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Formerly Known as "WIP Wednesdays".  Now its probably best to think of this as "When we get chance Wednesday".

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Rock

OK so this isn't a Tornado. Maybe if you squint... nah not even then. For reasons out of my control I've not done as much on the Tonka as i hoped so I'm going to show you something a little different.

This is something for ArmA3, IAP was planned for ArmA2 originally. It was intended to be a very long term project but even the best laid plans of mince and men change (Well it just got longer). So, ArmA3 here we come...

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I've been planning a project called IAP for a while now. At least 2 years and you've seen bits and pieces of the prep work for a while now. This week, much earlier than I planned to may i present something new in almost every sense of the word. The Embraer KC-390, I'm going to split this update into 3 or 4 pieces and make it a bit educational since people keep saying they like it when we explain our work flows. This week though is a bit of introduction to the concept and project.

Embraer KC-390 - The South American Lifter

When I first saw this on Flight Global last year I thought "I'd like to make that". I didn't have the time then and I probably don't have the time now either but I recently had the chance to give it a go.

This all came about thanks to a pain in the arse commercial client. I was asked to make a Proof of Concept model for a part supplier, contracts written and awaiting a signature. I was told it was delayed in legal but it was a done deal so I started on the model. A week later, its turns out that the deal was dead. So sod it, an IAP/ArmA3 project was born.

The KC390 is intended to be a replacement for the C-130 serving in Brazil and other South American nations. Embraer has a history of making some pretty good cost effective aircraft so the probability of this airframe making it into service is pretty high. And It looks kinda cool too. We havent seen too many none C-130 transport in-game so I thought it would look good in IAP colours.

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Not my model BTW!

Embraer have already gone through several configuration and design reviews and the general airframe design has changed over time maturing to the final config shown below. But if you are a "rivet counter" like me you'll notice some differences between the refs used and the models over the next few updates.

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All through ArmA1 and ArmA2 I've been wanting to making decent transport aircraft but the game engine has always defeated me. By that I mean you couldn't ever really use them properly. The AI wouldn't fly them properly, you couldn't load vehicles into them without heavy scripting etc. I've held off finishing several of our heavy lifters, even cancelled some projects but now with ArmA3's use of PhysX cargo handling and logistics have become a really practical proposition. The ability to drive right into the back and fly to the other side of the island, land and drive right out again without scripting as seen in VBS2 some time ago. It also presents some nice logistics scenarios, force protection etc. Certainly it opens up some really nice ideas for me at least.

Below are some O2 grabs show with the RKSL C-130 in the background for comparison:
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Next Time in Part 2
Over the next few updates I'm going to explain how I set up the references and started to make model, add wings etc. A few O2 tricks and the odd bit of Modo thrown in.

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Rock

Rock

Ok this week, is a bit overdue. Its Saturday night, wednesday is a long forgotten memory but I thought I should post what i had planned anyway.

This week's offering isnt really mine. Its CBFASI's but since hes in the throes of moving house and has virtually no internet access I thought I'd post on his behalf (Its his turn you see). Small craft have always been fun to use in-game so CBFASI delved deep into his model archive and plucked out a "Rigid Raider MK1". Used primarily by the Royal Marines the boats are made from glass fibre and have a monster (for the size and weight of the boat) 115hp outboard motor fitted. Which lets it get up to a rather scary 50knots unloaded and 30kts with a full load of 8 troops and kit.

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This week again is more actual Work In Progress shots. CBFASI gave me the model to unwrap some time ago but I've only just started to texture it. And rather obviously its missing its engine. The original model dates back to the OFP era and the Falklands (FLK) mod so its a bit low poly in places so need s bit of "tarting up". :D

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Modo renders again, but once we get the engine sorted and the alternate pedastal sorted we'll post some ingame shots.

Rock standing in for CBFASI.

Rock

Since this is supposed to be about Work In progress we thought we'd actually show you some progress (again). This is the Selex Enforcer II Remote Weapons System model made by Messiah that he showed you back in week 25. This time its been fully unwrapped and Rock is in the middle of texturing it.

The renders are from Modo, with a very simple environment. Nothing too special but its the pre bake version which uses 5 textures and about 20 materials. This should all be baked down to a single tile.

You'll have to excuse the crappy ammo feed link its going to be replaced with a high poly model later on.

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Well thats it for today, short and sweet. We're all busy with real life this week so thats all we have time for.

Have Fun,

Rock

Rock

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... of mice and men, often go awry.

To start off, I'll have to warn you that this isn't going to be the most 'plus sized' of RKSL updates, mostly due to my own time schedule slipping, and perhaps in part to a three day binge in town thanks to a couple of old university friends who were visiting me in Copenhagen for the resultingly long weekend :roll: So, a slim update today, but part of a larger one I wanted to post about UV unwrapping the Foxhound, which will come in the next couple of weeks all being well.

Last time I posted, was about the progress of the foxhound and what was a fairly complete model. Since then I've added a few bits and bobs such as the rear step and corrected a few parts of the mesh, and progressed onto the interior. Vehicle interiors have always been a bit of a love hate relationship for any modder, being a rather detailed and labourious task, fraught with the usual (and more often than not, increasing) lack of reference that plagues all addons. Unwrapping the interior presents its own headache of small details, switches, cables and gear sticks, and it never ever seems to quite look... 'right' - as if its been setup to clinically, rather than a naturally lived in, working vehicle.

With the foxhound I'm hoping things will change. Thanks once again to the plain military guys and their superb reference, I've been able to knock together something that's hopefully fairly accurate, with enough detail to keep your eyes occupied, but not distracted from the road. With the eagerly awaited Render To Texture, the three interior screens will be able to show a variety of (switchable) views, including low light and thermal vision.

 

 

 

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That (uv un-) wraps up the update today. Hopefully next time around I'll have a fully unwrapped exterior to talk about.

Rock

In the UKAF forums this week we've been having a bit of a debate about what to make for the UK Faction. Mainly about whats practical, you know the sort of thing. It looks so cool and interesting you really want to see it rolling around. But once you make the model is it any use in game? Can you get excavators to dig stuff up? Can you get cranes to work? Hovercraft? Making the model is, 'pretty easy' compared to making it perform how it should in the real world in game.

If you choose to make a complicated project its often the beginning of a long development process involving hundreds of hours of hard work. Is it worth it? Personally I love seeing something i work on come to life. Some projects have taken on a life of their own, becoming unbelievably complex and so very cool to play with. And not being a scripting person - i suck so bad at writing code for ArmA - i am always amazed at what UNN and other scripters like him come out with. But it does take time to develop a good, stable and MP friendly system.

So because of all this I've been looking at projects from a different point of view recently. I've been trying to prioritise projects that we can release and later upgrade and add functionality to as we go along without having to remake too much. Stuff that adds to the game too. So we have a base model with several derivatives. The first of these is the MAN HX series of Trucks. The textures are horrible and don't even mention the wheels! :oops:

MAN HX60 Base Model

MAN HX60 Base Model

I'm going to make it modular as we can. I've still got some experimenting to do but I do have several ideas to try out. But lets face it with ArmA3 coming and all its new gadgets and features it might be worth waiting a while:

MAN HX60 Base Model

The plan is to make the 4x4 and 6x6 HX based chassis and then make a variety of payloads we can swap via config to save on pbo size. I'm not to sure this will be practical in all cases due to roadway and cargo proxy issues but it might be worth a try.

MAN HX60 Base Model

Like a lot of the other projects we've shown you, these models are on the older side and considering the pace at which the UK MoD seems to change their kit specs they are a bit our of date so aren't the most accurate. Either that or I was not paying close enough attention when I made them.

MAN HX60 Base Model

I don't always get it right but I do try. I have to admit I don't often succeed but I keep trying all the same :D I'm going to remake some of the parts and I am a little concerned about the proportions in places so expect some changes, tweaks and outright replacements. The models were originally made in O2 about 2 years ago so what you see is really an low poly alpha model.

MAN HX60 Base Model

So what are we going to do with them?

Logistics my lad, logistic and a little GBAD. The obvious answer is drive them around...short sweet and accurate but we being who we are never seem to do anything the easy way. My plan - and it is mine alone, I have to take the blame for this one -is to make the basic versions first these include:

  • 6t 4x4 Covered (Medium Mobility)
  • 6t 4x4 Open (Medium Mobility)
  • 9t 6x6 Covered (Medium Mobility)
  • 9t 6x6 Open (Medium Mobility)
  • 9t 6x6 Fuelbowser payload (Medium Mobility)
  • 15t 8x8 Flat back (Medium Mobility)

And eventually the SX Improved Mobility Versions:

  • 9t 6x6 Covered (Improved Medium Mobility)
  • 9t 6x6 Open (Improved Medium Mobility)
  • 8x8 EPLS Replacement for the DROPS
  • 8x8 Unit Support Tanker (Improved Medium Mobility)
  • 8x8 Recovery Vehicle
  • 4x4 HX FLAADS GBAD

Why split the two groups?

Well as I mentioned before I'm trying to find easy to finish projects that we can upgrade later. The basic HX versions all share a common configuration in terms of cabs, chassis etc. Its relatively easy to switch between the versions by adding/duplicating parts. The SX version is a slightly different setup and a lot of the SX based variants will require scripting. The idea is to make it easier for use to developed the models and systems together. It just gives us more time.

FLAADS
Well even though its sounds like it might be a digestive tract disorder FLAADS is actually Future Local Area Air Defense System. Originally intended to replace Sea Wolf as a close range air defence system on the Type 23 and eventually Type 26 Frigates its also being adapted to replace the Rapier FSC by 2018-2020. Designed around a new Common Anti-Air Modular Missile (CAMM) derived from the AIM-132 ASRAAM the new system is said to be capable of enaging the full spectrum of airborne threats. Its designed to be fully modular and can be mounted on almost any platform.

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Could be fun... :D

Have a good one

Rock

Rock

Have you ever had someone say "Don't tempt fate" and ignored their advice and lived to regret it? Guess where I am...that is right, hospital.

I tempted fate with last week's final "I'll probably be dead by lunch time with my luck." comment. I so wish I'd kept my big gob shut. I'm not going to go into details as to why I'm here but it is personal, unpleasant and i'm in the market for a comfortable rubber ring. Lets leave it there. 8-)

Moving swiftly on... due to unforeseen circumstances...again I'm unprepared for Wednesday WIP yet again. I have my trusty Dell XPS16, my crappy 3G dongle and VPN connection to my home network. But a shockingly low speed connection due to poor signal quality. I'm running at about 56-64Kbs. Dial up era speeds. So this isn't going to be the most graphical of updates. Even doing this remotely via my desktop to take advantage of my home's broadband line its horribly slow going.

Since I haven't got much progress to show you this week, im showing you another project we have lined up for ArmA3 and the "2020 plan".

Agusta Westland AW159 Lynx Wildcat

BIS already made one of these for BAF, but being a fussy sort of bloke I didn't like how it turned out. I'm hoping the BIS guys don't hold this against me. But the model wasnt quite right. And to be fair to them when they started making it they only had a handful of the CGI mockup images to work with... Now that the real aircraft is flying around for all to see you can see the differences.

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You can call me a "rivet counter" if you want but my background is Aerospace Engineering and details matter to me. And being a bit of a Westland Lynx 'fan' I wanted to have a good crack at the Wildcat and do it properly. I started the model about the same time BAF was announced and after its release my own model just sat dormant for a while. I'm not going to say it was from lack of interest but more from other distractions. The AW159 is one project that while it hasnt moved/progressed for a while I cant bring my self to move off the active list. I just like it

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The BIS model was nice, fun to fly and perfectly practical ingame. But the inaccuracies bugged me. The tail rotor housing and boom was wrong, the engine covers and exhausts looked a bit 'wrong'. Not huge things but it still bugged me a bit.

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I always feel bad criticising other people's models but I genuinely wanted BIS to get BAF right. I offered my own research info and advice at the time but it was a bit late in the day to get significant changes made. But I'll give BIS and especially Ivan and Damu full credit they were more than happy to take advice. Not many companies that will do that.

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The Wildcat itself isn't a huge departure from the older Naval Lynx HMA8 in concpet and design. And as a result its come under fire for its limitations but its going to be a part of both Royal Navy and British Army inventories for a long time to come so its going to be a key model to make for ArmA3... atleast for me.

The current model is going to get overhauled. I've gotten access to some nice pics of the real aircraft now so I can see a number of areas that need re-making. I'm also hoping that with ArmA3's new render to texture and PhysX features we should be able to get some pretty funky features built into this.

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Right now the real AW159 is undergoing trials and training workups, as more pictures leak out into the unrestricted internet expect to see more WIP updates for the Wildcat. I'm going to take my time on this one and get it right.

Right thats it. Its taken nearly 2 hours to edit and upload 5 pics on this connection so I've had enough of fighting with 3G I'm going to sign off and see if I can get that lovely blonde student nurse to give me a bed bath.

Have fun

Rock

PS the other pics...

 

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Rock

Oh what a fortnight I've had. Again apologies about missing last week's WIP Wednesday. Things have not been going to plan and the reasons are a bit like the old; "sorry but the dog ate my homework" excuse. Soooo, think of your own reason why it didn't happen, call me names and then leave it there.

Seriously Ive had a hellishly busy week. For those that don't know Farnborough Airshow was last week. I didn't get to goto the fun Flying Display bit. I got to spend four days touting for work in the trade tents and chatting up prospective customers. Its bloody hard work making small talk then trying to sell your services.

I did get to see lots of new tech and big boy's toys though. Some very interesting things are planned by the big companies and it seems that UAVs and especially UCAVs feature heavily in the defence industry's collective consciousness. (Here's hoping BIS make a really good UAV interface this time, we're going to need it.). The "new" BAE Systems Mantis UAV is particularly interesting, and its bloody ugly too.

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We were staying in a really, really and I do mean REALLY naff Bed & Breakfast. It was so bad the fleas and bed bugs wouldn't stay there. Oh and the breakfast was best forgotten... swimming in grease, smelt bloody awful and even the beans had a pale greyish tone. I'm retching thinking about it.

And I have to mention the parking... There is a reason they gave us a GPS enabled phone app to get around the site. We ended up parking so far away that we might as well have left the car in Birmingham and walked. The 2nd day I wore my hiking boots with my suit.

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On the upside I was fortunate enough to have a poke around the static display park. I got access to some nice aircraft and spent the entire time kicking myself for having forgotten to take my camera (Don't ask - you wouldn't believe me) only to remember half way up the M6 motorway on Friday afternoon that my Blackberry has a perfectly adequate 5MP camera. Oh boy did I feel like a prize pratt. The feeling lasted from Birmingham to Wigan.

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I met some old friends on the Airbus stand and got to see my very first production A380 up close. When I left Airbus in 2004 the pre-production prototype was only just coming off the assembly line. I have to say though, the best part of visiting the Airbus chalet was that we got fed properly for the first (and last time) since we arrived.

The Boeing guys were polite but not very helpful. And they couldn't answer some of my technical questions which I thought was odd for a sales team. But hey ho. As usual the SAAB guys rocked. Really nice helpful and incredibly knowledgeable, major geek-out session. Their reps really do know their products. All in all a pretty productive if very hectic week. Lots of schmoozing, arse kissing and brown nosing really but if it gets me work... bend over and ill ... maybe i won't. Although there was one lovely lady on the BAE Systems...ahem.

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The F-18 and V-22 teams were very nice guys, letting us poke around and answering nearly all of our questions including some very probing ones. They also introduced us to the US DoD team on Friday morning letting me crawl around the F-15 and C-17 cockpits. I even managed to get my sizable arse into the F-15 with ease. Either Ive lost weight or the F-15 has gotten bigger. (I didn't have any issue getting in the C-17 before Sekra pipes up)

So back to this week's update... the dog ate it.

Predictably things have not gone too well, I'll be honest. I'm having a shit one. My Mum got rushed in to hospital on Tuesday, she's caught a Vomiting bug from somewhere, which considering she has Bone Cancer and takes her Chemotherapy and pain medication orally is a very big issue. My plan for the next few weeks has just sailed gracefully out of the window so I'm winging it this week yet again.

I am ashamed to say I lost the USB stick with all the Chally 2 updates that should have gone out last week. (maybe Sally my dog did eat it I dont really know) So this week I'm going to blag it a bit with some old pics and waffle again. Sorry ;)

I've had some interesting feedback and questions since i posted the Rapier FSC pics two weeks ago. It has prompted a bit of confusion and some discussion about what we're planning on doing. I've been trying to lay out the 'grand RKSL plan' with these update but its proving a bit chaotic so I thought I'd try again.

UK Ministry of Defence's Future 2020 Plan

Obviously we've formally added a few more "old faces" to the RKSL Team and we *appear* to be heading into Project-UKF-esque territory, creating a team to complete the full UK Faction etc. Well we are and we're not. :mrgreen:

Here's what we are doing:

  • We are making UK kit. But not all of it. We are hoping to cooperate with other individuals and teams to eventually flesh out the full faction.
  • We are focusing on kit around the UK Ministry of Defence's Future 2020 Plan.
  • Like other teams we're focusing less on individual addons and heading more toward the "mod package" plan.
  • We have "teamed up" with other UK themed addon makers to co-operate and share resources, knowledge and try to help each other out. See the UKAF Collection section on these forums. see (http://ukaf.rkslstudios.info/)
  • We will also continue working on the IA Project see (http://iap.rkslstudios.info/)
  • Some of the older & more complete projects that we drop from the RKSL plan may be transferred to the IAP list. More about that in another update.

