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  1. Last week
  2. Yet another quick update. Ok so it’s not so quick and it’s not exactly what I was planning on talking about. This was going to be about helicopters. According to the plan, it should be about the helicopters but when I sat down to write it there simply wasn’t much interesting to write about. Simply put, things are proceeding slowly. They just arent visually interesting. Unless you want to know about hitpoints, rvmats and config settings. Woe is me. I’ve had some problems with my main PC recently, three hard drives dying one after another. Had to swap out the motherboard too, headset died, driver issues all sorts plaguing me. I’ve still got one bug that I just can’t shift. Random lock up – everything freezes and there is no coming back. You have to reset and it leaves nothing in the event logs. So, you can imagine, confidence that the system won’t just die on me when I’m baking or just modelling something isn’t too high. Progress has been slowed. But things are moving. The helos will follow soon enough. The LPD is still causing me no end of grief. Scripts, alignment, poly counts, proxies, damage simulation. Oh, woe is me, just don’t even go there. Typhoon is paused while i sort out the Air Weapons - more on that below. Helos are a bit tedious - all the unseen slog of damage, rvmats and texture tweaking. And a lot of other stuff. Hawks are flying So recently, I’ve been playing around with the Hawk T1A. Mainly because I had reached a point with the Typhoon that i didnt want to mess with the model and setup. It became obscenely complicated because of the pre-Jets DLC menu system I'd been developing I didn't want to deal with untangling all the bits while I tried to work out the new features. So the Hawk T1A has become my testbed for the new feature set. Success, mostly In this we have Success! Woohoo. If you aren’t a modder yourself you probably aren’t aware of some of the issues aircraft modders have been facing. The physX on the planes is a pain in the arse. The majority of people I’ve spoken too are having problems with it. Using Firewill’s tutorial doesn’t seem to help either. Mad things happen to the Hawk and others when I try to use it. I must be missing something but no one I know has got it working properly yet. I’ve had some ‘fun’ with the ejection seat setup too. Attempting to follow BIS’s setup didn’t work. First it was, "there is no seat". Then we had, "We have a seat but no pilot". Then we had "Spinal comression, my head is under my arse" (No jokes please) and finally we had sucess, albeit pressed a bit too far into the seat. Eddie aka WLD427 managed to sort it out for me in the end. As well as some problems with the ADEN 30 mm cannon pod on the Hawks. It proved a very frustrating setup but satisfying in the end. Without his help, I’d have gone back to making Rubber Ducks. It was just that frustrating. Down the Rabbit hole But it has led me down a huge rabbit hole or Air Weapons. I can’t tell you how much of a surprise this has been. Messing around with the Jets DLC has shown me that I needed to re-think some of my addons. Especially the weapons use. Then setting up the Hawk to use the new pylon system just pulled the rug out from under me. I’ve had to re-work and re-config all my weapons and make pylons, racks and rails for them. Given I had over 150 items in the pack to start with I now have 189. Some of which – like the rocket pods – I’m just going to have to remake. Sounds like fun doesn’t it. Given the Air Weapons pack is common to 80% of the addons sat in testing folder and since I haven’t yet find a way around actually doing the work properly. (Although, If I’m honest I’ve tried) ; I need to sort the pack out first. before trying to add the pylons setup to everything else. Procrastination is a true artform when done properly. And with that insightful note. I leave you be. Think of me sloggin through thousands of lines of config setting up all the weapons. Lots and lots of weapons... Have fun because one of us needs to. Rock 15 Aug 2017
  3. Earlier
  4. hermes450_render_UK_12.jpg

    Awesome man, this would be pretty sweet to use. =0
  5. hermes450_render_UK_12.jpg

    Yes. Its still in the queue. The confis need updating and there is some work to do on the shlter and support units.
  6. hermes450_render_UK_12.jpg

