RKSL and ArmA2 July 2009 | ||||||||||
So much has happened recently that its stopped my blogging efforts dead in its tracks. Work has been difficult to say the least and my efforts to get a tutorial site going has taken up a lot of time. But its going to be worth all the effort in the end (we hope). First off the question that I've been asked a lot recently, "what happened to the ArmA Impressions Blogs". Simple answer to that is Patch 1.02. It changed so much that the blogs i had already written were pretty much obsolete. The patch didnt fix everything and according to some people its caused a few more but i didn't think it was fair to BIS to post articles about tings they've already fixed. Its taken a bit of time to go back and retest things and explore other aspects i didnt catch last time. I'm slowly catching up though and the next few articles should be ready this week so you should see more current stuff appearing soon! (ish :) ) Next major project or obstacle? aka Beginners guide to Modding.This has become something of a crusade for me recently. Those of you that visit the BIS forums will probably know about this but for those that don't here is a short recap. "The goal is to provide basic entry level information for new people that want to start modding."Essentially its an open invitation to all the modders ourt there to share their expertise and help the new guys coming into the community to start modding. And to give something back for all the time they've been helped by other members of the community. A few established figures from the community have already begun to contribute. Anyone that wants to contribute is welcome to. We need as much support as we can get and ultimately this will help make the community a bit stronger by helping people get started modding. Finally, RKSL and ArmA2Well we're still treading carefully. Exploring the engine and trying to find its limits... and of course having some serious fun in the process. Progress is slow but steady. BIS has changed the ODOL format again so hopefully our previous issues wont re occur I've begun porting over our existing projects. Its really just a learning process at the moment but we're learning a lot about the new engine and its capabilities. A few things have changed that mean we have some more work to do but on the whole its pretty straight forward process. Some annoying bits have popped up. The behaviour of the RPM animation source has changed which has had some unexpected effects for me. I'm now restricted with some of the planned features eg HUD information and animations I was hoping would port across form ArmA1. Hopefully we can find a way around it without resorting to scripts but you never know, scripting may be the only route left to us. So far I've just been experimenting but in the last week I've started a concerted effort to port our major projects into the new engine. With some pretty good success: RKSL Studios Eurofighter Typhoon FGR4The Eurofighter is a personal favourite of mine, having worked on the actual aircraft 10 years ago. The mesh is converted from an old stock model I made 3 years ago but recently its seen new life breathed into it. ArmA2's new multi weapon proxy support means that the varied loads usually carried on the aircraft are now possible. To exploit this we've begun refurbishing our old UK air weapons pack which includes every air launched weapon currently used by the RAF, Army and Navy. This will be a required addon for all our aircraft.
We will be releasing both the F2 and FGR4 versions. I don't plan on making a T1 twin seat at anytime so don't expect one but we will be releasing various international skins at some stage with the appropriate weapons packs too. RKSL Studios Harrier GR7A/9/9AAgain an older model that's been ported to ArmA2 from ArmA1. I made the original model for OFP but due to work commitments and engine limits it never quite made it into public release. I've recently rebuilt the cockpit and underside for more detail and better poly flow. But it still sits comfortably below 10k faces.
I'm not a huge fan of the BIS Harrier's VTOL mode so it currently uses the X-35's VTOL setup allowing you to hover and land easily on the LHD or Carrier's deck. As with the EuroFighter the Harrier will require the UK Airweapons pack. RE International versions. I have no plans for any other version of the Harriers at the moment since to do it accurately it would require remodelling various bits of the mesh and changing the UV layout to suit. But im not going to say I wont change my mind later if there is demand. Please remember all shots are early WIP and there are still some obvious errors and problems to fix. Apart form the stock BIS glass RVAMT there are no materials at all anywhere on the main meshes. And the UK Air weapons pack.Currently the pack contains 20 weapons models and various other pylons and pods etc. The pack will serve as a common resource for all our UK aircraft.
More pictures and updates will be available soon. |
Comments
Also, can Typhoon really carry Harpoon missiles?
RE the Harpoon. According to Eurofighter they can.
www.eurofighter.com/.../
According to the offical booklet i have here it lists the supported SSMs as: Harpoon series, AGM119 Penguin and Future naval strike weapons
I don't know if its ever been tried (at least no one I know at Eurofighter can confirm or deny it) But one lad who works for BAESys did say it was on the slate for trials at some point And since the RAF did specify Anti Shipping support as part of the specs... so its safe to say "carlsberg".
As much as I am no fan of the Harrier (inter squadron rivalry) I do look forword to your GR7/9 variant over the rather poorly made and implemented BIS AV-8B.
It is highly unlikely that the RAF Typhoon's will ever be placed on Harpoon weapon trials. Whist the A.S. role could potentially be part of the spec's Harpoon has not been on mounted for any live tests. Currently there is no operational requirement within the RAF for A.S. duties (the role is not part of the RAF's OrBat). This role pretty much died with the Sea Eagle programme on the Tornado and the Martel on the Buccaneer.
Looking forward to some more of your releases!
I have a mate who said the same thing about the Tonkas!
Quote:
After you posted i asked my friend at Warton about this and he said:
"[Harpoon] is still on the development schedule for 2 reasons.
#1 is that when the MR4 was facing at cancellation it was felt that the RAF should have atleast one aircraft capable of AS missions if it was ever needed. That doesn't mean it will ever been used on the EFA in RAF service but it remains an option just as Harpoon does for the MR4.
#2 is export sales. [Eurofighter] Gmbh has committed to making the aircraft compatible with the widest range of mission roles and weapons practical. This means a lot of weapons that will probably never see RAF use are still on the trial schedules. And the way the testing is setup means BAE-S will be the one doing the testing using the RAF's OEU and the WITP.
It [the Harpoon/ASM requirement] will probably end up getting pushed out over the horizon but the intent is still there. At least they haven't told us to take it off the schedule yet."
I dont know what will happen but Jim is usually spot on with his info.
Re the mass. I'll fix that thanks. Im not sure where i got 4kg from but they've been sat around on my harddrive for a while so it could be from anywhere.
Its not a huge feature i have planned for them but it will help with getting used to the HUD and accurate unguided bombing so i would like to get it right!
what is the 'multi weapon proxy support' and what is different about it from ArmA 1 ?
"multi weapon proxy support" is perhaps the biggest single boon for aircraft enthusiasts that came with ArmA2.
In arma1 you could only support one type of proxy weapon per aircraft. For example you could only have GBU-12 on the Harrier. Not a mixed load of GBU-12 and Mk-84 that you have now. That meant you needed to have a complete model for each load out variation you wanted.
ArmA2's engine now allows addon makers to place proxies on the pylons and be changing the order of the magazines in the aircraft config change the loaded weapons and positions. Which means you can now have pretty much any load out you like on a single model. This means its easier for people to make aircraft. the PBO size is smaller which helps loading times and people now have the possibility of changing the load outs of aircraft mid game with ease (once someone writes a decent gui for it)
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