We won't be:

  • Making every single unit, vehicle, weapon, gold fish, uniform and tin can in the British Inventory. While we would like to, we'd probably never mange it. I don't think i'm out of line saying; UKF tried and they burnt out pretty quickly. Its a lot of work to do as a hobby project.
  • Accepting requests for sub variants (unless they fit our plans in which case they are probably going to make an appearance anyway.) Changing scope and boxes etc to suit personal demands adds a lot of work to an already packed schedule.

What this means is that some of the older projects, specifically older kit may get dropped in favour of sexier modern kit. There still isnt a complete list right now but I'm still planning on releasing some of the old favourites I have in the queue. As are some of the other guys but they probably won't be given a high priority.

Panther CLV aka Iveco LMV

Just as a bit of a tease: Some New (old) WIP shots. These are 6 month+ old shots, the Panther CLV was introduced recently in Afghanistan as a Command Liaison and (limited) Recce vehicle with both the British Army and the RAF Regiment. It's planned that it should continue in service well into the 2020s replacing FFR Land Rovers, Snatch and various other command vehicles.

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Have fun

Rock

PS To top it all last night my Q drive started to produce bad sectors like a Chav on benefits produces kids. By 1am only 4011 out of 129372 files was accessible. And for that brief moment everything was lost severe depression looked quite attractive compared to the mood I was in. Then just before i succumbed to the urge to go and play in traffic I remembered. SVN is a wonderful thing. New drive (Im going to RAID it) and several hours of formatting and all 120GB is restored. One evening lost but better that than all of my work.

Dare I say it? Maybe things will get better now... I'll probably be dead by lunch time with my luck. Check back next week to see if I'm still alive. :D

Rock

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Sorry guys but real life bit me in the arse this week.

So much has been going on in the last 7 days I can't really explain but I've not had the time to finish this week's planned Chally 2 update.

I'm hoping that life returns to a "normal" state very soon. Thanks for taking the time to read this and I promise we'll have something for you next week.

Rock

Two sets of news this week, first more team news: Bennehboy and Da12thmonkey have joined the team. Benneh is an old friend and Da12thmonkey's knowledge is invaluable to both us and the UKAF Collection team so I slapped some tags on them and set them to work. :D

Second, I've had something of an Olympic themed week. I've been taking a bit of time off last weekend, going to see one of my oldest friends run with the Olympic flame on Saturday in Lichfield. Then we've had all the uproar in the press about the siting of Surface to Air Missiles around the London Olympic site so I though it might be topical top show you some Rapiers.

Olympic Torch in Lichfield

The BBC have been covering it with their usual verve and vigour and lack of technical accuracy but :

Military begins Olympic security exercises in London
London Olympics: MoD shows off Rapier missile system
London 2012: Leytonstone residents oppose missiles
Olympics missiles sites confirmed

I thought I'd show you all the very nearly complete Rapier FSC we've been sat on for some time.

Rapier Field Standard C System

The Rapier System has been repeatedly pushed back due to workload mainly because to get it to work effectively it needs to be scripted. Missile spamming has been a problem since OFP times and in last days of OFP we, well UNN started to work on a solution.

 

 

 

 

It was something that we tried to carry into ArmA1 and ArmA2 but it really never got the attention it deserved. Not from lack of interest but mostly because the engine changes meant that large sections of the code needed rewriting. Again and with each patch possibly again. We put it off, other things took priority and well it got left behind as other real life things became more important.

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At some point, I started to remake the entire model set, its been a slow rolling improvement since ArmA1 and I've been tinkering for a while on and off, these models and pictures are at least 6 months old now but do represent the current state quite well.

I've been going through my Q drive (I just have to be different don't I) and trying to prioritise projects that can quickly be completed and the Rapier FSC came out pretty high up the list.

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I've decided that we'll finish these off and release them as unscripted objects. It may disappoint some but none of us has the time right now to resurrect the FCSS and test it for ArmA2. And lets face it with ArmA3 looming on the horizon and all the prophecised engine changes we'd probably have to re-write it all again anyway.

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Once ArmA3 comes out and we can see for ourselves what the engine will support then we may revisit the FCSS concept. Until then, statics only kids.

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Have fun,

Rock, UNN, Messiah, Benneh and Da12thmonkey

Rock

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Messiah:

It's just about wednesday in my part of the world, and given I have a busy day lined up in the morning away from the apartment, it seemed as good a time as any to write this week's update. Again I'm stepping up to natter a little bit again, but I promise I'll keep it short, sweet, and relatively erection joke free.

For those of you who follow these updates, you'll hopefully remember that last week I had mentioned that the foxhound project had been put on hold due to a general lack of reference for the latest TES version of the vehicle. What little we were able to drag up from the depths of the internet and other sources really left a lot to be desired, so to avoid too much guess work, it seemed the most prudent course of action. Predictably, sod's law raised its head, although in a more helpful guise than usual, and at the time of writing last week's article, something turned up in Afghanistan:

Now whilst I have promised I'd be sparing on the trouser tenting comments, the new look Foxhound certainly had my loins on fire. It's evolved into a proper little warry vehicle, and a splendid bit of kit if you're to believe all the chatter and the press footage. Regardless, a selection of press photos and video began to be released through the various MoD channels of it's debut in Afghanistan, and the vehicle was also centre stage at this year's DVD (defence vehicle dynamics). At this point, I wish to thank the guys from Plain Military, especially challengertwo, who attended DVD this year, armed with a personal wish list from myself of reference for the Foxhound, and returned with a photo walkthrough that really rivals anything I've had the pleasure of being a hold of before. Sterling stuff.

With all that, and the enforcer model complete, I opened up the foxhound project again and remodeled the original mesh extensively, added the new in theatre changes and additional equipment and even found time to pursuade da12thmonkey to create a quick model.cfg and gunner animation to ensure the two pintle mounts worked as they should (I'm a little rusty these days). All in all it's been a productive week, and, as I realise that this update is begining to waffle on, we'd like to show you the model thus far. Enjoy!

RKSL Studios Foxhound LPPV

RKSL Studios Foxhound LPPV

RKSL Studios Foxhound LPPV

RKSL Studios Foxhound LPPV

RKSL Studios Foxhound LPPV

RKSL Studios Foxhound LPPV

RKSL Studios Foxhound LPPV

As always, the model is 100% O2 built, but this week Rock helped out with a bit of a more glitzy render for extra va-va-voom.

Messiah

Rock

bis_bunker_th.jpgE3, RTT, RWS. A host of excessively used acronyms (which is rather apt given the MoD's - one more - love of them) forms the basis of this week's update, digesting what we've learned from the Electronic Entertainment Expo, what Render To Texture means for us, and its application on things such as Remote Weapon Stations

So, E3's been and gone, and whilst Jay and Ivan have done a stirling job of moistening the larger gaming population's loins in anticipation of Armed Assault 3 and the progress its making, suffice to say that we probably didn't learn that much from the various press presentations or new screenshots. All in all thats not that unsurprising, as most of us in the community have already trawled up far more information about ArmA 3 [oops, there's one more] than your average gamer would ever know, so any hopes of exciting new information or trouser tenting additions were certain to be dashed. With that being said, we got to see the game in a working state, the various features, lighting and environments and an early implementation of PhysX 3.XX. All very exciting, and pleasing to see the progress so far.

So out of E3, what excited me the most? Well besides the engine improvements, especially lighting and physics, a small and easily overlooked feature stood out the most, the addition of Render To Texture. Now, RTT is nothing ground breaking, games have been using it for years to simulate mirrors, reflections, TV [and another] monitors and other immersive scenary, but in terms of the ArmAverse it adds an array of useful and interactive additions to the game and the way in which it simulates the battlefield and the objects within. Primarily, of course, it will see it's greatest use in vehicle wing and rear view mirrors, in TV screens and monitors, rear view cameras and situational awareness cameras (as deployed on a host of the latest British Vehicles).

 

 

Render to Texture from 1:49 onwards

Beyond that, it's ability to also render night vision and thermal scenes independant of the visual mode the player is in, and (with scripting) the ability to switch between these, also adds depth to vehicles with driver aids such as thermal and night vision driving cameras (again, a common addition to current British Kit), it allows battlefield communication and information sharing to progress even further, being able to observe what your gunner is viewing as a Tank Commander, feeds from UAVs [they're bloody everywhere] and live maps, and useful and interactive Remote Weapon Station feeds (The applications are certainly more far reaching that my brief run through, and I'm excited to see what greater minds such as UNN can come up with)

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This last application, the RWS, is the final topic of this update. From an RTT front, it can be applied on the lens to provide some rather splendid reflections, but more so on the gunner's station itself, as well as any other screens slaved from it. Whilst the gunner within ArmA 3 is going to spend the majority of his or her time using the RWS through it's main camera, and therefore not using RTT, other passengers within the vehicle, specifically any commanders, will be able to view what the gunner is aiming at, through RTT on any screens attached to the Enforcer RWS. This allows them to use the weapon station both tactically as well as offensively, and I can see this being of great benefit to the varios Co-Op squads, and increasing the depth and scope of individual addons.

enforcer_wip_2.jpg

From the more serious applications, this also allows me to show off the new enforcer model I've been working on. Since my last update I had been lucky enough to land a short 4 week job (although I'm unemployed once more, what a wondeful industry I work in), which meant I was unable to spend much if any time working on the Foxhound. That, couple with the MoD's recent changes and additions to the vehicle, and at the time of writing this, a lack of viable references (the Foxhound has since been deployed to Afghanistan, and a selection of new reference has been made available), I've had to put that project on hold while I scour the internet and various trade shows for the (hopefully) final version (if such a thing could ever exist in defence procurement). Never-the-less I always intended to create a Foxhound with an enforcer mounted (even though one might not be planned as yet) and with several other projects at RKSL and the wider British Addon Community in need of one, it seems to be the ideal time waster.

enforcer_wip_3.jpg

New enforcer on the left, old enforcer on the right

The model has come a long way since it's first ArmA 2 / VBS2 incarnation, with a far more accurate mesh, additional details and objects and a somewhat hefty face count. That being said, I hope you agree the extra love and attention has been well worth it, and with the right textures and rvmats, this should be a lovely little addition to any vehicle. (as ever, all screens are from O2, and the model is 100% O2 built)

TTFN

(Ta Ta For Now)

Rock

typhoon_plugin_diag1.jpgSo, "WIP wednesday" turned into "Tardy Thursday" and now its nearly "F@#& it Friday". Without further ado, may I present Talking Typhs Part 3 - Plugins.

Right from the very start I had thought about making various national versions/reskins etc. It is inevitable someone would want a German version or a Spanish etc. BIS gave us the ability to do this via config replacements and hidden selections. Something together we've taken to calling a plugin.

The idea is pretty simple really. We have the core PBO file. this contains all the models, scripts, sounds etc and a base config. We then have national PBOs. Each containing that specific countries skins and config etc.

The core file itself is "Private", this means that alone the file will put nothing in the editor tree. It needs a plugin that inherits from the Core to give a placeable object. So far we have seven National Plugins:

 

 

 

 

 

  1. UK - Royal Air Force
  2. DE - Bundeswehr Luftwaffe
  3. IT - Aeronautica Militare
  4. ES - Ejercito del Aire
  5. SA - Royal Saudi Air Force
  6. AT - Austrian Air Force
  7. REDFor

 

RAF Typhoon Fins

Luftwaffe Typhoon Fins

Italian Typhoon Fins

Spanish Typhoon Fins

RSAF Typhoon Fins

RedFor Typhoon Fins

We will be releasing a "template" pack with the addon. A base texture in PSD format, something you can then add your own schemes to as you like. The same goes for a commented config for making your own plugins.

Rock

PS very big Thank you to Da12thMonkey. Hes the responsible for creating the majority of these national plugins. I forgot to mention it earlier :oops:

Rock

typhoon_film_th.jpgI just can't catch a break this week. Well this and last month... maybe the month before that too... Oh sod it, I just can't catch a break!

Where to start... well this week's update was properly planned, executed last Thursday and then finally murdered on Tuesday morning. First I had codec dramas. Audio would play but no video then the reverse. Video but no sound, all the sort of crap you really don't need when the update is pretty much just video with a commentary. So, I fixed the codec issue only to discover the headset and mic i used is a tad... fraked. The mic is patchy and sounds like I have a UH1 spinning up in my office and its only recording on the left channel... Then when I get it all fixed, it dies half way through recording the 2nd video. So that's going to have to wait until next week. So back to this week:

Talking Tyffs - Part Deux

This week a Cockpit video showing the new MFDs working away with a multilayer parallax enabled HUD (sounds impressive put like that doesn't it). The main down side is that you have to put up with Rock droning on about it all. The plan was to have a second video showing the weapons modes on the HUD, explain the symbology and how to use it effectively. "The plans of mice and men don't amount to a hill of beans in this here town". (How badly can you maul famous quotes and still get away with it.)

Image

I'd suggest watching it in 1080p you will see much more. Its still WIPpy but its very close to RELly.

 

 

 

And - say it with me - Its done when its done :lol:

Rock

triffid_th.jpg.392271a340f752f0469255971...well not it isn't it's just not really worthy of the name. I'll try harder next week, promise.

This last week (or three) has been an awkward one for me personally hence the poorly planned update. I

ts all been rather busy and not really too much fun. My dear ole' Mum has had a rough week after Radiotherapy and its left me chasing around trying to sort things out to make sure both she and her business have all that they need. So there really hasn't been too much W of the WIP being done. At least not the sort of stuff you want to see.

This week I've mostly been working in my Mother's garden. The stinging nettles around here are close cousins of the Triffids. I'm sure of it. The little buggers seem to have sprouted all over the gardens literally overnight. Fixing the garden furniture ready for the impromptu BBQ season the UK is currently enjoying. And working on a rapid fix for a Frankenstein inspired 6 axis machining centre as a favour to a friend. Oh and painting the fence. And working on the RKSL Website (version 320461.04a).

The fence looks lovely, I'm really proud of it. Although I have to say the "blue" wouldn't have been my first choice...

So the Machining Centre is probably a more interesting topic... A Cincinnati Milacron long bed, with all manner of things grafted on to it over the years. Its a 6 axis system capable of some truly complex machining. With the right head and tool it can produce some amazingly delicate and complete parts. It was used until recently for making stringers and frames for military aircraft, something that was way beneath its true capabilities. Recently it's been used to make frames for satellites, marginally more its mete. To enable it to do this, recently it's had some "upgrades" and as with most upgrades they actually broke it. So my friend who owns the company...

Ok so I had a bit of a disaster that's turned into a bit of good luck really.

The website has been 'down' for over a year now. What started with a bit of corrupted data taking the front page down has evolved into a saga of epic proportions and a glowing example of "feature creep" and "how not to make a website".

BUT you know all this and you want to know what is happening now... you do don't you? If you don't then probably best to Google RKSL and look at the pretty pictures. If you are interested read on.

Image

So after a failed security upgrade we're now on a completely new build again. Its actually be a bit of a godsend. The previous build had evolved over time and as such had grown into a hugely complex monster. This latest build and I pray to his Great Noodliness (Yes Im a proud Pastafarian) in the sky that it is the final build:

  • Joomla 2.5x - Core CMS
  • Improved Tag search system
  • Cleaner, lighter, faster theme.
  • Integrated Helpdesk/Support ticket system
  • One shared logon. Website, Forums and client sites:
  • IAP - http://iap.rkslstudios.info/
  • UKAF - http://ukaf.rkslstudios.info/
  • Tutorials
  • IAP Subdomain
  • UKAF Collection Subdomain
  • Improved user groups
  • Improved Gallery
  • Simplified Project layouts
  • Online Documentation for all released Projects
  • Twitter and Facebook integration (Im not a huge fan but it was easy to do)

Still to do:

  • Release Notification System - Subscriber options
  • Improved Downloads module.
  • FAQ engine.

So while its been vaguely "WIPpy" Its not really that interesting either...sorry about that...So here's a Panda Soldier.

Image

PS. Incidentally, the British BBQ season is now over. Its absolutely pissing down now!

PPS. If you notice odd things with the forums its because i'm "tinkering". :oops:

 

Rock

wip_wed_cvf.jpg.9af9c9748576a0d6b895d7cf

Oh what a month for the UK Ministry of Defence Procurement Executive. And I do mean that in the nicest possible way. U-turns with the F-35s and carriers, balancing their budget - that wont last long I bet - and trying to work out how to leave Afghanistan without having to dig a tunnel under Pakistan. And they will always be caught between the eternally warring factions of the Armed Forces and 'Politicians'. If you know anything about the UK armed forces you'll know something of the inter-service rivalry. Its legend really but it all resolves down to one thing; who gets the most money to spend on new toys.

The Army like to remind everyone that Soldiering is the world's oldest profession. (Well really it is prostitution but if you've ever served in any military you'll know that's a pretty close description of your time in.) But they have a long and distinguished career with 405 years of history and the Battle honours to prove it.

The Royal Air Force, whilst the youngest of the services are no less proud. Distinguishing themselves in the Second World War by defending the British Isles against superior numbers and (arguably) equipment. Promoting "Brill cream" and training a very large number of foreign aircrew along the way.

The Royal Navy. The worlds oldest professional military service dating from the 16th Century, they call themselves the "Senior Service". (I know a few other names for them too but that would be rude.)