    Any chance you still working on this?
  7. I know how you feel, I'm in the same boat with Clyde and Hermes... have loads of photos but not the ones I need.... All I can say is keep at it, it's looking awesome.
  8. Great job Rock! Certainly a lot of work ahead of you. It is getting there. -SGTGunner
  9. Its many, many, weeks since I started this project and now it’s finally starting to move over to Object Builder. But honestly, it’s still not even close to getting in game. I can’t tell you how much of a struggle it’s been to get this far. But the biggest problem is with time and motivation. People complain about being teased and “oh why don’t you complete X”. And all I can assume is that they’ve never tried to make anything more than a box. If they even tried at all. Try committing 20-30+ hours a week ontop of a job, household chores and some level of (none internet enabled) social life. When you sit down and start to work on something like this it doesn’t actually hit you just how big a job it is until you get into it. Once the basic structure is done you start to look at what you are missing. Its then that the detail that you need to add that actually jumps out at you. Especially when you look at the real thing then look at your own model. Its odd things like pipes, light fittings, cabinets. All the things you ignore in daily life just because they are always there. Remove them and you suddenly notice and it makes a space feel empty and dead without them. Then suddenly you keep finding some little detail that you need to make then another and another. It does get repetative and kind of depressing. At some point you have to find something else to do to bring yourself out of the cycle of grinding out UV maps and textures. Moving the big stuff into Object builder is that for me. Textures arent final! The textures shown are just place holders. Don't judge yet. I've not really attempted to paint everything at this stage since the UV layout and texel count are changing all the time. My 'normal' work flow on this job has been thrown out of the window many weeks ago. After I made the basic hull I began focusing on features as shown in earlier updates, the CWIS and the Deck crane etc. But then i realised I was going to have to re-visit them to make sure they all fitted in to the hull's scaling and colours etc. So I've decided to go big first and then return to features. This will mean I get the Hull and interior done and unwrapped. Then I will detail it. Then return to make hi-poly/res models to properly texture, bake and create decent materials for the final product. It has been a completely messed up process so far but I am learning new things. And re-learning more than a few things I had forgotten over time. Go Big or Go Home! As of last night, there is 133,696 faces on the model in OB. This does not include the interior and more than half the detailing. The final figure is probably going to pass 280,000. Which is a lot but if you assume a lot of the recent planes when loaded up are 28,000-32,000 faces each is really only 10 planes. The killer, which shouldnt be a surprise to any addon maker, is the anchor chains. They are too big to use a texture trick, and too much of a feature to ignore them. But they do take nearly 17,000 faces. When you add over a kilometer of railings, post as well these things do add up really quickly. Now might be a good time to invest in that new GPU you've been thinking about... It’s at this point you realise that an obsession with detail may not be the best path to take. Before anyone panics too much I will LoD the hell out of this too to ensure the best performance I can. I really do miss the Ducks. So simple by comparison. The Albion class will be: Static – its just too big to be anything else given the limitations of the game engine. Made up of 4 blocks, each configured as “class house” to enable ladders lights etc Armed with 2x CWIS (more on that in a bit) 2x 30mm Cannon Numerous 7.62mm GPMG mounts Carrying: 4x LCVP mk 5 – two configured for ViV and 2 for personnel only. 2x LCU mk10 – ViV with some personnel capacity 2x RHIBs Mexefloat rafts Curse of the Real World In nearly every project I've ever worked on, in this community or in the real world the requirements change. One thing that is guarenteed to happen is that at the moment you think you have a good accurate model. And I do mean the exact moment you sit back and say to yourself, "I'm proud of that". Some b@#$%£* points out that its isnt actually correct anymore. In this case, a really nice person (yes that is sarcasm), told me that the Royal Navy in Albion's recent refit had replaced the Goalkeeper CWIS with the Phalanx. I really liked my Goalkeeper model. They also swapped out the main radar and a whole raft of other changes. You can imagine, I'm thrilled. Not only does it replace the CWIS but parts of the super structure have to be remade! WAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHH! Okay so its not that bad. More additions than huge alterations but it was a pain in the arse. I will probably release the Bulwark with the Goal keeper and and the Albion with the Phalanx. But the in-game reality isnt that different. Command & Control, Logistics I’ve not really attempted to do much regarding the config yet, but I do intend on making the ship as practical as the game engine will allow. This includes leveraging the radar capabilities and attempting to make the LPD a floating command post for all the Milsimers out there. The model does feature a C&C compartment. Which If I can get my head around the radar and some scripting should morph into something usefull ingame. I am also planning to create a series of resupply objects, material and weapons/ammo crate that can be loaded onto the HAM Trucks, LCU and LCVPs, even moved onto the deck and sling loaded, that will allow you to move your stores ashore to establish a base and re-supply from the ship as an when needed. Progress of a sort. Right at the start I said this was going to be a long job. I didn’t realise how difficult it would be either. The technical side isn’t too hard. But the LPD is pushing the limit of what the game engine can handle. It turns out its pushing my patience too. I’ve had to re-build and re-map the Hull three times. I don’t actually have decent hull reference so everything is guesstimated. Which the Engineer in me hates. I have photos and a really low res drawing but no proper drawings so not everything wanted to fit together. Eg the LCVs on the davits. The deck was too narrow on the first build. Meaning you couldn’t get to the LCVP to deploy them let alone get in. So, after a few weeks of frustration and no social life at all; I’m just focused on getting the external structure complete and then I’ll return to the interior spaces. But there is still a long way to go and a lot of detail to make. Wish me good luck. I am going to need it. Rock
  10. IP Theft and its impact on YOU!

