I go, but the concept is slowly coming together.
Here are a couple of videos featuring the downward sensor, the first in daytime conditions and the second at night. As I said still very much a WIP.
Gachopin has released his WW2 warships for ArmA II on the BI Forums.
Hi all I updated my ships for ARMA2.
Changelog: - Cargoship has 10 gunners. - Torpedo script can work for ARMA2 - Crew(flower class) can use for ARMA2 - New movie mission for ARMA2 (warship_movie_demo.utes.pbo)
Sgt_Hawkins released his Enemy_of_my_Enemy 1.4 MP Mission on the BI Forums.
I have been a mission maker since OFP. I have never released any of my missions to the public. Usually my missions are reserved for a private server. (Phoenix Soldiers) I have had alot of requests To make this mission public. So I hope you enjoy. This Mission is designed for Tactical Gamers. There are no respawns and this Mission is very cerebral (Meaning that I don't baby sit you. You have to use your Brain) .... Please let me know if there are any frame rate issues. The Norm seems to be 30-50 on this mission.
Northern Chernarus is in a state of Civil War. Russians are allegedly committing mass killings. There has been a small but efficient uprising by the locals. The U.S. has an Informant who has evidence of these mass killings. You are to infiltrate behind enemy lines and retrieve the Evidence amidst all the chaos. Do not Expect the uprising to be friendly. They hate you as much as the Russians. Civilians have mixed feelings about you.
Note: This Mission is Highly Randomized.Troop strengths and assets will never be the same. You cannot assume the area is clear because the last it was. Anyone who has played my missions know I put alot of easter eggs. Which basically are hidden things in the mission. Some are comedic
Hifi A10 Featuring 10 all new sounds Internal/External Startup/Shutdown Engine, Engine rumble & throttle
Hifi VOP A10 Featuring 3 new sounds from Vo2. edited by Mark XIII engine_exhaust engine_high engine_low The several other sounds are taken from the HiFi A10
6 HiFi Weapons systems (complete modules of all sounds relating to weapon)
GAU Burst Featuring 8 authentic HiFi'd GAU sounds 2 new burst modes replace the new A2 'autofire' 1 second burst = 4 sounds 2 second burst = 4 sounds 56 GAU8 hits or various classes, such as Building/Armour/Ground etc
GAU Auto Featuring 8 authentic HiFi'd GAU sounds which are different from the Burst version. 1 new burst/auto mode replaces the new A2 'autofire' while retaining the 2 second burst feature. 1 second burst / Auto = 4 sounds 2 second burst = 4 sounds 56 GAU8 hits for various classes, such as Building/Armour/Ground etc
GBU12 bomb release = 4 sounds bomb falling (flyby) = 1 sound 56 GBU hits for various classes, such as Building/Armour/Ground etc
Maverick AGM65 Missile Launch = 4 sounds engine (flyby) = 1 sound 56 Maverick hits for various classes, such as Building/Armour/Ground etc
FFAR rocket launch = 4 sounds engine (flyby) = 1 sound 56 FFAR hits for various classes, such as Building/Armour/Ground etc
Sidewinder AIM9 Missile launch = 4 sounds engine (flyby) = 1 sound 56 Sidewinder hits for various classes, such as Building/Armour/Ground etc
kju informed us about the release of a new project called PboDll.
What is it?
PboDll is the project name and the engine for Eliteness and the Dos Tools.
Eliteness is the application recommended for the user preferring the standard GUI interaction. The Dos Tools offer great flexibility and power. They can be used via the windows cmd shell or shell extensions.
* Very fast and universal. * Works for OFP, OFPE, ArmA I and ArmA II. * Works on XP, Vista and Win7. * Extract pbos, pack pbos.
* Transform configs, rvmat, mission.sqm file into the engine binary format (rapify) and convert it from binary to human readable (deRapify). * Can do different sorts of syntax and logic error (lint check). * Extract the model.cfg from any p3d. * Check the file format version of a file and output various useful basic information (DeFXY, DeP3d, DePac, DeRtm, DeWrp). * Convert Wrp and P3d files from one engine format to another. * Rename file paths easily inside PBO, Wrp, P3d and rvmats. Very powerful tool.
Not to mention to handle well all the crazy user specific file system setups and preprocessor tweaks.
Largely coded by mikero. Along with many excellent contributions by the community. Mikero is well known for his long time community work at OFPEC and various projects. He is also one of the major authors in the BIKI of the file format descriptions.
Here is another key aspect. Mikero is highly welcoming all types of contribution to the project. The core idea of the DePbo module is to solve challenges once and share the functionality to anyone freely. Even more coders are encouraged to check the c++ source, reviewing the code to improve it, suggest new functionality or even became part of the project and help out in coding.
At the same time user feedback of all sorts is always very welcome. Got a problem? Do not understand a detail? Want to suggest new functionality?
NZDF CRASH from the New Zealand Defence Force Mod (NZDF Mod) released new pictures and info of their upcoming work.
Hey guys NZDF Mod is back for arma2 and bringing in classic and current equipment with the purpose of representing our real counterparts in the New Zealand Defence Force. Just an idea of a few things we are currently working on to bring to the arma community.
The Uh-1H Iroquois which is still very much a work in progress (70% Completed) The Nh-90 TTH (Armed and Un-armed, armed version with 3 mag58s) (65% completed) The Kaman Sh-2g Seasprite (90% completed) The P-3K Orion with working FLIR and cams (80%) The C-130H Hercules (w glass cockpit and interactive cargo system) (70%) The NZLAVIII. 1NZSAS Units (50%) NZDF Troops (40%)
Screenshots will come soon of the troop units
We are also working on the NZLOV (Light Operational Vehicle) in: - Armoured and Un-armoured Variation - Command and Control Variation - Special Operations variation - Ambulance variation
A couple of us are remaking the Unimogs for increased performance and better model accuracy.