Traditionally, Britain has been a strong Naval power. Ever since the 1970's the Royal Navy has been shrinking. Not diminishing but, "downsizing" to adjust to the threats against the Kingdom and Crown. (I love that phrase, typical defensive twaddle - another word I'm rather fond of too.) With the decommissioning of HMS Ark Royal R09 - The last *cough*full size*cough* carrier in the RN - the axe fell on conventional fixed wing operations for the Navy. Smaller Strike Carriers and Sea Harriers took over, some cynics called it the Beginning of the End for the Fleet Air Arm.

"See you in two weeks...maybe a month."

task_force_82.jpg.4abfdb90886eec7340b47b

In 1982 Argentina shook the UK government's resolve to reduce defence spending by invading the Falklands (You may have heard about it). The Royal Navy, in its downsized form pulled off nothing short of a miracle. Readying a Task Force consisting of both Navy and converted Civilian vessels in less than 2 weeks. Something I really doubt we (as a nation) could do now, there isn't enough cash for a start. But it was an impressive feat nonetheless. Sekra, WLD427 and I were talking about it a few weeks ago. Eddie/WLD427 amusingly said,

"Only the British could declare War then say, 'see you in two weeks...maybe a month.'"

As a Brit, i'm rather proud of that. Tongue Out

Without wanting to wade brazenly into the entire political issues of now and then, the Falklands are still British soil so we know what happened. I'm just going blithly wade on and skip to the aftermath and its affect in Royal Navy spending and Budgets.

Since the Harrier/Strike Carrier concept worked so well a number of politicians and civil servants saw this as proof that Britain did not need larger carriers. Leaving some RN officers spluttering, "But we could have done it so much better with more aircraft." Which is arguably true but the job was done with a smaller carrier and that was that for the next 15-20 years.

Queen Elizabeth-class (CV Future)


Enter the CVF which later became known as the Queen Elizabeth class. In 2000 the UK MoD started to seriously consider the ramifications of aging Harriers and the cost of maintaining the RN's three strike carriers. The Joint Strike Fighter Programme was a strong contender (who am I kidding it was the only real contender faced with the alternatives) for the new JCA (Joint Combat Aircraft) to equip the RAF and RN Fleet Air Arm for the 21st Century.

CVF-Cutaway_sml.jpg.63208cb7f37bc697180b

Contrary to popular belief, the "CV" hull classification symbol does not stand for "Carrier Vessel". The "CV" designation was originally derived from cruisers, since aircraft carriers were seen as an extension of the sea control and denial mission of cruisers. The "V" designation for heavier-than-air craft comes from the French verb voler (to fly). Since 1935, "CV" has been a two-letter, unitary hull classification symbol meaning "aircraft carrier".

I wont go into detail over the history or recent events save to say. I think its all "bollocks", I really do. The original design for the "ramped" deck was to ensure that the Harriers could be operated if the JCA was not delivered in time. (Given the decision to axe the Sea Harrier in 2006 and finally the GR7 & 9 in 2010 seems a bit unwise doesn't it) The same "original spec" also demanded that the design must be flexible enough to allow a more conventional CATOBAR refit if needed. Given that little bit of information and the recent events you just have to ask, "Who dropped the ball on that one then?" What a f@%k up that was. If this was part of the design spec why is it supposedly costing so much to change the deck design now? And lets not forget the French PA2, a CVF class vessel with a conventional CATOBAR deck. Why couldn't we use that design? Wouldn't that have saved some money? I've asked this question of several MoD and Carrier Alliance staff and I've never got an answer. The more worrying part is that until i mentioned it to the MoD bod, he wasn't aware that the French carrier design was different!

I get why the CDS and MoD have made this decision given the current financial and political climate. I just think the entire premise was wrong from the start. My opinion is that we should have not even considered a STOVL (aka ramp) deck and gone with the more conventional CATOBAR design from the first day. It made much more sense given that our two biggest allies, the US and France both operate conventional decks. Each demonstrating very capable strike and air defence aircraft on them. Each demonstrating the capability to deploy a credible force anywhere in the world. Two sayings spring to mind:

  1. "If it aint broke don't fix it"
  2. "Don't try to reinvent the wheel."

Of course there are credible arguments for the STOVL aircraft but considering the projected operating costs of the F-35B vs. the F-35C I believe the immediate expense would have been saved over the longer term, in parts, training and ongoing joint operations. And we would have got a far more capable aircraft and carrier force in the end. Shame the politicians are more concerned about their jobs than doing the job right the first time.

"Well I made one in OFP and I've ported it forward..."


Anyway, idiotic policy and project management decisions aside, we, RKSL are making a CVF. Well I made one in OFP and I've ported it forward as you can see. But its not really up-to scratch for ArmA3. Its surprisingly low poly for its size but its in dire need of upgrade, especially since ArmA3's focus on underwater capability the existing model's hull needs some rework.

rksl_cvf_3_wip_render_th.jpg.5ad99525b9e

Its over 280m long and nearly 70m wide so obviously its not a single object. Its made up of 6 sections assembled via script. In OFP times this was done using SetPos but now we can use AttachTo with much greater effect. And as CBFASI previously mentioned, he and UNN have developed a scripting systems that allows users to tie down objects anywhere on the decks which opens up some interesting possibilities. However, with ArmA3 creeping forever closer with its 'new' game engine including PhysX and other enhancements we may find that CBFASI and UNN's carefully crafted scripts may become obsolete.

rksl_cvf_wire_1_grab.JPG.0449e94a0ed6019

rksl_cvf_4_wip_render_th.jpg.1bad15f4287

The model is going to get some significant "love", I'll even go so far as to say the model you see here won't be the same one you will hopefully eventually see in game. I'm already remaking the Hull. The flight deck is slightly the wrong shape. Not much, but its enough that it affects the hull shape so it will need changing. And of course the interior will need some attention too

rksl_cvf_2_wip_render_th.jpg.e93d98d9b40

rksl_cvf_5_wip_render_th.jpg.8ec17d6ee68

Whatever happens with ArmA3 we will have some large Royal Naval assets ingame! Eventually... :D

I didn't know that until this evening. I always thought it meant Carrier Vessel. You learn something new everyday.
Rock

wip_wed_classmfd.jpg.c6ede8912a21a079573 Wednesday rolls around again so quickly. Has it really been a week already? Of course it has. My week so far; well let’s see: My Mother has been on UK breakfast TV and radio this week talking about continuing to live life with a smile on her face whilst dying of bone cancer. (http://www.dyingmatters.org) My dog, Sally came on heat - there is blood everywhere and taking her for a walk has become an absurd cross between a Monty Python sketch and Close Protection duty. (We really don’t want puppies) And on top of that I’ve been trying to drum up more real world work. Oh yeah and I managed to break the RKSL website again thanks to another bungled security update. I really should know better by now. It will get finished one day I promise.

This spot is meant to be about updates, well there have been some updates and we have also tried to explain who we are and what we’re all doing. And of course where we’re planning to take RKSL. But just incase you haven’t already guessed this update business is a rather chaotic and unplanned affair. Often written mere minutes before publication and usually about...

 

 

 

 

 

Wednesday rolls around again so quickly. Has it really been a week already? Of course it has. My week so far; well let’s see: My Mother has been on UK breakfast TV and radio this week talking about continuing to live life with a smile on her face whilst dying of bone cancer. (http://www.dyingmatters.org) My dog, Sally came on heat - there is blood everywhere and taking her for a walk has become an absurd cross between a Monty Python sketch and Close Protection duty. (We really don’t want puppies) And on top of that I’ve been trying to drum up more real world work. Oh yeah and I managed to break the RKSL website again thanks to another bungled security update. I really should know better by now. It will get finished one day I promise.

 

 

Jean Coverdale is my Mum.

This spot is meant to be about updates, well there have been some updates and we have also tried to explain who we are and what we’re all doing. And of course where we’re planning to take RKSL. But just incase you haven’t already guessed this update business is a rather chaotic and unplanned affair. Often written mere minutes before publication and usually about whatever we’re focused on at that very moment. Apart from CBFASI’s, he the only one that submitted it 3 days early.

So as usual my cunning plan has come to naught and I‘ve decided to postpone my planned topic for another day and write something useful. I was asked by Icebreakr to explain how the HUD parallax setup works and I thought i'd try and kill two birds with one stone. And it does fit in with an earlier article about the new v2.x Typhoon’s HUD. The response to the article was quite telling really. Most PM’s emails etc were following a common theme. “How did you do that parallax thing?” So many people have asked me about and I confess I’ve gotten a bit tired of replying to the same question so I thought I’d write a short-ish Tutorial.

av8bhud_1.jpg.90bcf34ca2141f8d0c8d46a9db

So here is the problem: “To parallax or not to parallax that is the question”

This is an issue that blights many a user made addon. When you fly around in planes your pilot’s viewpoint moves around the cockpit under the influence of virtual G forces. A few people have (strongly?) suggested that this effect has been a bit over done making it hard to aim. Thanks to parallax this movement means that any static HUD aiming symbology is actually useless. The solution in both the real and virtual worlds is to add parallax correction to the HUD.

av8bhud_2.jpg.7b90bc3f3e850df5edfd15e966

At this point I should explain that while Suma and his minions have been fantastic in both adding this and giving us the option to disable it. The way the HUDs work in the ArmAverse isn’t accurate compared to real world equivalents. With parallax enabled the movement of the in-game ‘pilot’, due to g-forces forcing him around the HUD always follows the pilot’s eye. And while it is immersive and allows you aim accurately in game – which is really all that matters – it’s not really how parallax corrected HUDs work. In BIS’ defence there really isn’t another way to fix it without disabling the g-induced movement. Or instigating a far more complex way of controlling user movement.

So we have two options:

  1. Enable parallax for the entire HUD. Which BIS have done.
  2. Split the HUD into two layers: Static and Parallax.

Option 1 I find a bit disconcerting. I’ll go so far as to say I absolutelywithoutadoubtfrikkinghateit. (Say all of that in one breath through clenched teeth rapidly without moving your lips – hence no spaces).

I wouldn’t say it like that myself but I thought I’d see if you would. I bet you tried it didn’t you.

Personally I prefer option 2. Its just more of an elegant solution since you can see all the relevant flight info and have the parallax adjusted aiming cues.

CLASS MFD is your friend.

It really is. You can do an awful lot with it. But its one of those really annoying and obsessive friends that demands your full attention while interacting with it.

And if you don’t know what I’m talking about. You probably don’t know too many geeks or nerds. So I suspect your life is horribly empty and you should go out and meet some. Maybe go to university, hang around with the engineers and computer science geeks. I’d suggest avoiding biology students though. They tend to be a bit weird and grow things in your fridge right next to the tuna salad you made a few days ago. However it can be rather amusing when the flat-mate – the one you don’t really like too much - eats the biologist’s microbiology homework. Ok the smell of carrot and penicillin infested vomit after was really frikking horrible but it was funny and food stopped mysteriously disappearing in the middle of the night. At least for a few weeks. Oh and avoid Civil Engineers too. They are just weird, concrete sniffers with an almost sexual attraction to building sites. I mean who gets a ‘stiffy’ at the sight of a tower crane? Very, very strange people.

So CLASS MFD what is it?

Well it’s found in the config.cpp of aircraft mostly and its used for drawing the HUDs on the like of the Harrier and A-10 etc. If you look at the code in the config it’s a bit daunting. Actually pretty damn scary until someone explains it to you. After that its really not scary at all. Just fiddly. And if this fiddly stuff gives you as stiffy… seek help. Now!

I’m only going to focus on making a multilayered HUD today. Just like I’ve already done for the new Typhoon, so that you can enjoy accurate aim points via the HUD on your own custom aircraft. Now I could – and will eventually write – a comprehensive tutorial about modifying and creating custom huds using class mfd. But it can be a complex and very detailed process if you aren’t technically inclined. But I can’t really be arsed at the moment so it’s not going to be today.

Its square, not a rectangle a SQUARE!!!!!

Back to business then. The entire thing is based on a square. The top left corner is 0,0 and the lower right corner 1,1. The numerous (pardon the pun) values are just absolute and relative coordinates. If you don’t know what those are then stop reading here and go find out. If you don’t it might get a bit confusing from this point on.

HUD_tut_grid1.jpg.645a6bae8fac80904caabe

The square is defined by 3 points located in the memory LoD:

topLeft = "HUD LH";
topRight = "HUD PH";
bottomLeft = "HUD LD";

If your points aren’t a proper square, its called a rectangle. And if you use a rectangle your HUD will get a bit squished and will look bloody stupid. The best way to create the points is to create 1x1 plane in O2 with the centre in the middle of your HUD plate then scale it down to suit. Now BIS coding monkeys being very clever monkeys indeed – I’m going to pay for that I know – have already made provision for rectangular HUD plates. Eg real F-18A/C/D HUD projects are actually rectangular. So the very nice people at BIS – is that better? – have included a way to turn your square HUD space into a rectangle without distorting the display if so needed.

borderLeft = 0;
borderRight = 0;
borderTop = 0;
borderBottom = 0;

If you enter 0.1 in both the borderleft and right it will only draw content in X0.1 and X0.9 but will draw the full height in Y. This is useful for several reasons, Its quick way of trimming the hud into shape if it starts to go outside of your modelled HUD plate. And potentially more importantly because it can also be used within subgroups to prevent overdrawing. For example the Pitch ladders and artificial horizon obscuring the Speed and Altitude ladders. But that’s a more advanced application. We’ll have to come back to that another day.

HUD_tut_grid2.jpg.5948938b8f3e7def24edcb

Talking of other days, I mentioned earlier that my dog Sally has just come into heat. Its attracting a lot of unwanted attention. Have you ever had the feeling that you are being followed? You know that slightly paranoid feeling that you are being watched, maybe stalked?

Well when you have a bitch in heat on a lead walking through a village every dog – and I do mean every dog – watches you. They say that “a dog's sense of smell is about 1000 to 10000000 times more sensitive than a human's (depending on the breed)”. Imagine how bad a fart smells to your dog if its bad enough o make everyone leave the room? Anyway, bitches in heat give off pheromones. The olfactory equivalent of a short tight dress and stilettos I guess. Oh my Sally must pump this stuff out.

Our regular 3km evening circuit attracted a lot of dogs. It started with the odd bit of barking in people yards as we walked by. Then graduated to a border collie following us about 20m back. Then another joined him. We start walking faster now. An Irish setter ran over from the other side of the field followed by its screaming owner. I started jogging. The dogs started jogging. The Setter’s owner was running now. Still screaming. A neighbour’s black Labrador jumps his fence and starts to lollop over. 200m until the safety of home with its 5ft fences. Jogging just that little bit faster. Sally is starting to slow down, im almost dragging her now. The first collie is next to us. The Setter is closing fast with his owner in trail. The second Collie is no longer in sight. I stop quickly and scoop Sally up, holding her high upon my chest. She doesn’t struggle, and seems just as freaked out by the attention as I am. Then it happens. All the dogs are barking the 2nd collie has reappeared from the opposite direction and we’re surrounded. And to add to the horror the setter locks onto my leg…and starts humping. The owner, whilst seemingly on the verge of a heart attack is screaming for it to stop and the Labrador strikes…not me but the Setter. Its turning into a doggy orgy. The collies are barking, the lab is humping the setter who has just released my leg. I’m not sure if it’s the resistance I’m putting up (I usually get kissed before I get f@%ked, and my type is typically human and considerably less hairy), from the surprise of being mounted by the Lab or the frantic calls of the owner. Either way I leg it the final 100m to my house Sally in my arms. Seconds later I’m in the house looking out the window, with Sally stood paws on the window sill peering out into the twilight with me watching her fan club.

Eventually I had to go out and take the dogs home again. Needless to say we’ve changed out nightly walking route.

Anyway. Back to topic.

Just make life a bit easier I’ve already extracted the class MFD from the Harrier config. This comes from the latest stable 1.6 patch. Not a beta.

http://pastebin.com/jjuRSnj4

Now if you spend a few moments looking through the code you won’t see any mention of parallax anywhere. This is because the default condition set in the base class is that parallax is set to ‘OFF’. What we are going to do is split this HUD into separate planes. One without parallax enabled that will hold all the static stuff like the compass, speed and altitude ladders etc. The other, will have parallax enabled and contain all the targeting markers etc.

The first layer we’re going to call “statichud”, the second “parallaxhud”.

class MFD
{
class statichud
{
enableParallax = 0;
...
};
class parallaxhud
{
enableParallax = 1;
...
};
};

The key thing is the enableParallax = line. O for static 1 for Parallax. You can also use true and false.

The next job is to split out the elements we want to keep in the static group. These are the compass, altitude and speed ladders, ammo counter etc. So going back to the original config we need to find the “class bones” and “class draw” sections.


class MFD
{
class statichud
{
enableParallax = 0;
class Pos10Vector
{
type = "vector";
pos0[] = {0.485,0.4};
pos10[] = {1.225,1.1};
};
topLeft = "HUD LH";
topRight = "HUD PH";
bottomLeft = "HUD LD";
borderLeft = 0;
borderRight = 0;
borderTop = 0;
borderBottom = 0;
color[] = {0,1,0,0.1};
class bones
{

};
class draw
{

};
};
class parallaxhud
{
enableParallax = 1;
class Pos10Vector
{
type = "vector";
pos0[] = {0.485,0.4};
pos10[] = {1.225,1.1};
};
topLeft = "HUD LH";
topRight = "HUD PH";
bottomLeft = "HUD LD";
borderLeft = 0;
borderRight = 0;
borderTop = 0;
borderBottom = 0;
color[] = {0,1,0,0.1};
class bones
{

};
class draw
{

};

};
};

Here comes the Coords

Class Bones is all about defining anchor points for relative coordinates to draw from. Class Draw use the anchors defined by the bones to draw the lines you see on the HUD.