    No reason to tolerate it. Given moves to monetise content in games I think its even more important to make a stand.
  11. IP Theft and its impact on YOU!

    Happens in all games that allow mods. In DCS there was a kid that ripped models from other flight sims and after being told to stop on multiple times he was banned..
  12. I'll send you a PM with the link of my stuff....
  13. When I say T Boat actually mean Trafalgar Class boats https://en.wikipedia.org/wiki/Trafalgar-class_submarine
  14. What you got? I'm trying to find a decent Astute and T Boat 3 view. I've only found poor quality, low res ones so far.
  15. IF you want plans for a couple of RN subs give me a shout... Looking awesome.
  16. Project 636 "Kilo" Class Submarine

    The Kilo class is the NATO reporting name for a naval diesel-electric attack submarine that is made in Russia. The original version of the vessels were designated Project 877 Paltus (Halibut) in Soviet Union. There is also a more advanced version, designated as Improved Kilo-class submarine in the West, and Project 636 Varshavyanka in Russia. Given that the type is operated by several of the ASA (Opfor) Nations in the real world and it fits right in with the game engine limitations its perfect for IAP
  17. ArmA3’s underwater features have always seemed a bit of an oddity to me. At release Bohemia made a big noise about being able to swim, dive and SDVs etc. But nothing was really made of it and the community has never embraced it very much either. Sure, there has been some subs but no one seemed to use them. Due to the game engine limits, they really aren’t practical either. Size does matter So, I thought I’d have a proper look at the capabilities and limitations. Leaving the actual model aside for a moment, it was the limitations that I wanted to get a grasp of. For those that don’t know ArmA has a geometry limit 50m x 50m x ?m (x,y,z) No object can exceed this if it has a roadway lod. 64m x 64m x ?m - If it doesn’t have a roadway. BUT! In some cases, it seems you can get even longer providing it’s not as wide. For unknown reasons volume comes into play. I don’t know how or why but it does. No solid rules in ArmA modding guys Moving on, the best OPFOR Sub that fits that statement (and the IAP requirements) seems to be the “Kilo” class sub. It’s 74m long, 9.9m at the beam (widest point on the hull) and thanks to the quirkiness of ArmA3’s game engine is modelled as a single piece and is completely solid in game. Why Submarines? For my IAP project I wanted a to have a hidden threat to shipping, a way to lob missiles onto ground targets without being seen and generally cause havoc. So, torpedoes and sub launched cruise missiles are going to be on the cards at some point. This in game version of the Kilo, is armed with the Russian Type 53-65 Torpedo and the 3M54 Klub Land attack missile. A limited mixed load should help with balance. The real sub can carry 18x 533mm weapons or missiles. If you assume a load out of 12 Torpedoes and 6 Land Attack Missiles that should be realistic for a full war time load…? Overkill? Not sure yet. But does it sink? Just like the Vanguard class subs the Kilo is still too large to sink using the stock controls. Simply put the game engine just doesnt liek any subs larger than the SDV. So as with the larger subs I'm going to give it some scripted assistance. Which to be honest I think will be much more fun to use. 'Rig for Submerged running!' 'Blow All ballast' 'Dive planes to 10 degrees' 'Make revolutions for 5 knots' C'mon you just read that in Sean Connery's voice didn't you! Hunt for red October: ArmA Edition anyway? Collaboration A few people that know me well enough know that I hate writing configs and I can’t write scripts well enough to do that much beyond the basics. So I’ve teamed up with someone else to do a trade models for coding skills. I’m going to let him out himself, but the end intent for him is to provide a naval weapons/anti-submarine package that addon makers can eventually incorporate into their own addons. So, the Kilo sub will not only be released un the RKSL/IAP tag but it will also see Steam release via my new partner. Should be good. I’m excited anyway. More later. Rock
  18. MAN HX60