+ The NZ Landrovers and M113s (Now Retired)
New Aircraft being created in NZDF Mod for arma2 are as listed: - A-109LUH (NZ) - MB-339 Aermacchi - Boeing 757-200 - A-4K and TA-4K Skyhawks (now retired) - BAC Canberra - BAC Strikemasters - BAC Vampires
and of course the Kahu UAV programme
New and Improved ships being created are: - New Anzac Class (HMNZS TeKaha and TeMana) - Inshore Patrol Vehicles (Brand New in the RNZN) - Multirole Vehicle (HMNZS Canterbury) - Offshore Patrol Vehicles (in development)
Only ships i will have moving are the Inshore Patrol Vehicles (IPV) and the other ships will be stationary to reduce possible sideffects of having large ships moving.
It is also quite possible that we will be creating some NZ units for a Malaya and Vietnam campaign.
Credits for equipment and vehicles go firstly to Rocket for his C-130H Herucles as a base, Cheyyenne Ah56 for the Sh2 and P3k and Modemmaik,Rico and Afro for the improved nh90 as a base. Special thanks to the NZ Army Simulations center for their level of co-operation.
at ww.nzarma.co.nz/forums we will have extra screenshots and content.
343rdBadger released his Russian Armor Pack for ArmA II on the BI Forums. Included are: T-90A, T-90S, T-80UD, T-80UK, T-80UM1, T-72Mp, T-72bm.
I have totally forgotten everything I learned from Arma 1 addon making... so this pack has some issues with ArmaII.Not to mention I didn't have the tools.
First thing is the rvmat problems that make it dependent on the tracked.pbo.The only way I could get around this was to add them into the tracked.pbo package.All you do is de-pbo the tracked.pbo and add the included rvmats to the data\detailmappy directory.If you DON'T do this, what will happen is the game will nag you about it on startup and the textures will be flat/matt without the ArmaII "shinyness"(no biggy really but I personally like the shiny textures better).I also couldn't find a missing rvmat for the helmuts sitting on the tanks fenders...so it will nag also if choosing a tank with extra details on it.
Secondly is the strange issue of the AI crew bailing out of the turrent.Upon doing so the gunner will hurt himself and nag the whole time until he gets his leg fixed.I think whats happening is he's jumping too high from the turrent to the ground.Don't know how to fix it ...maybe when the new tools come out.
thirdly is the missle sound is wrong...again it needs to have the file path changed to match armaII I guess, so it just sounds like the gun.
other than these little problems they work great,look great(better than they did in ArmaI) and add alot more variety to the armour section.They also have defensive systems so they can survive longer(well...alittle longer!)Enjoy. If anyone wants to try to fix these issues please give me a holler.Would be nice to have them perfected.
Thanks to ModEmMaik,Marijus, and Snoops for helping with this project...couldn't have done it without ya.
RKSL-Rock from the RKSL Studios released several new WIP pictures of their new project for ArmA II called Westland Apache AH1 You can check their site for more info.
Planned Versions: We are going to make 3 versions. I don’t want to get involved in all the issues around making all the numerous derivatives so we are planning to make:
• UK Westland Apache AH1 (with MTADS) • Dutch AH-64D • Generic AH-64D (with MTADS) All three versions are pretty common and can be made very simply and quickly by adding or deleting simple shapes or part of the model. The model is setup to allow quick and easy 3rd party reskins. A paint and addon template will be released together with the first version.
RKSL Feature Set: • TADS and PNVS rotate to “safe†position when engine is off. • Flight Direction sensors are animated. • Weapons pylons rotate to firing positions after take off • Dynamic Rotor System (DRS) • Improved flight model • Radar Warning Receiver (FCSS required for full use) • Integrated Chaff and Flare Counter measures system
STALKERGB published several new pictures of his work in progress British 4 Rifle Soldiers on the BI Forums.
Hello everyone...
Have been doing alot config-side with my units recently (adding GPS to SL and Maps, Compass, Watch, Radio etc) and sorting out better, more balanced, realistic loadouts for my guys.
Below are pictures of all the work (model/texture wise) I have done to date, rather than it just being a nice little round up of progress there is, unfortunately, another reason for me posting today...
Recently i have been struggling to really get much modding of any kind done (since the assault vest i have almost done nothing) i have felt as though i have almost been forcing myself to do it and really haven't been enjoying the modding process at all. Wierdly i am happier with my units than ever before as this is how I had always wanted them to look (right back before i even started work on them for ARMA1). Whenever i sit down and try to do any work on the units recently i have noticed that I'm doing anything to avoid actually working on them.
The lack of interest in all things ARMA has stemmed from real life problems i'm having, just really not feeling myself and haven't for the past couple months, have also been ill on and off over a similar period. So, without beating about the bush, I'm gonna stop modding for ARMA, it is unlikely it will be a permenant end to modding but i'm just going to need time to sort myself out, please don't ask how long its going to be because I just don't know. Hopefully it won't be too long (who knows I might feel ok in a weeks time!) and I will probably be about on the forum possibly posting the odd update/WIP pic, I guess that on a good day i might to a bit of work but who knows...Anyway, thanks for everyones support in everything i have done, will keep people updated the best I can...
Opticalsnare released a video of his latest work on the BI Forums.
Just a quick video of what ive been working on recently, still got a quite a bit to do but mostly just showing off the lighting effects, sparks and some other stuff. Anyway heres a rough video hehe..