So in the static Plane we are going to keep:

  • PlaneW – this is the little aeroplane icon in the centre of your HUD.
  • HorizonT – Pitch ladders/Artificial Horizon
  • PlaneHeading – known in the real world as the VVI – Velocity Vector Indicator. You try to match this to the PlaneW icon to keep straight and level.
  • Static – these are some drawn lines and borders using absolute co-ordinates.
  • AltScale – Altimeter ladder scale. The position of this is defined by the ‘pos’ array and the size of the numbers by the ‘right’ and ‘down’ arrays. The size of the scale is controlled by ‘bottom’ and ‘top’ values. Have a play around and see what you get.
  • SpeedScale – as above really. You should also note that none of these scales reference anything in the ‘class bones’ section.
  • Gear – Adds a nice ‘GEAR’ word on the hud when the landing gear is down.
  • Flaps – Same as above but its for the flaps.
  • Weapons – States the name of the currently selected weapon
  • Ammo – current ammo count for the current weapon.
  • VspeedNumber – Vertical speed number in text.
  • HeadingScale – aka compass.
  • ILS – Instrument landing system/glideslope indicator etc.

The parallax plane is left with all the weapons related stuff:

  • WeaponAim - Main aiming anchor point
  • Targets - the boxes drawn around any visible target.
  • Mgun - Only visible when Machine gun/cannon is selected. - uses relative coords from the Weaponaim anchor.
  • Bomb - Only visible when bombs are selected. - uses relative coords from 3 sources.
  • AAMissile - eg AIM-9
  • ATMissile - eg Maverick
  • Rockets - FFAR, CRV7 etc