  19. Ok now this is bugging the hell out of me. As a content creator I am protective over my own creations. I spent thousands of hours making addons for free. The least I should get is credit and respect yeah? I feel strongly about the rights of other creators too. Whether they are individuals, groups or corporations. You make the effort, put in the hours you should get the rewards? Whatever they are. Sounds fair doesn't it? Have a read of this: All Things ArmA III was one of my favourite Facebook ArmA groups. I say was because reading Mr Jason Mulligan’s (the Page Admin) post just pissed me off. He perfectly identifies himself as the typical selfish user. He’s perfectly happy to take content no matter where is comes from. F@%$ the hidden cost to the end user. He’s an admin on one of the bigger ArmA Fan pages on facebook and look at his attitude. So what is the hidden cost? Content creators see this attitude and say “Why the hell am I bothering to release content when I get treated like this?" (Its certainly how I feel. I’m actually sorry I came back to the ArmA Community.) So what happens when genuine creators feel unappreciated, used and abused? They go underground and stop releasing Public content. The only people left in the community are the end users and the thieves. The knowledge base that was held by the older and wider community starts to vanish. The people with all the knowledge don't bother posting and helping anymore. The community standard goes down hill rapidly. This leaves only the people willing to steal content. See where this is going? If you are truly a fan of the ArmA series and the ArmA Community, you shouldn't tolerate theives. You should support the decent addons creators. They are the ones that make the mods you play with all the time. Without them, your experience is really going to change. Think about it. Rock
  20. HMS Vanguard

    Britains SSBN Class subs
  21. Merlin HM1/2

    The Merlin HM1 has been cleared to operate from the Royal Navy's aircraft carriers, amphibious assault ships, Type 23 frigates and several Royal Fleet Auxiliary (RFA) vessels including the Fort Victoria-class; it is also to equip the Type 45 destroyer. 30 aircraft have been upgraded to Merlin HM2 standard under the £750m Merlin Capability Sustainment Programme; Lockheed Martin UK delivered the final HM2 on 11 July 2016. The HM2 has a new mission system, digital cockpit, electro-optical camera and multi-static processing for the sonar system. The HM2 performed its first ship-borne test flight in September 2012 and achieved IOC on 30 June 2014, after nine HM2 had flown 480 hours from Illustrious during Exercise Deep Blue earlier that month. It was also reported that some of the eight airframes not scheduled to be upgraded for financial reasons may be updated.[
  22. Victor III

    Soviet design designation Project 671RTM Shchuka (Pike) - entered service in 1979; 25 were produced until 1991. Quieter than previous Soviet submarines, these ships had 4 tubes for launching SS-N-21 or SS-N-15 missiles and Type 53 torpedoes, plus another 2 tubes for launching SS-N-16 missiles and Type 65 torpedoes. 24 tube-launched weapons or 36 mines could be on board. The Victor-III caused a minor furore in NATO intelligence agencies at its introduction because of the distinctive pod on the vertical stern-plane. Speculation immediately mounted that the pod was the housing for some sort of exotic silent propulsion system, possibly a magnetohydrodynamic drive unit. Another theory proposed that it was some sort of weapon system. In the end, the Victor-III's pod was identified as a hydrodynamic housing for a reelable towed passive sonar array; the system was subsequently incorporated into the Sierra class and Akula-class submarine SSNs.
  23. LCVP Mk5

    The LCVP Mk5 was built by Vosper Thornycroft and FBM Babcock Marine, with the first entering service in 1996. They represent a significant improvement in capability over the preceding Mk4s. Four of the vessels can transport a full Royal Marine company (around 140 troops). Presently, the Mk5s operate from the amphibious warfare ships HMS Ocean (L12), HMS Albion (L14) and HMS Bulwark (L15).
  24. BAe Hawk Renders

    Work In Progress for the Hawk Trainers and Fighters
  25. Puma HC1 for ArmA3

  26. Albion Class LPD

    The Albion-class landing platform dock is a class of amphibious warfare ship in service with the Royal Navy. The class consists of two vessels, HMS Albion and HMS Bulwark, ordered in 1996 to replace the ageing Fearless class. Both ships were built by BAE Systems Marine at the former Vickers Shipbuilding and Engineering yard in Barrow-in-Furness. Albion was commissioned in 2003 and Bulwark in 2004. Each of the ships has a crew of 325 and can accommodate up to 405 troops. Thirty-one large trucks and thirty-six smaller vehicles and main battle tanks can be carried inside the vehicle deck. To disembark troops and vehicles, the vessels are equipped with eight landing craft.
  27. RKSL Studios Typhoon FGR4 v2.600 Documentation Foreword by RKSL-Rock Foreword: OK, so here we are late as usual... So its been 3 years since the first BETA went live. I cant begin to count how many hours have gone into this project. Or remember all the people that have helped to get this addon to the point its at now. I really want to say thank you to everyone that contributed over the last three years. Testers, players and everyone that took the time to give us decent practical feedback. You've really made a difference. So thank you all In the previous release documentation I mentioned that I have been following the EuroFighter project since I was 15. I even worked on the Project some years ago. Earlier this year I got the opportunity to actually poke around two of the aircraft I actually worked on. I spent the entire day grinning like a fool as I got to see parts that i helped design bolted to the final aircraft. Its a very cool feeling. Likewise seeing any of our addons in-game and especially when we realised how many times this addon has been downloaded on ArmAholic alone. Its a big thrill. Really it is. I havent managed to get everything I wanted to in this release. Some things are just have to wait for ArmA3. So this is likely to be the final major Typhoon update for ArmA2CO. Possibly some hot-fixes and new plugins will escape but the V3 model is planned to be exclusively ArmA3. I hope you enjoy the addon. Rock July 2010. LEGAL DISCLAIMER RKSL Studios addons are distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The RKSL Studios addons are not an official Addon or tool. The use of these addons (in whole or in part) is entirely at your own risk. DISTRIBUTING GAME CONTENT CREATED WITH THE ADDON Please note that you do NOT require permission from RKSL to distribute game content (e.g. missions) created with these addons, although we do ask that you credit the addon(s) in any release documentation. All RKSL Studios addons are (c) 2010, 2013, 2017 RKSL Studios. All rights reserved EULA - End User Licence Agreement The RKSL EuroFighter Typhoon and all supporting addons (hereafter 'Software') are protected under international copyright law. To use the Software you must agree to the following conditions of use: 1. RKSL Studios (hereafter 'RKSL') grants to you a personal, nonexclusive license to use the Software for the purpose of designing, developing, testing, and distributing non-commercial game content for ArmA2. 