Parallax Adjusted HUD

class MFD
{
class statichud
{
enableParallax = 0;
class Pos10Vector
{
type = "vector";
pos0[] = {0.485,0.4};
pos10[] = {1.225,1.1};
};
topLeft = "HUD LH";
topRight = "HUD PH";
bottomLeft = "HUD LD";
borderLeft = 0;
borderRight = 0;
borderTop = 0;
borderBottom = 0;
color[] = {0,1,0,0.1};
class bones
{
class PlaneW
{
type = "fixed";
pos[] = {0.485,0.4};
};
class Velocity: Pos10Vector
{
type = "vector";
source = "velocity";
pos0[] = {0.5,0.4};
pos10[] = {1.24,1.1};
};
class ILS_H
{
type = "ils";
pos0[] = {0.5,0.4};
pos3[] = {0.722,0.4};
};
class ILS_W: ILS_H
{
pos3[] = {0.5,0.61};
};
class Level0: Pos10Vector
{
pos0[] = {0.5,0.4};
pos10[] = {1.24,1.1};
type = "horizon";
angle = 0;
};
class LevelP5: Level0
{
angle = 5;
};
class LevelM5: Level0
{
angle = -5;
};
class LevelP10: Level0
{
angle = 10;
};
class LevelM10: Level0
{
angle = -10;
};
class LevelP15: Level0
{
angle = 15;
};
class LevelM15: Level0
{
angle = -15;
};
class LevelP20: Level0
{
angle = 20;
};
class LevelM20: Level0
{
angle = -20;
};
class LevelP25: Level0
{
angle = 25;
};
class LevelM25: Level0
{
angle = -25;
};
class LevelP30: Level0
{
angle = 30;
};
class LevelM30: Level0
{
angle = -30;
};
class LevelP35: Level0
{
angle = 35;
};
class LevelM35: Level0
{
angle = -35;
};
class LevelP40: Level0
{
angle = 40;
};
class LevelM40: Level0
{
angle = -40;
};
class LevelP45: Level0
{
angle = 45;
};
class LevelM45: Level0
{
angle = -45;
};
class LevelP50: Level0
{
angle = 50;
};
class LevelM50: Level0
{
angle = -50;
};
};
class draw
{
alpha = 0.4;
color[] = {0.0,0.3,0.05};
condition = "on";
class PlaneW
{
clipTL[] = {0.0,1.0};
clipBR[] = {1.0,0.0};
type = "line";
points[] =
{
{ "PlaneW",{ -0.08,0 },1 },
{ "PlaneW",{ -0.03,0 },1 },
{ "PlaneW",{ -0.015,0.0283784 },1 },
{ "PlaneW",{ 0.0,0 },1 },
{ "PlaneW",{ 0.015,0.0283784 },1 },
{ "PlaneW",{ 0.03,0 },1 },
{ "PlaneW",{ 0.08,0 },1 }
};
};
class Horizont
{
clipTL[] = {0.0,0.0};
clipBR[] = {1.0,1.0};
class Dimmed
{
class Level0
{
type = "line";
points[] =
{
{ "Level0",{ -0.2,0 },1 },
{ "Level0",{ -0.05,0 },1 },
{ },
{ "Level0",{ 0.05,0 },1 },
{ "Level0",{ 0.2,0 },1 }
};
};
class VALM_1_0
{
type = "text";
source = "static";
text = 0;
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"Level0",{ -0.23,-0.025 },1};
right[] = {"Level0",{ -0.13,-0.025 },1};
down[] = {"Level0",{ -0.23,0.025 },1};
};
class VALM_2_0: VALM_1_0
{
align = "right";
pos[] = {"Level0",{ 0.22,-0.025 },1};
right[] = {"Level0",{ 0.32,-0.025 },1};
down[] = {"Level0",{ 0.22,0.025 },1};
};
class LevelM5: Level0
{
type = "line";
points[] =
{
{ "LevelM5",{ -0.2,-0.03 },1 },
{ "LevelM5",{ -0.2,0 },1 },
{ "LevelM5",{ -0.15,0 },1 },
{ },
{ "LevelM5",{ -0.1,0 },1 },
{ "LevelM5",{ -0.05,0 },1 },
{ },
{ "LevelM5",{ 0.05,0 },1 },
{ "LevelM5",{ 0.1,0 },1 },
{ },
{ "LevelM5",{ 0.15,0 },1 },
{ "LevelM5",{ 0.2,0 },1 },
{ "LevelM5",{ 0.2,-0.03 },1 }
};
};
class VALM_1_5
{
type = "text";
source = "static";
text = -5;
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelM5",{ -0.23,-0.085 },1};
right[] = {"LevelM5",{ -0.13,-0.085 },1};
down[] = {"LevelM5",{ -0.23,-0.035 },1};
};
class VALM_2_5: VALM_1_5
{
align = "right";
pos[] = {"LevelM5",{ 0.22,-0.085 },1};
right[] = {"LevelM5",{ 0.32,-0.085 },1};
down[] = {"LevelM5",{ 0.22,-0.035 },1};
};
class LevelP5: Level0
{
type = "line";
points[] =
{
{ "LevelP5",{ -0.2,0.03 },1 },
{ "LevelP5",{ -0.2,0 },1 },
{ "LevelP5",{ -0.05,0 },1 },
{ },
{ "LevelP5",{ 0.05,0 },1 },
{ "LevelP5",{ 0.2,0 },1 },
{ "LevelP5",{ 0.2,0.03 },1 }
};
};
class VALP_1_5
{
type = "text";
source = "static";
text = "5";
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelP5",{ -0.23,0.035 },1};
right[] = {"LevelP5",{ -0.13,0.035 },1};
down[] = {"LevelP5",{ -0.23,0.085 },1};
};
class VALP_2_5: VALP_1_5
{
align = "right";
pos[] = {"LevelP5",{ 0.22,0.035 },1};
right[] = {"LevelP5",{ 0.32,0.035 },1};
down[] = {"LevelP5",{ 0.22,0.085 },1};
};
class LevelM10: Level0
{
type = "line";
points[] =
{
{ "LevelM10",{ -0.2,-0.03 },1 },
{ "LevelM10",{ -0.2,0 },1 },
{ "LevelM10",{ -0.15,0 },1 },
{ },
{ "LevelM10",{ -0.1,0 },1 },
{ "LevelM10",{ -0.05,0 },1 },
{ },
{ "LevelM10",{ 0.05,0 },1 },
{ "LevelM10",{ 0.1,0 },1 },
{ },
{ "LevelM10",{ 0.15,0 },1 },
{ "LevelM10",{ 0.2,0 },1 },
{ "LevelM10",
{ 0.2,-0.03 },1 }
};
};
class VALM_1_10
{
type = "text";
source = "static";
text = -10;
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelM10",{ -0.23,-0.085 },1};
right[] = {"LevelM10",{ -0.13,-0.085 },1};
down[] = {"LevelM10",{ -0.23,-0.035 },1};
};
class VALM_2_10: VALM_1_10
{
align = "right";
pos[] = {"LevelM10",{ 0.22,-0.085 },1};
right[] = {"LevelM10",{ 0.32,-0.085 },1};
down[] = {"LevelM10",{ 0.22,-0.035 },1};
};
class LevelP10: Level0
{
type = "line";
points[] =
{
{ "LevelP10",{ -0.2,0.03 },1 },
{ "LevelP10",{ -0.2,0 },1 },
{ "LevelP10",{ -0.05,0 },1 },
{ },
{ "LevelP10",{ 0.05,0 },1 },
{ "LevelP10",{ 0.2,0 },1 },
{ "LevelP10",{ 0.2,0.03 },1 }
};
};
class VALP_1_10
{
type = "text";
source = "static";
text = "10";
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelP10",{ -0.23,0.035 },1};
right[] = {"LevelP10",{ -0.13,0.035 },1};
down[] = {"LevelP10",{ -0.23,0.085 },1};
};
class VALP_2_10: VALP_1_10
{
align = "right";
pos[] = {"LevelP10",{ 0.22,0.035 },1};
right[] = {"LevelP10",{ 0.32,0.035 },1};
down[] = {"LevelP10",{ 0.22,0.085 },1};
};
class LevelM15: Level0
{
type = "line";
points[] =
{
{ "LevelM15",{ -0.2,-0.03 },1 },
{ "LevelM15",{ -0.2,0 },1 },
{ "LevelM15",{ -0.15,0 },1 },
{ },
{ "LevelM15",{ -0.1,0 },1 },
{ "LevelM15",{ -0.05,0 },1 },
{ },
{ "LevelM15",{ 0.05,0 },1 },
{ "LevelM15",{ 0.1,0 },1 },
{ },
{ "LevelM15",{ 0.15,0 },1 },
{ "LevelM15",{ 0.2,0 },1 },
{ "LevelM15",{ 0.2,-0.03 },1 }
};
};
class VALM_1_15
{
type = "text";
source = "static";
text = -15;
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelM15",{ -0.23,-0.085 },1};
right[] = {"LevelM15",{ -0.13,-0.085 },1};
down[] = {"LevelM15",{ -0.23,-0.035 },1};
};
class VALM_2_15: VALM_1_15
{
align = "right";
pos[] = {"LevelM15",{ 0.22,-0.085 },1};
right[] = {"LevelM15",{ 0.32,-0.085 },1};
down[] = {"LevelM15",{ 0.22,-0.035 },1};
};
class LevelP15: Level0
{
type = "line";
points[] =
{
{ "LevelP15",{ -0.2,0.03 },1 },
{ "LevelP15",{ -0.2,0 },1 },
{ "LevelP15",{ -0.05,0 },1 },
{ },
{ "LevelP15",{ 0.05,0 },1 },
{ "LevelP15",{ 0.2,0 },1 },
{ "LevelP15",{ 0.2,0.03 },1 }
};
};
class VALP_1_15
{
type = "text";
source = "static";
text = "15";
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelP15",{ -0.23,0.035 },1};
right[] = {"LevelP15",{ -0.13,0.035 },1};
down[] = {"LevelP15",{ -0.23,0.085 },1};
};
class VALP_2_15: VALP_1_15
{
align = "right";
pos[] = {"LevelP15",{ 0.22,0.035 },1};
right[] = {"LevelP15",{ 0.32,0.035 },1};
down[] = {"LevelP15",{ 0.22,0.085 },1};
};
class LevelM20: Level0
{
type = "line";
points[] =
{
{ "LevelM20",{ -0.2,-0.03 },1 },
{ "LevelM20",{ -0.2,0 },1 },
{ "LevelM20",{ -0.15,0 },1 },
{ },
{ "LevelM20",{ -0.1,0 },1 },
{ "LevelM20",{ -0.05,0 },1 },
{ },
{ "LevelM20",{ 0.05,0 },1 },
{ "LevelM20",{ 0.1,0 },1 },
{ },
{ "LevelM20",{ 0.15,0 },1 },
{ "LevelM20",{ 0.2,0 },1 },
{ "LevelM20",{ 0.2,-0.03 },1 }
};
};
class VALM_1_20
{
type = "text";
source = "static";
text = -20;
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelM20", { -0.23,-0.085 },1};
right[] = {"LevelM20", { -0.13,-0.085 },1};
down[] = {"LevelM20", { -0.23,-0.035 },1};
};
class VALM_2_20: VALM_1_20
{
align = "right";
pos[] = {"LevelM20",{ 0.22,-0.085 },1};
right[] = {"LevelM20",{ 0.32,-0.085 },1};
down[] = {"LevelM20",{ 0.22,-0.035 },1};
};
class LevelP20: Level0
{
type = "line";
points[] =
{
{ "LevelP20",{ -0.2,0.03 },1 },
{ "LevelP20",{ -0.2,0 },1 },
{ "LevelP20",{ -0.05,0 },1 },
{ },
{ "LevelP20",{ 0.05,0 },1 },
{ "LevelP20",{ 0.2,0 },1 },
{ "LevelP20",{ 0.2,0.03 },1 }
};
};
class VALP_1_20
{
type = "text";
source = "static";
text = "20";
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelP20",{ -0.23,0.035 },1};
right[] = {"LevelP20",{ -0.13,0.035 },1};
down[] = {"LevelP20",{ -0.23,0.085 },1};
};
class VALP_2_20: VALP_1_20
{
align = "right";
pos[] = {"LevelP20",{ 0.22,0.035 },1};
right[] = {"LevelP20",{ 0.32,0.035 },1};
down[] = {"LevelP20", { 0.22,0.085 },1};
};
class LevelM25: Level0
{
type = "line";
points[] =
{
{ "LevelM25",{ -0.2,-0.03 },1 },
{ "LevelM25",{ -0.2,0 },1 },
{ "LevelM25",{ -0.15,0 },1 },
{ },
{ "LevelM25",{ -0.1,0 },1 },
{ "LevelM25",{ -0.05,0 },1 },
{ },
{ "LevelM25",{ 0.05,0 },1 },
{ "LevelM25",{ 0.1,0 },1 },
{ },
{ "LevelM25",{ 0.15,0 },1 },
{ "LevelM25",{ 0.2,0 },1 },
{ "LevelM25",{ 0.2,-0.03 },1 }
};
};
class VALM_1_25
{
type = "text";
source = "static";
text = -25;
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelM25",{ -0.23,-0.085 },1};
right[] = {"LevelM25",{ -0.13,-0.085 },1};
down[] = {"LevelM25",{ -0.23,-0.035 },1};
};
class VALM_2_25: VALM_1_25
{
align = "right";
pos[] = {"LevelM25",{ 0.22,-0.085 },1};
right[] = {"LevelM25",{ 0.32,-0.085 },1};
down[] = {"LevelM25",{ 0.22,-0.035 },1};
};
class LevelP25: Level0
{
type = "line";
points[] =
{
{ "LevelP25",{ -0.2,0.03 },1 },
{ "LevelP25",{ -0.2,0 },1 },
{ "LevelP25",{ -0.05,0 },1 },
{ },
{ "LevelP25",{ 0.05,0 },1 },
{ "LevelP25",{ 0.2,0 },1 },
{ "LevelP25",{ 0.2,0.03 },1 }
};
};
class VALP_1_25
{
type = "text";
source = "static";
text = "25";
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelP25",{ -0.23,0.035 },1};
right[] = {"LevelP25",{ -0.13,0.035 },1};
down[] = {"LevelP25",{ -0.23,0.085 },1};
};
class VALP_2_25: VALP_1_25
{
align = "right";
pos[] = {"LevelP25",{ 0.22,0.035 },1};
right[] = {"LevelP25",{ 0.32,0.035 },1};
down[] = {"LevelP25",{ 0.22,0.085 },1};
};
class LevelM30: Level0
{
type = "line";
points[] =
{
{ "LevelM30",{ -0.2,-0.03 },1 },
{ "LevelM30",{ -0.2,0 },1 },
{ "LevelM30",{ -0.15,0 },1 },
{ },
{ "LevelM30",{ -0.1,0 },1 },
{ "LevelM30",{ -0.05,0 },1 },
{ },
{ "LevelM30",{ 0.05,0 },1 },
{ "LevelM30",{ 0.1,0 },1 },
{ },
{ "LevelM30",{ 0.15,0 },1 },
{ "LevelM30",{ 0.2,0 },1 },
{ "LevelM30",{ 0.2,-0.03 },1 }
};
};
class VALM_1_30
{
type = "text";
source = "static";
text = -30;
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelM30",{ -0.23,-0.085 },1};
right[] = {"LevelM30",{ -0.13,-0.085 },1};
down[] = {"LevelM30",{ -0.23,-0.035 },1};
};
class VALM_2_30: VALM_1_30
{
align = "right";
pos[] = {"LevelM30",{ 0.22,-0.085 },1};
right[] = {"LevelM30",{ 0.32,-0.085 },1};
down[] = {"LevelM30",{ 0.22,-0.035 },1};
};
class LevelP30: Level0
{
type = "line";
points[] =
{
{ "LevelP30",{ -0.2,0.03 },1 },
{ "LevelP30",{ -0.2,0 },1 },
{ "LevelP30",{ -0.05,0 },1 },
{ },
{ "LevelP30",{ 0.05,0 },1 },
{ "LevelP30",{ 0.2,0 },1 },
{ "LevelP30",{ 0.2,0.03 },1 }
};
};
class VALP_1_30
{
type = "text";
source = "static";
text = "30";
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelP30",{ -0.23,0.035 },1};
right[] = {"LevelP30",{ -0.13,0.035 },1};
down[] = {"LevelP30",{ -0.23,0.085 },1};
};
class VALP_2_30: VALP_1_30
{
align = "right";
pos[] = {"LevelP30",{ 0.22,0.035 },1};
right[] = {"LevelP30",{ 0.32,0.035 },1};
down[] = {"LevelP30",{ 0.22,0.085 },1};
};
class LevelM35: Level0
{
type = "line";
points[] =
{
{ "LevelM35",{ -0.2,-0.03 },1 },
{ "LevelM35",{ -0.2,0 },1 },
{ "LevelM35",{ -0.15,0 },1 },
{ },
{ "LevelM35",{ -0.1,0 },1 },
{ "LevelM35",{ -0.05,0 },1 },
{ },
{ "LevelM35",{ 0.05,0 },1 },
{ "LevelM35",{ 0.1,0 },1 },
{ },
{ "LevelM35",{ 0.15,0 },1 },
{ "LevelM35",{ 0.2,0 },1 },
{ "LevelM35",{ 0.2,-0.03 },1 }
};
};
class VALM_1_35
{
type = "text";
source = "static";
text = -35;
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelM35",{ -0.23,-0.085 },1};
right[] = {"LevelM35",{ -0.13,-0.085 },1};
down[] = {"LevelM35",{ -0.23,-0.035 },1};
};
class VALM_2_35: VALM_1_35
{
align = "right";
pos[] = {"LevelM35",{ 0.22,-0.085 },1};
right[] = {"LevelM35",{ 0.32,-0.085 },1};
down[] = {"LevelM35",{ 0.22,-0.035 },1};
};
class LevelP35: Level0
{
type = "line";
points[] =
{
{ "LevelP35",{ -0.2,0.03 },1 },
{ "LevelP35",{ -0.2,0 },1 },
{ "LevelP35",{ -0.05,0 },1 },
{ },
{ "LevelP35",{ 0.05,0 },1 },
{ "LevelP35",{ 0.2,0 },1 },
{ "LevelP35",{ 0.2,0.03 },1 }
};
};
class VALP_1_35
{
type = "text";
source = "static";
text = "35";
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelP35",{ -0.23,0.035 },1};
right[] = {"LevelP35",{ -0.13,0.035 },1};
down[] = {"LevelP35",{ -0.23,0.085 },1};
};
class VALP_2_35: VALP_1_35
{
align = "right";
pos[] = {"LevelP35",{ 0.22,0.035 },1};
right[] = {"LevelP35",{ 0.32,0.035 },1};
down[] = {"LevelP35",{ 0.22,0.085 },1};
};
class LevelM40: Level0
{
type = "line";
points[] =
{
{ "LevelM40",{ -0.2,-0.03 },1 },
{ "LevelM40",{ -0.2,0 },1 },
{ "LevelM40",{ -0.15,0 },1 },
{ },
{ "LevelM40",{ -0.1,0 },1 },
{ "LevelM40",{ -0.05,0 },1 },
{ },
{ "LevelM40",{ 0.05,0 },1 },
{ "LevelM40",{ 0.1,0 },1 },
{ },
{ "LevelM40",{ 0.15,0 },1 },
{ "LevelM40",{ 0.2,0 },1 },
{ "LevelM40",{ 0.2,-0.03 },1 }
};
};
class VALM_1_40
{
type = "text";
source = "static";
text = -40;
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelM40",{ -0.23,-0.085 },1};
right[] = {"LevelM40",{ -0.13,-0.085 },1};
down[] = {"LevelM40",{ -0.23,-0.035 },1};
};
class VALM_2_40: VALM_1_40
{
align = "right";
pos[] = {"LevelM40",{ 0.22,-0.085 },1};
right[] = {"LevelM40",{ 0.32,-0.085 },1};
down[] = {"LevelM40",{ 0.22,-0.035 },1};
};
class LevelP40: Level0
{
type = "line";
points[] =
{
{ "LevelP40",{ -0.2,0.03 },1 },
{ "LevelP40",{ -0.2,0 },1 },
{ "LevelP40",{ -0.05,0 },1 },
{ },
{ "LevelP40",{ 0.05,0 },1 },
{ "LevelP40",{ 0.2,0 },1 },
{ "LevelP40",{ 0.2,0.03 },1 }
};
};
class VALP_1_40
{
type = "text";
source = "static";
text = "40";
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelP40",{ -0.23,0.035 },1};
right[] = {"LevelP40",{ -0.13,0.035 },1};
down[] = {"LevelP40",{ -0.23,0.085 },1};
};
class VALP_2_40: VALP_1_40
{
align = "right";
pos[] = {"LevelP40",{ 0.22,0.035 },1};
right[] = {"LevelP40",{ 0.32,0.035 },1};
down[] = {"LevelP40",{ 0.22,0.085 },1};
};
class LevelM45: Level0
{
type = "line";
points[] =
{
{ "LevelM45",{ -0.2,-0.03 },1 },
{ "LevelM45",{ -0.2,0 },1 },
{ "LevelM45",{ -0.15,0 },1 },
{ },
{ "LevelM45",{ -0.1,0 },1 },
{ "LevelM45",{ -0.05,0 },1 },
{ },
{ "LevelM45",{ 0.05,0 },1 },
{ "LevelM45",{ 0.1,0 },1 },
{ },
{ "LevelM45",{ 0.15,0 },1 },
{ "LevelM45",{ 0.2,0 },1 },
{ "LevelM45",{ 0.2,-0.03 },1 }
};
};
class VALM_1_45
{
type = "text";
source = "static";
text = -45;
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelM45",{ -0.23,-0.085 },1};
right[] = {"LevelM45",{ -0.13,-0.085 },1};
down[] = {"LevelM45",{ -0.23,-0.035 },1};
};
class VALM_2_45: VALM_1_45
{
align = "right";
pos[] = {"LevelM45",{ 0.22,-0.085 },1};
right[] = {"LevelM45",{ 0.32,-0.085 },1};
down[] = {"LevelM45",{ 0.22,-0.035 },1};
};
class LevelP45: Level0
{
type = "line";
points[] =
{
{ "LevelP45",{ -0.2,0.03 },1 },
{ "LevelP45",{ -0.2,0 },1 },
{ "LevelP45",{ -0.05,0 },1 },
{ },
{ "LevelP45",{ 0.05,0 },1 },
{ "LevelP45",{ 0.2,0 },1 },
{ "LevelP45",{ 0.2,0.03 },1 }
};
};
class VALP_1_45
{
type = "text";
source = "static";
text = "45";
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelP45", { -0.23,0.035 },1};
right[] = {"LevelP45", { -0.13,0.035 },1};
down[] = {"LevelP45", { -0.23,0.085 },1};
};
class VALP_2_45: VALP_1_45
{
align = "right";
pos[] = {"LevelP45",{ 0.22,0.035 },1};
right[] = {"LevelP45",{ 0.32,0.035 },1};
down[] = {"LevelP45",{ 0.22,0.085 },1};
};
class LevelM50: Level0
{
type = "line";
points[] =
{
{ "LevelM50",{ -0.2,-0.03 },1 },
{ "LevelM50",{ -0.2,0 },1 },
{ "LevelM50",{ -0.15,0 },1 },
{ },
{ "LevelM50",{ -0.1,0 },1 },
{ "LevelM50",{ -0.05,0 },1 },
{ },
{ "LevelM50",{ 0.05,0 },1 },
{ "LevelM50",{ 0.1,0 },1 },
{ },
{ "LevelM50",{ 0.15,0 },1 },
{ "LevelM50",{ 0.2,0 },1 },
{ "LevelM50",{ 0.2,-0.03 },1 }
};
};
class VALM_1_50
{
type = "text";
source = "static";
text = -50;
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelM50",{ -0.23,-0.085 },1};
right[] = {"LevelM50",{ -0.13,-0.085 },1};
down[] = {"LevelM50",{ -0.23,-0.035 },1};
};
class VALM_2_50: VALM_1_50
{
align = "right";
pos[] = {"LevelM50",{ 0.22,-0.085 },1};
right[] = {"LevelM50",{ 0.32,-0.085 },1};
down[] = {"LevelM50",{ 0.22,-0.035 },1};
};
class LevelP50: Level0
{
type = "line";
points[] =
{
{ "LevelP50",{ -0.2,0.03 },1 },
{ "LevelP50",{ -0.2,0 },1 },
{ "LevelP50",{ -0.05,0 },1 },
{ },
{ "LevelP50",{ 0.05,0 },1 },
{ "LevelP50",{ 0.2,0 },1 },
{ "LevelP50",{ 0.2,0.03 },1 }
};
};
class VALP_1_50
{
type = "text";
source = "static";
text = "50";
align = "left";
scale = 1;
sourceScale = 1;
pos[] = {"LevelP50",{ -0.23,0.035 },1};
right[] = {"LevelP50",{ -0.13,0.035 },1};
down[] = {"LevelP50",{ -0.23,0.085 },1};
};
class VALP_2_50: VALP_1_50
{
align = "right";
pos[] = {"LevelP50",{ 0.22,0.035 },1};
right[] = {"LevelP50",{ 0.32,0.035 },1};
down[] = {"LevelP50",{ 0.22,0.085 },1};
};
};
};
class PlaneHeading
{
clipTL[] = {0.0,1.0};
clipBR[] = {1.0,0.0};
type = "line";
points[] =
{
{ "Velocity",{ 0,-0.0189189 },1 },
{ "Velocity",{ 0.014,-0.0132432 },1 },
{ "Velocity",{ 0.02,0 },1 },
{ "Velocity",{ 0.014,0.0132432 },1 },
{ "Velocity",{ 0,0.0189189 },1 },
{ "Velocity",{ -0.014,0.0132432 },1 },
{ "Velocity",{ -0.02,0 },1 },
{ "Velocity",{ -0.014,-0.0132432 },1 },
{ "Velocity",{ 0,-0.0189189 },1 },
{ },
{ "Velocity",{ 0.04,0 },1 },
{ "Velocity",{ 0.02,0 },1 },
{ },
{ "Velocity",{ -0.04,0 },1 },
{ "Velocity",{ -0.02,0 },1 },
{ },
{ "Velocity",{ 0,-0.0378378 },1 },
{ "Velocity",{ 0,-0.0189189 },1 },
{ }
};
};
class Static
{
clipTL[] = {0.0,0.1};
clipBR[] = {1.0,0.0};
type = "line";
points[] =
{
{{ 0.21,0.52 },1 },
{{ 0.19,0.5 },1 },
{{ 0.21,0.48 },1 },
{},
{{ 0.18,0.2 },1 },
{{ 0.18,0.85 },1 },
{},
{{ 0.79,0.52 },1 },
{{ 0.81,0.5 },1 },
{{ 0.79,0.48 },1 },
{},
{{ 0.82,0.2 },1 },
{{ 0.82,0.85 },1 },
{},
{{ 0.52,"0.08+0.01" },1 },
{{ 0.5,"0.06+0.01" },1 },
{{ 0.48,"0.08+0.01" },1 },
{ },
{{ 0.2,"0.055+0.01" },1 },
{{ 0.8,"0.055+0.01" },1 },
{}
};
};
class AltScale
{
type = "scale";
scale = 1;
source = "altitudeASL";
sourceScale = 1;
align = "right";
pos[] = {0.86,0.82};
right[] = {0.94,0.82};
down[] = {0.86,0.87};
lineXleft = 0.825;
lineYright = 0.835;
lineXleftMajor = 0.825;
lineYrightMajor = 0.845;
bottom = 0.2;
top = 0.85;
center = 0.5;
step = 20;
StepSize = "(0.85- 0.2)/20";
horizontal = 0;
min = "none";
max = "none";
numberEach = 5;
majorLineEach = 5;
};
class SpeedScale
{
type = "scale";
scale = 1;
source = "speed";
sourceScale = 3.6;
align = "right";
pos[] = {0.06,"0.82-0.85+0.2"};
right[] = {0.14,"0.82-0.85+0.2"};
down[] = {0.06,"0.87-0.85+0.2"};
lineXleft = "0.18 + 0.82 - 0.825";
lineYright = "0.18 + 0.82 - 0.835";
lineXleftMajor = "0.18 + 0.82 - 0.825";
lineYrightMajor = "0.18 + 0.82 - 0.845";
bottom = 0.85;
center = 0.5;
top = 0.2;
step = 20;
StepSize = "(0.85- 0.2)/20";
horizontal = 0;
min = "none";
max = "none";
numberEach = 5;
majorLineEach = 5;
};
class Gear
{
condition = "ils";
class text
{
type = "text";
source = "static";
text = "GEAR";
align = "right";
scale = 0.5;
sourceScale = 1;
pos[] = {{ 0.84,0.88 },1};
right[] = {{ 0.9,0.88 },1};
down[] = {{ 0.84,0.92 },1};
};
};
class Flaps
{
condition = "flaps";
class text
{
type = "text";
source = "static";
text = "FLAPS";
align = "right";
scale = 0.5;
sourceScale = 1;
pos[] = {{ 0.84,0.93 },1};
right[] = {{ 0.9,0.93 },1};
down[] = {{ 0.84,0.97 },1};
};
};
class weapons
{
type = "text";
source = "weapon";
align = "right";
scale = 0.5;
sourceScale = 1;
pos[] = {{ 0.1,0.88 },1};
right[] = {{ 0.16,0.88 },1};
down[] = {{ 0.1,0.92 },1};
};
class ammo
{
type = "text";
source = "ammo";
align = "right";
scale = 0.5;
sourceScale = 1;
pos[] = {{ 0.1,0.93 },1};
right[] = {{ 0.16,0.93 },1};
down[] = {{ 0.1,0.97 },1};
};
class VspeedNumber
{
type = "text";
align = "right";
scale = 1;
source = "vspeed";
sourceScale = 1;
pos[] = {{ 0.86,"0.52-0.4" },1};
right[] = {{ 0.94,"0.52-0.4" },1};
down[] = {{ 0.86,"0.57-0.4" },1};
};
class HeadingScale
{
type = "scale";
scale = 1;
source = "Heading";
sourceScale = 1;
align = "center";
pos[] = {"0.21-0.01",0.0};
right[] = {"0.29-0.01",0.0};
down[] = {"0.21-0.01",0.05};
lineXleft = 0.06;
lineYright = 0.05;
lineXleftMajor = 0.06;
lineYrightMajor = 0.04;
bottom = 0.8;
center = 0.5;
top = 0.2;
step = "18/9";
StepSize = "(0.80- 0.2)/20";
horizontal = 1;
min = "none";
max = "none";
numberEach = 5;
majorLineEach = 5;
};
class ILS
{
condition = "ils";
class Glideslope
{
clipTL[] = {0.0,0.0};
clipBR[] = {1.0,1.0};
class ILS
{
type = "line";
points[] =
{
{ "ILS_W",{ -0.24,0 },1 },
{ "ILS_W",{ 0.24,0 },1 },
{ },
{ "ILS_W",{ 0,0.0227027 },1 },
{ "ILS_W",{ 0,-0.0227027 },1 },
{ },
{ "ILS_W",{ 0.12,0.0227027 },1 },
{ "ILS_W",{ 0.12,-0.0227027 },1 },
{ },
{ "ILS_W",{ 0.24,0.0227027 },1 },
{ "ILS_W",{ 0.24,-0.0227027 },1 },
{ },
{ "ILS_W",{ -0.12,0.0227027 },1 },
{ "ILS_W",{ -0.12,-0.0227027 },1 },
{ },
{ "ILS_W",{ -0.24,0.0227027 },1 },
{ "ILS_W",{ -0.24,-0.0227027 },1 },
{ },
{ "ILS_H",{ 0,-0.227027 },1 },
{ "ILS_H",{ 0,0.227027 },1 },
{ },
{ "ILS_H",{ 0.024,0 },1 },
{ "ILS_H",{ -0.024,0 },1 },
{ },
{ "ILS_H",{ 0.024,0.113514 },1 },
{ "ILS_H",{ -0.024,0.113514 },1 },
{ },
{ "ILS_H",{ 0.024,0.227027 },1 },
{ "ILS_H",{ -0.024,0.227027 },1 },
{ },
{ "ILS_H",{ 0.024,-0.113514 },1 },
{ "ILS_H",{ -0.024,-0.113514 },1 },
{ },
{ "ILS_H",{ 0.024,-0.227027 },1 },
{ "ILS_H",{ -0.024,-0.227027 },1 }
};
};
};
};
};
};
class parallaxhud
{
enableParallax = 1;
class Pos10Vector
{
type = "vector";
pos0[] = {0.485,0.4};
pos10[] = {1.225,1.1};
};
topLeft = "HUD LH";
topRight = "HUD PH";
bottomLeft = "HUD LD";
borderLeft = 0;
borderRight = 0;
borderTop = 0;
borderBottom = 0;
color[] = {0,1,0,0.1};
class bones
{
class WeaponAim: Pos10Vector
{
source = "weapon";
};
class Target: Pos10Vector
{
source = "target";
};
class Velocity: Pos10Vector
{
type = "vector";
source = "velocity";
pos0[] = {0.5,0.4};
pos10[] = {1.24,1.1};
};
};
class draw
{
class RadarTargets
{
type = "radar";
pos0[] = {0.485,0.4};
pos10[] = {1.225,1.1};
points[] =
{
{{ -0.05,-0.0472973 },1 },
{{ 0.05,-0.0472973 },1 },
{{ 0.05,0.0472973 },1 },
{{ -0.05,0.0472973 },1 },
{{ -0.05,-0.0472973 },1 }
};
};
class MGun
{
condition = "mgun";
class Circle
{
type = "line";
points[] =
{
{ "WeaponAim",{ 0.01,0 },1 },
{ "WeaponAim",{ -0.01,0 },1 },
{ },
{ "WeaponAim",{ 0,0.00945946 },1 },
{ "WeaponAim",{ 0,-0.00945946 },1 },
{ },
{ "WeaponAim",{ 0,-0.0662162 },1 },
{ "WeaponAim",{ 0.049,-0.0463514 },1 },
{ "WeaponAim",{ 0.07,0 },1 },
{ "WeaponAim",{ 0.049,0.0463514 },1 },
{ "WeaponAim",{ 0,0.0662162 },1 },
{ "WeaponAim",{ -0.049,0.0463514 },1 },
{ "WeaponAim",{ -0.07,0 },1 },
{ "WeaponAim",{ -0.049,-0.0463514 },1 },
{ "WeaponAim",{ 0,-0.0662162 },1 },
{ },
{ "WeaponAim",{ 0,-0.132432 },1 },
{ "WeaponAim",{ 0.07,-0.115216 },1 },
{ "WeaponAim",{ 0.1218,-0.0662162 },1 },
{ "WeaponAim",{ 0.14,0 },1 },
{ "WeaponAim",{ 0.1218,0.0662162 },1 },
{ "WeaponAim",{ 0.07,0.115216 },1 },
{ "WeaponAim",{ 0,0.132432 },1 },
{ "WeaponAim",{ -0.07,0.115216 },1 },
{ "WeaponAim",{ -0.1218,0.0662162 },1 },
{ "WeaponAim",{ -0.14,0 },1 },
{ "WeaponAim",{ -0.1218,-0.0662162 },1 },
{ "WeaponAim",{ -0.07,-0.115216 },1 },
{ "WeaponAim",{ 0,-0.132432 },1 },
{ },
{ "WeaponAim",{ 0,-0.132432 },1 },
{ "WeaponAim",{ 0,-0.151351 },1 },
{ },
{ "WeaponAim",{ -0.07,-0.11469 },1 },
{ "WeaponAim",{ -0.08,-0.131074 },1 },
{ },
{ "WeaponAim",{ -0.121244,-0.0662162 },1 },
{ "WeaponAim",{ -0.138564,-0.0756757 },1 },
{ },
{ "WeaponAim",{ -0.14,5.78881e-009 },1 },
{ "WeaponAim",{ -0.16,6.61578e-009 },1 },
{ },
{ "WeaponAim",{ -0.121244,0.0662162 },1 },
{ "WeaponAim",{ -0.138564,0.0756757 },1 },
{ },
{ "WeaponAim",{ -0.07,0.11469 },1 },
{ "WeaponAim",{ -0.08,0.131074 },1 },
{ },
{ "WeaponAim",{ 1.22392e-008,0.132432 },1 },
{ "WeaponAim",{ 1.39876e-008,0.151351 },1 },
{ },
{ "WeaponAim",{ 0.07,0.11469 },1 },
{ "WeaponAim",{ 0.08,0.131074 },1 },
{ },
{ "WeaponAim",{ 0.121244,0.0662162 },1 },
{ "WeaponAim",{ 0.138564,0.0756757 },1 },
{ },
{ "WeaponAim",{ 0.14,-1.57924e-009 },1 },
{ "WeaponAim",{ 0.16,-1.80485e-009 },1 },
{ },
{ "WeaponAim",{ 0.121244,-0.0662162 },1 },
{ "WeaponAim",{ 0.138564,-0.0756757 },1 },
{ },
{ "WeaponAim",{ 0.07,-0.11469 },1 },
{ "WeaponAim",{ 0.08,-0.131074 },1 },
{ }
};
};
};
class Bomb
{
condition = "bomb";
class Circle
{
type = "line";
points[] =
{
{ "WeaponAim",{ 0,-0.0945946 },1 },
{ "WeaponAim",{ 0.05,-0.0822973 },1 },
{ "WeaponAim",{ 0.087,-0.0472973 },1 },
{ "WeaponAim",{ 0.1,0 },1 },
{ "WeaponAim",{ 0.087,0.0472973 },1 },
{ "WeaponAim",{ 0.05,0.0822973 },1 },
{ "WeaponAim",{ 0,0.0945946 },1 },
{ "WeaponAim",{ -0.05,0.0822973 },1 },
{ "WeaponAim",{ -0.087,0.0472973 },1 },
{ "WeaponAim",{ -0.1,0 },1 },
{ "WeaponAim",{ -0.087,-0.0472973 },1 },
{ "WeaponAim",{ -0.05,-0.0822973 },1 },
{ "WeaponAim",{ 0,-0.0945946 },1 },
{ },
{ "Velocity",0.001,"WeaponAim",{ 0.0,0.0 },1 },
{ "Velocity",{ 0.0,0.0 },1 },
{ },
{ "Target",{ 0,-0.0662162 },1 },
{ "Target",{ 0.07,0 },1 },
{ "Target",{ 0,0.0662162 },1 },
{ "Target",{ -0.07,0 },1 },
{ "Target",{ 0,-0.0662162 },1 }
};
};
};
class AAMissile
{
condition = "AAmissile";
class Circle
{
type = "line";
points[] =
{
{ "WeaponAim",{ 0,-0.236486 },1 },
{ "WeaponAim",{ 0.125,-0.205743 },1 },
{ "WeaponAim",{ 0.2175,-0.118243 },1 },
{ "WeaponAim",{ 0.25,0 },1 },
{ "WeaponAim",{ 0.2175,0.118243 },1 },
{ "WeaponAim",{ 0.125,0.205743 },1 },
{ "WeaponAim",{ 0,0.236486 },1 },
{ "WeaponAim",{ -0.125,0.205743 },1 },
{ "WeaponAim",{ -0.2175,0.118243 },1 },
{ "WeaponAim",{ -0.25,0 },1 },
{ "WeaponAim",{ -0.2175,-0.118243 },1 },
{ "WeaponAim",{ -0.125,-0.205743 },1 },
{ "WeaponAim",{ 0,-0.236486 },1 },
{ },
{ "Target",{ 0,-0.0662162 },1 },
{ "Target",{ 0.07,0 },1 },
{ "Target",{ 0,0.0662162 },1 },
{ "Target",{ -0.07,0 },1 },
{ "Target",{ 0,-0.0662162 },1 }
};
};
};
class ATMissile
{
condition = "ATmissile";
class Circle
{
type = "line";
points[] =
{
{ "WeaponAim",{ 0,-0.17027 },1 },
{ "WeaponAim",{ 0.09,-0.148135 },1 },
{ "WeaponAim",{ 0.1566,-0.0851351 },1 },
{ "WeaponAim",{ 0.18,0 },1 },
{ "WeaponAim",{ 0.1566,0.0851351 },1 },
{ "WeaponAim",{ 0.09,0.148135 },1 },
{ "WeaponAim",{ 0,0.17027 },1 },
{ "WeaponAim",{ -0.09,0.148135 },1 },
{ "WeaponAim",{ -0.1566,0.0851351 },1 },
{ "WeaponAim",{ -0.18,0 },1 },
{ "WeaponAim",{ -0.1566,-0.0851351 },1 },
{ "WeaponAim",{ -0.09,-0.148135 },1 },
{ "WeaponAim",{ 0,-0.17027 },1 },
{ },
{ "Target",{ 0,-0.0662162 },1 },
{ "Target",{ 0.07,0 },1 },
{ "Target",{ 0,0.0662162 },1 },
{ "Target",{ -0.07,0 },1 },
{ "Target",{ 0,-0.0662162 },1 }
};
};
};
class Rockets
{
condition = "Rocket";
class Circle
{
type = "line";
points[] =
{
{ "WeaponAim",{ 0.01,0 },1 },
{ "WeaponAim",{ -0.01,0 },1 },
{ },
{ "WeaponAim",{ 0,0.00945946 },1 },
{ "WeaponAim",{ 0,-0.00945946 },1 },
{ },
{ "WeaponAim",{ 0,-0.113514 },1 },
{ "WeaponAim",{ 0.06,-0.0987568 },1 },
{ "WeaponAim",{ 0.1044,-0.0567568 },1 },
{ "WeaponAim",{ 0.12,0 },1 },
{ "WeaponAim",{ 0.1044,0.0567568 },1 },
{ "WeaponAim",{ 0.06,0.0987568 },1 },
{ "WeaponAim",{ 0,0.113514 },1 },
{ "WeaponAim",{ -0.06,0.0987568 },1 },
{ "WeaponAim",{ -0.1044,0.0567568 },1 },
{ "WeaponAim",{ -0.12,0 },1 },
{ "WeaponAim",{ -0.1044,-0.0567568 },1 },
{ "WeaponAim",{ -0.06,-0.0987568 },1 },
{ "WeaponAim",{ 0,-0.113514 },1 },
{ }
};
};
};
};
};
};

Pastebin link – RKSL Parallax Adjusted HUD example

Copy and paste that into your own aircraft’s config and you should now have a properly parallax enabled plane.

Ok so its not really a WIP update but maybe it will be helpful. :?

 

 

Rock

Rock though you lot might like to see these.

Since doing the squadron markings on the international plugins for Rock a few months ago; I've been mucking around with the texture templates on-and-off, to make a few more 'exotic' skins for the Typhoon:

anglofightertyphoon.thumb.jpg.ce89d5a220

They wont be included with the next RKSL release as official plugins like those that Rock listed, but they show the kind of things you'll be able to do yourselves with the skinning template that comes with it; just by using the setobjecttexture command in the editor, or by making your own skins plugin. Those above are but a small sample of a dozen or so skins that I was able put together in next to no time.

Note that a few of the weapons I loaded with 'addweapon/addmagazine' are from Myke's pack, not the RKSL one.

Rock

DISCLAIMER: There is a certain amount of unavoidable 'recycling' going on this week. I've been asked a lot about the progress of our UAV system and the UAVs themselves. This post is intended to pull all the relevant UAV related bits into one coherent article and give you a view of what's happening and where we're going with all of this. And give me the opportunity to avoid doing anything actually like work. ISTAR - The eye in the sky.

Quite literally a peeping Tom.

UAVs have the ability to fly around and peek (or send a missile or bomb) into a window from several kilometers away has some fantastic intelligence opportunities. Not to mention some truly world class perving opportunities if you are that way inclined.

RKSL_Reaper_001.jpg.8ba03b51cc90c3b55a7e

Slight aside for a short story.

An old friend of mine was a Police helicopter observer, one night we were sat at my place having a beer watching TV when Blue Thunder came on. Now if you know the film you'll know there is a scene where the 'heroes' use the helicopter's cameras to watch a lithe young lady doing yoga unencumbered by clothes

So i asked 'I bet you do that on a regular basis dont you? Perving git.''Of course. (Big Grin) there is a place in (Deleted - My friend is still and observer in this area wouldn't want to drop him in the shit) where a girl sun bathes naked on her terrace most days in the summer. And lets not forget the dogging spots, we find them on thermal and then turn on the Nightsun (F'ing powerful spotlight) and watch them scatter. It is a public service after all".

Ok so its not particularly relevant to UAVs, but it does highlight just how easy it is to be observed without being aware of it in today's world. Besides, it just seemed like an amusing story. And if you don't know what "dogging" is, Google it. But it probably won't be safe for work so you might want to wait until you get home.

Anyway, Modern military doctrine is now totally dependent on these Unmanned Aerial Vehicles as ISTAR components. And there are just so many different classes and types out there to choose from. And just about anyone and everyone makes them, Just going off the Wikipedia List of unmanned aerial vehicles nearly every industrial nation makes something that can be classed as a UAV.

The next bit is ripped straight from Wikipedia... hey I'm lazy and they already did a pretty good job describing it all.

"UAVs typically fall into one of six functional categories (although multi-role airframe platforms are becoming more prevalent):

  • Target and decoy – providing ground and aerial gunnery a target that simulates an enemy aircraft or missile
  • Reconnaissance – providing battlefield intelligence
  • Combat – providing attack capability for high-risk missions (see Unmanned combat air vehicle)
  • Logistics – UAVs specifically designed for cargo and logistics operation
  • Research and development – used to further develop UAV technologies to be integrated into field deployed UAV aircraft
  • Civil and Commercial UAVs – UAVs specifically designed for civil and commercial applications

They can also be categorised in terms of range/altitude and the following has been advanced as relevant at such industry events as ParcAberporth Unmanned Systems forum:

  • Handheld 2,000 ft (600 m) altitude, about 2 km range
  • Close 5,000 ft (1,500 m) altitude, up to 10 km range
  • NATO type 10,000 ft (3,000 m) altitude, up to 50 km range
  • Tactical 18,000 ft (5,500 m) altitude, about 160 km range
  • MALE (medium altitude, long endurance) up to 30,000 ft (9,000 m) and range over 200 km
  • HALE (high altitude, long endurance) over 30,000 ft (9,100 m) and indefinite range
  • HYPERSONIC high-speed, supersonic (Mach 1–5) or hypersonic (Mach 5+) 50,000 ft (15,200 m) or suborbital altitude, range over 200 km
  • ORBITAL low earth orbit (Mach 25+)
  • CIS Lunar Earth-Moon transfer
  • CACGS Computer Assisted Carrier Guidance System for UAVs"

So given the terrain size of ArmA games and a healthy dose of common sense we can ditch a few of those classes:

  • Hypersonic, yeah right I'm really going to model one of those. By the time the player gets to see anything you'd be out of range!
  • Orbital? Erm, arent they called satellites?
  • CIS Lunar Earth-Moon transfer?

No Spaceships!

OK so lets just confirm here. RKSL will not be making spaceships just yet. I think we'll focus on some more practical systems. A few years ago I started making UAV models for ArmA1. They didn't get too far because the UAV module that was available was a bit limited. Lets be honest it was crap in practical terms. The game engine let it down, the lack of working turrets on planes really messed with the functionality. So I do what i always do when i hit a snag. I skype UNN. Can we make a UAV system? The reply was "leave it with me". As usual he did his magic scripting thing and one day passes me a test mission with the caveat "be kind it's only a proof of concept". Several weeks later he recorded this:

<iframe width="700" height="394" src="https://www.youtube.com/embed/_5vfU766eK4" frameborder="0" allowfullscreen></iframe>

Now, before the haters jump up and start screaming. Yes it was first published 4 years ago but there are several significant reasons it wasn't released back then. But let me remind you this is our hobby not our job. "Real world" issues were the largest factor for both me and UNN in our pause. Modding took a back seat for a while for both of us while we sorted out work and personal issues.

<hr>

Around about the same I had an accident that rendered me incapable of independent movement for a while and the entire project was shoved to the back burner and neglected by both of us.

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Picture if you will, a tight Victorian box staircase. Eight flights, each with a 90 degree turn, guarded by an (occasionally) polished oak handrail and cast iron rails perched on the edge of an original 100 year old cast iron stair case. Carpeted in the cheapest of hard wearing carpets that are guaranteed to generate enough static electric charge to make the most devout priest scream "Jesus fucking wept!" when you touch him. Each step lovingly held in place with a 'nice' steel carpet edge. Now place an empty wet Tesco carrier bag carefully on the penultimate step. Not over hanging but close enough to the edge to be able to slide away easily.

Imagine if you will a 280lb shaved Silverback (hey im getting old) Gorilla carrying a large mostly empty cardboard box. Roughly a 1m cube stuffed with the remnants of packing paper and other recyclable dross (We were a very environmentally conscious household). The aforementioned Gorilla then proceeded to carry said box above the also previously mentioned guardrail out onto the landing and down the stairs. My view obscured by the box I stepped confidently onto the first downward step. Transferring my weight fully onto the foot planted, not so firmly, as it happens on the wet Tesco bag. The bag, foot and all attached parties then shot off the step. Praying for an end to gravity I found myself mid air with the promise of some serious pain. I was not disappointed. Landing firmly, with the base of my spine and all my weight on the freaking EVIL SHARP EDGE OF THE... sigh... happy place. Haaaaappy place. ...Landing on the metal carpet edge I then reacted to the pain and shot up, losing any footing I momentarily had, I proceeded to go head first down the metal edged stairs. Rolling several times before hitting the wall, only to turn 90 degrees and roll down the next flight of stairs finally smashing into a neighbour's very solid - that hurt let me tell you - front door. Lying crippled on the floor for a few minutes, the door I hit opened with my neighbour peering from behind it. "Are you okay?"

"Me? Oh I'm fine I just love the pain."

"Okay" the door closed again.

Five or more minutes later, I've curled up in pain at this point and i really didn't much care if i died. It felt like I'd been run over by a herd of jack boot wearing elephants. I swear i saw the last few of them storm by in my pained state. Another, slightly more sensible neighbour appeared and helped me up stairs back to my flat.

To cut what is increasingly long story short, 4 weeks of hospital, I had chipped two vertebrae and severely damaged several nerves in my back making it impossible to walk for nearly 2 months. It took me a further 2 years to be able to walk without too much pain.

UNN on the other hand had just got a new job, successfully avoided wet Tesco bags and had taken up chain smoking.

<hr>

But prior to my rather embarrassing accident - plastic bags and metal edged stair cases are not fun and back braces chaff a lot - I was merrily making as many UAV models as i could. I managed:

  • Hermes 450 aka Watchkeeper 450 in British Army Terms
  • Lockheed Desert Hawk I
  • ADS-90 Ranger
  • MQ-1 Predator - It was a REALLY terrible model.
  • Prototype Predator 2
  • MQ-9 Reaper - it is different from the Pred2

As with the scripted system these got left behind while other easier things took precedence. ArmA2 arrived, pottered around and we set about learning the new engine. UAV's forgotten for the moment.

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Several projects later I rediscovered my previous UAV models and work begins again. Modernising, upgrading and just plain replacing most of the textures and some of the models. This time work centred around the MQ-9 Reaper. Again I nagged poor UNN and he completely rewrote the original system and hugely improving upon the functionality. I'll use UNN's own words here:

"To add to Rocks post, the black on white and white on black text is there to facilitate the TI modes. From what I've seen (you tube being our only real reference) black or white text is the standard.
Again as Rock mentioned, you can register your own resource (HUD) to use along with two sets of scripts for updating and animating the HUD. The actual turret module is a standalone p3d and can in theory be added to anything. Although the fire mechanism may require some extra work.

But as it stands atm, in SP you can switch between the gunner and pilot and still retain the target. While occupying the turret as a gunner with an AI pilot, the UAV will either follow custom or pre-defined waypoints if set.

In MP you can switch roles by exiting the UAV terminal. Terminals are whatever object you add the user actions to.

There will be an auto pilot feature for mission planning.

AGMs and LGB's are the only weapons currently supported. There will be no dive bombing with AI pilots or gunners.

As far as the HUD info goes, the only static text is "Rate", frequency "1511" and temperature "21 /15c". Frequency will be enabled later on as part of the public server additions. Temperature isn't really relevant atm, and wouldn't add anything significant and probably just over complicating things. Everything else works and serves a purpose to a greater or lesser degree. Who wants target range in Nautical Miles (NM)?

As mentioned, some of it is based on our interpretation of You Tube videos. TWD being a good example. Lacking any better info, this represents the scale or distance covered by the display at the current zoom level. So in the first pic, the width of the displayed terrain is exactly 316m, from left to right.

This project has been on a reluctant hold, for two years due to other commitments. Originally we didn't want to post screen shots until it was close to release. But after a two year delay, knowing people are still interested in this, does help spur us on. So please forgive us if we don't release anything just yet."

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I have grand visions of proper MP UAVs. Not just a scripted system you could log in and out of but a realistic UAV suite with a proper ground station manned by a Pilot and a "Gunner". But the system does allow a single user to swap between stations. Meaning that it may be possible to translate the scripts to the likes of the Typhoon and Tornado to simulate the various targeting pods engine limits permitting.

Last Christmas I had planned to release a few of the UAVs utilising the stock BIS UAV module. But again real life personal and domestic issues rose up and I was again thwarted. So here we are months later and I'm looking again at UAVs. Inspired in no small part by Feint's very impressive RQ-11 Raven

RKSL_UAV_Family_render_002.jpg.2007288e8

Well ArmA3 has me thinking. You see BIS have promised a significant upgrade to the UAV system for ArmA3 With ArmA3's release getting closer what to do next? Wait to see before continuing or just continue development? We haven't really talked about within the team yet. No one has really had the time but we still plan on finishing and releasing some new models for ArmA2 either just for the BIS module or maybe something else.

Well we have:

  • MQ-9 Reapers <Pics>
  • Elbit Hermes 450 aka Watchkeeper 450
  • RQ-7 Shadow
  • Desert Hawk I and III - May have to have a chat with Feint on this one.

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and coming for ArmA3... eventually

The plan is to give each faction some form of UAV or maybe UCAV capability. But as always, remember projects rise and fall. Some may die off, while others rise to continue to preoccupy us. And of course this is just a hobby after all.

 

 


RKSL_Reaper_001.jpg

Rock

CBF Shipbuilding, in cooperation with RKSL Studios.

Well it all started many moons ago, back when 1982:Flashpoint for the Falklands was forming. I was asked to join that team to do island building. The person who was doing the ships quit and I offered to give it a go. Turned out I had a wee bit of skill, and my own interest in nautical items helped.

The first ship I built was HMS Invincible, and I am glad I no longer have that version (at least not without digging through old cd's), it was so simple, but from this one build I learnt many things..

  1. You can take off using a ramp in OFP
  2. The ships could not be more than 64m in length, so was broken up into shorter lengths and at that time, placed on map carefully.
  3. A column of ships with ramps can be fun in Humvee.

A Much later version of HMS Invincible, just textures to finalize

OFP3227.jpg.39da1af7c3a82bd47e45128f8220

OFP had a huge benefit for me, I did not have to learn how to model the underwater parts of ships, this is where they get really curvy.
It did however let me do something for the community that was not being done by anyone else in any quantity. I added quite a few ships to OFP:

  • 2 Carriers (HMS Hermes, HMS Invincible)
  • 1 Landing Assault Ship (HMS Fearless)
  • 1 Beach Landing Ship (RFA Sir Galahad)
  • 1 Landing Craft (LCU Mk 9S)
  • 1 Destroyer (Type 42/1)
  • 2 Frigates (Type 21, HMS Plymouth)
  • 4 Merchants (Elk, Baltic Ferry, Nordic Ferry, Atlantic Conveyor, SS Canberra)
  • 1 RFA Refueller (RAF Fort Austin)
  • 2 Patrol Ship (HMS Endurance, ARA Guerrico)
  • 2 Sumbarines (HMS Oynx, ARA Santa Fe)
  • Kayaks.

A few of the ships lined up for review (or rather picture taking)

OFP3210.jpg.8d5fc331c844b02e2f5542925229

I would also add a method that would be seen in later Bis games, multi-part ships..

Most of these ships got upgraded several times, with HMS Fearless being the worst. She started from scans of the plans from an Airfix kit. I later found out just how inaccurate they are!

Out of all these ships, HMS Plymouth is the only ship that I went further than required, and I did a full hull model, something that would be of use much later. (cut the underwater part off for OFP, but it was built in its pure form for later use)

HMS Plymouth, Early view, showing full hull

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So you all wondering, why mention all this old stuff, we got ArmA 3 around the corner and OFP is so old now.

Well ArmA 1 I started to experiment a bit with ideas and even ported over from a couple of other games some ships for theory work (they didn't get released for obvious reasons)
I learnt a few more things here.
1. Most other games have ships models that are too low quality for what I need, OR are far too detailed...
2. Adjusting models does not work, its too much work.
3. Its MUCH easier to use them as a rough guide and effectively build new.

This would be a good thing as it has meant that all I have has been built or totally rebuilt by me, and has meant I learnt more 3d modelling.

An ArmA 1 experiment with attachto

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So what I am actually working on, what is likely to see light for ArmA 3.


RFA Sir Lancelot (LSL)

As can be read above, she has been in and out of a few roles, which means she becomes rather suitable as a floating base, or a ferry, or a patrol ship... Also I liked building the original so I wanted it..

Now the model is an upgraded version of the OFP one, with the underwater portion 'made up' and attached. Textures, well these have to be totally re-done as the model got adjusted to correct some discrepancies.

I also worked on something new for ArmA 2, cranes... after all this ship has 3 big ones

Forward Port Crane loading a Humvee

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Yes it works, but... its humans only.. (although with mission scripting you might be able to make it work without humans)

Now some of the testing was fun...

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Yes cranes are useful on a battlefield... moving obstructions.. (the Launcher was chosen as a vehicle of suitable size and style) The cranes are 'attached' to the ships so in theory can be attached to anything.

View from deck below the Bridge

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Cleave Express

A civilian Ro-Ro (Roll-on Roll-off) Ferry. This is based on a ship called Emerald Express made by G & G Shipping, Florida (http://www.gandgshipping.com/) This vessel suits the transport of vehicles to and from shore, whether is a proper dock, or a beach...

Early image showing sort of load space available

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Later image showing detailing starting to appear, note she is still in 'basic' colours

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With the minor adjustment of leaving the back open, she works as a floating bridge between other craft too.

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Enough clearance to carry larger loads.

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LCT Mk 5

A WW2 era landing craft, some may even still be in use today, real load 150tons.

Plenty of space

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Even for big loads

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HMS Plymouth

Another old ship, real ship is laid up somewhere, I think...She has had little adjustment since the OFP model 'cut' in better places to make it easier to work with.

HMS Plymouth alongside the dock at Siposis

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Atlantic Conveyor

Two early images of the rebuild:

Clear deck, ideal for helicopters, with a bit of cover..

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What is so special ? These are only useful static...

Well, turns out with UNN's fantastic help I have a system built where you can drive on, tie the vehicle down, then drive the ship away, untie the vehicle and then drive off at a new location. This also works with helicopters on the flight decks, and allows landing while the ship is in motion (but its not easy trying to match speed)

So what else is in the pipeline ?
Personally I would like to try and get many of my OFP ships converted over. I have an island that I have dreamt of doing right from the start of OFP and its useable now but lacks lots.. I'd also like to build dockside equipment and sections to allow for greater utilization of the vessels. (There are 27 'intentions' in my work folder... I expect about quarter to make it...) Currently in the "RKSL Paintshop":

  • A small patrol boat is currently with the painters.
  • A small personnel landing craft is with them too.

A road crane for doing what my testing allowed, but a proper visual crane..

So how does this fit in with RKSL ?

Well Rock and I go back to the OFP days, and we sort of help each other out. Many of my vessels will see action in the IAP setup and this helps me to realize something I have wanted for a while. My own personal island will fit in with IAP as its based in a similar region and may even see release too.

CBFASI

 

 

 

 

Rock

As the self confessed shaven gorrilla takes a well earned break from writing these weekly annoucements, I've been asked to step up and share a few of my mumbles and babbles, as well as my poor sense of humour and what is turning out to be a rather long day. So yes, I'm Messiah (not the real one as the topic reminds us) and whilst my naughty days are long past me and I begin to approach the wrong side of thirty, I've returned (some what) to the ArmA scene after a rather extended hiatus.

Now most probably don't remember me, but to give you an idea of my background, I'll quickly gloss over who, what, where and why. So, it was a cold and wintery day in Copenhagen the 14th of December, 198.... ok, perhaps not that far back. My real name is Daniel (not Brian), half British, half Danish, and besides tinkering around in O2 I spend my days moonlighting as an Architect. My relationship with the BIS series of games goes back to 2001 and OFP, and after a stint of mission making and lurking around OFPEC, I started dabbling with O2 and addon making. I guess my 'break' (should you wish to call it that) came with joining Project: UK Forces back when addon teams were trendy, and men were men. I dabbled around, eventually inheriting the Land Rovers from deliltmon and since then I never really looked back.

After OFP we moved to ArmA and ArmA 2, and culminated with creating content for VBS2. I spent most of my Armed Assault time with my head firmly buried within a mound of Land Rovers, and eventually releasing them after a development time that looked like it might rival Duke Nukem. Besides the lannies, the Jackals and various bits and bobs within the weapons packs and other releases kept me busy at UKF. Eventually the fun and draw of modding ran dry, and I wandered off in 2009.

But like all things, time spent apart allows one to appreciate it again, and after completing a masters degree this spring, I wanted to pick modding up again as a hobby, far away from all things commercial, and essentially a little time sink to potter around with. Rock was kind enough to let me join RKSL rather than be homeless in what was quickly becoming a rather brave new world, what with the majority of my knowledge on modding, the addon community and the British Army being rather ancient. Needless to say, picking up my inner geek and diving back into all things British was enjoyable, and I've been savouring the many new vehicles that have and are about to be procured.

Somewhat in line with BIS' path of setting ArmA 3 in the 'near future', I wanted my first project to be a recent procurement, and something that was as futureproof as DE&S allows these days. As anyone who has had any experience creating British content, things never stay the same for very long. New UORs, trends and in field modifications keep releases pushed back week after week as the more determined amongst us (or self destructive is probablly closer to the truth) try and stay at the forefront of what is 'current' in the field with any given vehicle, weapon or aircraft. Numerically, it meant the Land Rovers, with a base model that was completed and in game within a month, took three years and two games to release, and were out of date again soon after. With a recent procurement I feel slightly more at ease that I am able to stay on top of any changes once in field, and the Foxhound provided an ideal vehicle with which to get started. Predictably, that would come back to bite me as I begun to dust off O2, learn how most of it worked again (mostly through pesting DM through email and facebook) and started collecting reference material (that and I always relish the prospect of 'no safesearch suprise porn' results on google, always a hoot... and sometimes a worrying affair)

Through my work as an Architect, I need to be mobile, and the same goes for my choice of computing hardware. In earlier years I played epeen with the greatest, building expensive rigs because... well I could... and generally spending my rather female free teenage years glued to a hulking great piece of desktop hardware. These days, alas (well, perhaps not the female part), I'm laptop bound, a DELL no less, and with that comes a few interesting... challenges. I was at least savy enough (and considering many of my architectural psd's and dwg's fill many gigs these days) to fit what was at the time the high end i7, 9 gigs of ram and what DELL assured me was the best laptop GPU they had (not that comforting really), but what only occured to me after burning what can only be described as a crop circle into my thigh (through a pair of jeans to boot) is that laptops are... well, not very good at doing anything if much intensive.

The problem lies in the case, and without whitering on about temperatures, air flow and exhausts, my little box of doom is attempting to keep cool with a deminuative hamster wheel and about 5mm of space between components. Helpfully, O2 keeps me amused, less I resort to throwing the laptop into the lake, with all its laptop related quirks, like using F keys which I can only access when holding down Fn, a numpad that doesn't exist, and an ever so slightly, and pernamently, fish eyed bulldozer viewer that makes reviewing my work a bizarre guessing affair. Rock mentioned something about importing user profiles from ArmA, but after 15 minutes of trying to work out the where, what and why of how to do it, and the horrors of installing the BI tools fresh in my mind, I promptly ignored it and learned to... err... give up on trying to fix any of it.

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Besides my slightly naive notion of being a somewhat futureproof vehicle, the Foxhound was the obvious choice due to it being one of the first of a series of ground up procured vehicles, rather than an UOR as with many of the recent fleet (and therein lies the possibility fo them becoming surplus to requirements once we leave Afghanistan), and its pod system that allows it to be a troop carrier, a cargo carrier and my personal wet moment maker, the WMIK. This diversity meant it would also be able to be a truely useful addition to ArmA in one guise or the other, which is something I personally try and look for when choosing an addon to make (as well as it's trouser tent making potential, of course)

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Being anally retentive as I am, getting back into O2 and making British Addons has been a bit of a mixed affair. I'll spend hours rotating and aligning the model to make sure every face is perfectly planar, because it bothers me when vertexes are out of place. Currently its around 8000 faces, with about every nut and bolt modeled, no interior and no suspension. I've remodeled the front and rear a dozen times thus far, and I'm still not content with the dimensions at the front, and to top it off, our resident greasemonkey expert informs me that the crew pod has been altered just prior to final production. So much for the joys of the choosing new procurements then (In hindsight thats precisely what new procurements are, likely to be chopped and changed right up to being sent out into the field). However, with this being intended for ArmA 3, its of little concern. A few extra hours remodeling the hull shape won't really dent the many hours I want to sink into this so its... just so trouser-tent-raisingly right

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I guess that sums it up for my 'return' (no, not the extended references to bodily functions), and something for anyone new to or thinking of making addons to think about. Like all of us, I want to enjoy the game and addons are just an extension of this. The moment that you lose sight of the fun and pride in making your own addon, regardless of what others may think of the results, you lose sight of why you're spending so many hours on it in the first place. Enjoy it, be creative, be a little bit crazy, and for the love of god think twice before choosing anything procured for the British Army.

So a good night and week from me. In writing this I've missed the first half of the footie (not that I care much for it anyway), forgotten to drink my cup of tea and have a heap of drawings to do before work tomorrow. Next time I hope to natter on about unwrapping stuff in O2 and how... err... 'enjoyable' that can be. Oh to be retro.

Messiah.

Rock

This isn't exactly what I was planning for today but it's probably more interesting than baking tank tracks. At least I think so.

Wednesday 18 Wk16 : Days gone by.

A bit of Nostalgia today. I've been working on some things these last few days that had me searching my hard drive for reference material. What I found left me with a huge headache, extremely frustrated and a profound wave of nostalgia for the OFP era.

I'm pretty sure every modeller/addon maker out there has a folder full of incomplete and failed projects. Things that died off for various reasons, lack of time, interest, slightly more ambition than ability. Well I found a few of my old ones. And when a say a 'few' there are quite a few! I'm probably opening myself up for some abuse on this one but it's interesting to see how far we as a community has come. And it does illustrate the huge leap in quality from the OFP era to what is now expected by the majority of the larger community.

Anyway some of my favourites WIPs that went away to that far off land of Nevertobefinished:

Nimrod MR2 circa 2004

I loved making this model. It was one of the first planes that I really wanted to get in game but it was hard. The original model was one I made for Flight Sim 2002. The textures were pretty crappy in FS and they didn't really improve for OFP. It did finally make it into OFP and was released to my friends and a couple of game groups as a beta. But it had so many major problems.

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The AI couldn't fly it. No matter how I tried they just crashed for no reason or flew off into the sunset never to return, no matter what commands you gave them. It couldn't Auto land and the AI didn't even try. In multi-player it had the most peculiar bugs, things that were never seen in single player; disappearing textures, odd bits of floating geometry in the pilot LoD. Lots of stuff I never found the cause of too.

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It was also my first adventure with proxies and CoC's Torpedoes. Oh boy I spent many happy hours 'testing' chasing down and sinking Pauk Class boats. Eventually other projects took priority and it slipped quietly into the night.

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I did try and resurrect it for ArmA:1 but again it got lost in the Great Server Suicide. My File server jumped from the shelving in my office and trashed the raid array. It was made up of the infamous Hitachi "Deathstar" drives. They were originally called "Deskstars" but they died so often they were renamed by the Geek community at large. Mine went the same way as the original Deathstar over Yavin. Many addons died that day...

Sadly with the demise of the Nimrod MR2/R1 and MR4 in real life I don't really have a driving need to resurrect it. Maybe one day though.

Boeing XF/A-32

This was another learning curve. And when I say curve I do mean it literally. It looks like a simple shape doesn't it. Well it's really not easy to do in 6-7000 faces. That was the poly count most of us worked to at that time. Very few people baked anything and ambient occlusion was something weird people did in dark corners.

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For those that don't know what the X-32 was then shame on you. But it could have been the Joint Strike Fighter if, well if it had been any good. And it had been the actual design that Boeing were proposing to use for the production model. The X-32 was a delta wing. The proposed production model was a completely different configuration, which of course did not inspire confidence in Boeing's test results. From the rest of the world looking in the moment Boeing said, "Oops we've made a mistake the production model is not going to look like this", it was obvious the competition was over. Lockheed and the X-35 toddled off with the prize.

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So back to modelling it, I decided to have a crack at the 'loser' since it was a much more interesting design. I have a soft spot for unusual aircraft and let's face it its bloody ugly. And since I'm not much better myself I was drawn to it. I probably made the first model in AutoCad 2000. It was my chosen CAD program at the time. (And the only one I actually owned - I used CADDS5 and Catia at the time for work but I didn't have a UNIX box at home). At the time I habitually ported the meshes via DXF (I don't recommend this format to anyone who is serious about 3D work, need lots of cleaning up) and proceeded to try to whittle it down to 6000 verts and faces. I couldn't tell you the original number but it took some time. I did eventually get it in game but I hit a couple of stumbling blocks along the way.

  1. My textures were utterly shite. Try as I might my mapping and painting skills were terrible. I spent hours making some really nice textures but once they were applied to the model in PAA and PAC format they just bleed out.
  2. I couldn't script to save my life. I tried several different ways to get the internal weapons bays working but lost the will to live after numerous attempts. Some led to CTDs and OFP's error reporting was a bit naff so finding the cause was often akin to holding a séance. If you believed strongly enough you might find the answers you seek. But mock the spirits and you are doomed! Well ok maybe not doomed but you would spend a lot of time retracing your steps and more often than not completely rewriting your scripts.

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In the end well, it just fizzled out of my sight. One of those projects left in the darkest corner of the virtual closet to be found many years later. Much like the X-32 really. I did eventually solve the internal weapons bay issue a year or so later thanks to the legendary Footmuch but it was too late for the XF/A-32. It had long since been eclipsed by more interesting things.

BAC TSR-2

Possibly the greatest plane that should have been. The TSR2 was a turning point in the British Aerospace industry. Years ahead of its time, technologically and aerodynamically advanced and so very expensive. It was eventually killed off and almost completely wiped from history by the Politicians of the day.

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I'll go easy on the history because its long and involved. Not to mention it makes me angry that they threw such an aircraft away, not even using it for research and all for the sake of the F-111. Which they later ditched anyway since it proved to be even more expensive in than the TSR2... But I digress.

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The TSR2 would have filled the role that the Tornado now amply occupies. Interdiction and Strike. It was a beautiful plane, fast, elegant design unlike the competing British designs. It should have been made but it wasn't to be. So I thought it deserved to be brought into OFP.

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It was made on a very memorable train journey from Bristol to Edinburgh via London and back again. Memorable because I was travelling with a guy who managed to snore all the way from Didcot parkway to Paddington. Leave the train, into the underground, still snoring up to Euston and eventually to Newcastle-upon-Tyne. I swear he did not wake up once. He just followed along like a freakish zombie. The return journey was also memorable for less nasal reasons. We got stuck on a remote piece of track for three and a half hours due to 'high winds'. I got loads of work on the model done though.

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I never really finished the model because I found that it was a tad too quick for OFP size islands and it didn't prove to be very popular with the guys I was playing with at the time. I switched my focus onto helicopters for a while which brought about the Lynx and Pumas. Not so long ago I gave the source to someone to bring into ArmA1/2. I don't think it ever got anywhere. Which was a shame.

The Light Tower

At the time I released this in 2005 there were some issues with it. But it was the issues that made me love it so much.

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For instance, shoot the base unit enough and a civ guy would pop out and run off, always good for a laugh in the middle of a game. And if you refuelled it the AI would occasionally drive off into the distance. Again, occasionally hilarious when you get passed by one when driving around Everon.

There is a new version in the IAP objects pack, but I'm still not convinced I should fix the bugs. They were just so much fun.

Lockheed U-2

I'm not sure why I started this. It was just one that popped up one day. I don't remember why I thought OFP needed one but it did prove to be a fun target to try and destroy.

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I can remember several games where you had to destroy the plane only to find someone rolling down the runway in it only to sail off into the distance with all the Rambos chasing after it.

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I did actually release the BETA on the RKSL forums at the time but I can't remember why it never made it onto the news sites. We had a few "stealth" releases in 2005. But very few ever made it to "complete" status.

Ilyushin Il-76

Another forgotten monster, I really rather enjoyed this build. It was nearing the end of OFP's natural life with ArmA1 looming on the near horizon. I was attempting to solve my on going crappy texture problem by modelling decals on the planes. It meant that I could skirt around the mip mapping issues by using much higher resolution textures on the areas that mattered. It sort of worked but it wasn't until the advent of RVMATs and their ability to control Z-writing that it wasn't really practical.

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As with a lot of large aircraft projects things started to stall when I realised that the AI were completely incapable of flying the aircraft properly. That and without a cargo system they really weren't very practical in OFP. I mean seriously what do you do with a large transport plane when you can't transport anything? This is why we put so much effort into the ArmA1 scripted cargo system.

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In the end it got relegated to Set dressing status in campaign that never saw the light of day. Sad really but the IL-76 was another project that taught me a lot and inspired several other projects that went onto better things.

Right that's it for this week. I'm running out of time and I need to crack on with baking some new textures. We hope you enjoyed it this little blast from the past. There will be more historical stuff when the main site goes live. But until then, have fun.

Rock

Rock

This week rolled around fast. No sooner you finish writing one update and you need to write another. This week:

Typhoon updates: Part 1.

A Typhoon update was due to be released around the same time the official patch 1.60 came out. But the changes in 1.60 caused us unexpected problems. Well honestly the 1.1 Typhoon build was due ages ago (I’ve just checked its well over a year since we released the 1st build) but to my shame I have to use the tired and oh so common excuse: Life just got in the way. Things like work, moving house, more work, other models, beer the odd pizza, walking the dog. You know the usual stuff that gets in the way of your hobbies.

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Anyway, the much promised 2.0 update is pretty significant. The time hasn’t been wasted. At least I don’t think so. Here’s the list of the biggest changes:

  • More detail in the cockpit view.
  • New MFD Displays
  • Accurate HUD
  • Improved AI handling (New Flight model)
  • Improved animations (model.cfg)
  • Improved scripting
  • Pylon options
  • Support for national plug-ins
  • Rexeuk’s sounds now included (with full permission – thanks Rob)

The original Typhoon has/had some significant flaws. As I repeatedly get told, the AI couldn’t fly it that well and the sounds were “crap” and various other unhelpful critiques. I always thought BI’s sounds weren’t that bad myself. But alas I am tone deaf. Seriously, you don’t want to hear me sing in the shower, although unless you are female, slim attractive and possibly blind I’ve no idea what you would be doing in my bathroom listening to me sing anyway. Actually lets just leave that image alone, its getting a tad creepy. Right back to the quality of my singing, it’s rather like dropping a half a dozen bricks and a cat in a moving cement mixer. Lots of wailing, the odd screech all with random Doppler effects. My ex once said I couldn’t carry a tune in a bucket. Even I have to admit she’s right about that. But I digress.

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So as above, lots of changes the two most significant changes are the Flight model and HUD.

I really didn’t like the original displays. It felt a bit too “cartoony” for me so I rewrote them using the class mfd command in the config. It’s long winded, complicated, annoying and rife with limitations but it looks pretty good in the end. I went a tad OTT (Over The Top) with it, replacing pretty much every bit of text in sight and ive had some issues with the conditional sources/triggers but it does add a bit of something extra to the displays.

But the HUD is where all the work pays off. Some time ago BIS introduced a parallax effect to the pilot’s point of view by moving the aim point and camera around during manoeuvres. The problem is that it meant the aim point/crosshair moves. Making the HUD markings useless. BI’s solution to that was to move the entire HUD display with it. There is a whole thread devoted to the topic so I wont bore you by repeating it here but it had some undesirable effects. Mostly it was just annoying as F*@%. But it did mean we couldn’t use the MFD command as we had planned. BUT BIS were kind enough to give us the option to enable and disable it at will. This led to the options to create multiple layers of HUD. A static plate and a dynamic – parallax enabled - plate. Meaning the we now had the ability to display things like speed, altitude etc in the static plane and have the aim points and cues moving around to maintain accuracy. Its hard to see in the pictures but once you are in game and flying it becomes so obvious that you wonder how you lived without it before.

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The other hugely significant change is the Flight model. This had to be changed mainly for the AI, they occasionally turned so sharply that they lost control and lets face it they were worse than useless at engaging threats. Especially air-to-air, corkscrew anyone? And this was my fault, in my never-ending-quest for realism I had tried to get an accurate pitch, roll and turn rate. And as far as we could see it wasn’t far off but the AI just could not deal with it. So I was forced to trim it down a bit. The “new” flight model is actually the result of nearly 2 months of AI testing – there is a whole series of blogs about Flight models planned for the future – part of which was an attempt at writing a large chapter of the “Aircraft addon bible” I seem to be writing (tutorials). The result isn’t what I would like but it works quite well for both AI and Players. Ballistic09 seems to have mastered it quite well in our PVP games. He keeps killing me anyway. (he cheats!)

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So I’m going to leave it there for the moment. I’m starving, need a pee, I really want a beer and I have spent a large part of today trying to get a meeting with a guy that doesn’t seem to exist according to his receptionist. Despite the fact his name is on the building in one metre high letters. Tomorrow however, joy of joys, I get to stand up in front of a couple of hundred people and talk about Extended Enterprise and Remote Working in Modern Industry for 3 hours. It’s going to be so much fun I can just hear the snores already.

Rock

Rock

Just Snuck it in! Its still Wednesday in England, just!

I've spent most of today cleaning up after the gale force winds lashing the North West of the UK. We lost a drain pipe, 4 fence panels and most of a 20m high Conifer (tree) came crashing into our yard. Sooo this is not what i planned to do but its a direct response to some questions about model making and in particular the F-35C we showed a while back.

If you are a follower of UK Defence procurement you'll know the saga of the F-35 and the CVF Carriers well. If not then in a nutshell; The previous UK government chose the F-35B (STOVL - Short Take Off Vertical Landing) under a procurement project called the Joint Combat Aircraft, then we got a new coalition government who started a huge cost saving exercise in the UK Ministry of Defence (MoD) called the SDSR (Strategic Defence and Security Review) aka Strategic Defence Spending Review if you are financially minded. This wrought a swathe of spending cuts and cancellations, killing numerous projects and thousands of jobs. One of the few things I did personally agree with was the switch to the F-35C (CATOBAR - CAtapult Take Off But Arrested Recovery) version of the Joint Strike Fighter.

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The biggest reason I agreed with the move was the change in the CVF carriers and what it meant for interoperability with France and the US navies. With the STOVL Harrier and the F-35B we could land on any of their carriers. But they could not land on ours. With the more conventional F-35C we could share decks more readily, giving us better opportunities for training and cooperation. And the 'C' has other distinct advantages. Its cheaper, carries more fuel and weapons and is arguably cheaper to support over its lifetime since there are more C's on order with the USN etc.

And its easier to model... less doors and fiddly bits ;)

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I get asked a lot what tool I make my models in and how i do it. The honest answer is that its a mix of CAD, various 3D apps and BIS own O2.

My background is Aerospace engineering so I've spent a lot of time working in 3D CAD packages, CADDS 5 and CATIA mostly but I've done a lot of stuff in AutoCAD too. More recently Ive just been using O2 and Modo. (There a story about buying modo off a Reseller that i will relate another time - but in short buy always buy direct. It will save you lots of drama). If you follow the RKSL thread on the BIS forums you will probably know I'm a fan of O2. Alot of the early RKSL models were almost exclusively made in O2, specifically the Lynx and the Typhoon. I like the simplicity of the interface and the cost (ie free) and if you are willing to spend some time with it you can make some very good models with it. But now the accepted standard of models in the ArmA2 community is much higher than it was. With the demand for more detailed models and textures the need to use a good 3D tool has increased. You really do need to be able to sculpt and bake models and textures now just to be accepted as "good" in the community it seems.

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I've found that getting good reference pics is the key to making good models. I pretty much save every interesting image i find these days. My research image archive is over 80gb with a further 30gb of movies. In Modo, O2 or Max getting a good background 3 view drawing will make your modeling life so much easier. if you can't find a decent schematic, try photos. The F-35 was partly made from an old 3 view and about 20 photos i pieced together in Photoshop. The photos are obviously the far more accurate source.

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Modelling is only half the fun though. I've often found myself remaking large areas of models so that i can animate it properly. In a lot of my commercial jobs, especially TV and film stuff its embarrassing how low poly/quality some of the models are. You make to a spec that often means a plane wont have any landing gear since it will only be on screen for a few seconds. In ArmA2 you will spend far more time making an addon than you will with most projects that end up in the popular media .

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I've always taken great pride in getting everything working properly in our addons. The landing gear must fold up correctly and not stick out of the doors or fuselage or it really bugs the crap out of me every time i see it. With the F-35 - see we're getting back on topic - its proved to be a bit of a nightmare. Working out the hinge points, the sequences etc. Don't get me wrong I love this part. Well the techie geeky part of me does, but its not always quick or simple especially if you want to make it look as realistic as possible.

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One of the biggest dramas was fitting all the Weapons in the F-35's bays. Getting a 2000lb to sit nicely in the bay with an AIM-120 AMRAAM is proving a bit difficult and required quite a lot of fettling. We're going to try and support the widest possible range of weaponry for the F-35 but its not going to be the full selection, Even after we add support for external stores we don't have the time to model every possible combination.

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But it all comes down to having fun, even when its a pain in the arse trying to land on a CVF Wink

Have Fun,

Rock, UNN, Messiah and CBFASI

Rock

I was rather disappointed to discover that the recent UKF Challenger 2 update by DK was ACE2 only. Since Im not an ACE user it left me without a tank for one of our new joint ventures. So I thought I'd make one.

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Pathy - the original author - has previously given me permission to modify the UKF model if I wanted but with ArmA3 looming and the new texture and model standards And as DM was 'kind' enough to point out on the BIS Forums the UKF model is a bit out of scale and proportion I thought I'd try to make a new model.

Its really not that easy either. The turret is a nightmare when you get into it. Da12thmonkey pointed out a small issue on the internal dev forums, it took 3 1/2 hours to change in the end.

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And before anyone screams "Finish X first!". Wait a while and you might understand why the Chally has become important....

UPDATE:

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Well the main point of this project isn't really for addon purposes. At least 50-60% of the reasoning behind making it is to add some ground kit to my portfolio. Its easily 90% aircraft. The HP is more for render effect anyway. It is a bit easier to get the scale and proportion right when it all matches up. Baking it in the complete form means that the texture is perfectly aligned to Low Poly. Its important because the anim seems are occasionally visible due to the texture. It can be very obvious if you get it wrong.

You can see the complete discussion thread here.

Thats all for this week. More next Wednesday.

Rock

Rock

Its been 'kindly' pointed out to me on Skype that I havent teased anyone with previously unseen addons this year (so far)

So I thought i'd better accede to the request:

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And to prove its an addon and not just a model... there we go, in-game and flying. Remember though its a still a work in progress.

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Have fun. I am.

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