2. Modification of the Software, in part or in whole, without written permission from RKSL is expressly prohibited. 3. The commercial exploitation of any game content created using the Software is expressly prohibited. 4. Reverse-engineering, or other conversion of the Software is expressly prohibited. 5. The Software may only be re-distributed in its entirety, complete with this "ReadMe" document. 6. RKSL makes no claim to any trade marks or branding other than its own. 7. This addon is (c) 2010 RKSL Studios. All rights reserved. A full copy of the RKSL End User License agreement is here CLASS NAMES: The base class name is: rksl_efa_base The RAF Plugin Class names are: "rksl_efa_fgr4_raf_1", "rksl_efa_fgr4_raf_2", "rksl_efa_fgr4_raf_3", "rksl_efa_fgr4_raf_4", "rksl_efa_fgr4_raf_5", "rksl_efa_fgr4_raf_6", "rksl_efa_fgr4_raf_7", "rksl_efa_fgr4_raf_8", "rksl_efa_fgr4_raf_9", "rksl_efa_fgr4_raf_10", "rksl_efa_fgr4_raf_11", "rksl_efa_fgr4_raf_12", "rksl_efa_fgr4_raf_13", "rksl_efa_fgr4_raf_14", "rksl_efa_fgr4_raf_15", "rksl_efa_fgr4_raf_16", "rksl_efa_fgr4_raf_17", "rksl_efa_fgr4_raf_18", "rksl_efa_fgr4_raf_19", "rksl_efa_fgr4_raf_20", "rksl_efa_fgr4_raf_21", The Austrian Plugin Class names are: "rksl_efa_fgr4_at_1", "rksl_efa_fgr4_at_2", "rksl_efa_fgr4_at_3", "rksl_efa_fgr4_at_4", "rksl_efa_fgr4_at_5", "rksl_efa_fgr4_at_6", "rksl_efa_fgr4_at_7", The German Plugin Class names are: "rksl_efa_fgr4_de_1", "rksl_efa_fgr4_de_2", "rksl_efa_fgr4_de_3", "rksl_efa_fgr4_de_4", "rksl_efa_fgr4_de_5", "rksl_efa_fgr4_de_6", "rksl_efa_fgr4_de_7", The Spanish Plugin Class names are: "rksl_efa_fgr4_es_1", "rksl_efa_fgr4_es_2", "rksl_efa_fgr4_es_3", "rksl_efa_fgr4_es_4", "rksl_efa_fgr4_es_5", "rksl_efa_fgr4_es_6", "rksl_efa_fgr4_es_7", "rksl_efa_fgr4_es_8", "rksl_efa_fgr4_es_9", "rksl_efa_fgr4_es_10", "rksl_efa_fgr4_es_11" The Italian Plugin Class names are: "rksl_efa_fgr4_it_1", "rksl_efa_fgr4_it_2", "rksl_efa_fgr4_it_3", "rksl_efa_fgr4_it_4", "rksl_efa_fgr4_it_5", "rksl_efa_fgr4_it_6", "rksl_efa_fgr4_it_7", "rksl_efa_fgr4_it_8", "rksl_efa_fgr4_it_9" The Omani Plugin Class names are: "rksl_efa_fgr4_om_1", "rksl_efa_fgr4_om_2", "rksl_efa_fgr4_om_3", "rksl_efa_fgr4_om_4", "rksl_efa_fgr4_om_5", "rksl_efa_fgr4_om_6", "rksl_efa_fgr4_om_7", "rksl_efa_fgr4_om_8", "rksl_efa_fgr4_om_9", "rksl_efa_fgr4_om_10", "rksl_efa_fgr4_om_11", "rksl_efa_fgr4_om_12", "rksl_efa_fgr4_om_13", "rksl_efa_fgr4_om_14", "rksl_efa_fgr4_om_15", "rksl_efa_fgr4_om_16", "rksl_efa_fgr4_om_17", "rksl_efa_fgr4_om_18", "rksl_efa_fgr4_om_19", "rksl_efa_fgr4_om_20", The Saudi Plugin Class names are: "rksl_efa_fgr4_rsaf_1", "rksl_efa_fgr4_rsaf_2", "rksl_efa_fgr4_rsaf_3", "rksl_efa_fgr4_rsaf_4", "rksl_efa_fgr4_rsaf_5", "rksl_efa_fgr4_rsaf_6", "rksl_efa_fgr4_rsaf_7", "rksl_efa_fgr4_rsaf_8", "rksl_efa_fgr4_rsaf_9", "rksl_efa_fgr4_rsaf_10", "rksl_efa_fgr4_rsaf_11", "rksl_efa_fgr4_rsaf_12", "rksl_efa_fgr4_rsaf_13", "rksl_efa_fgr4_rsaf_14", "rksl_efa_fgr4_rsaf_15", "rksl_efa_fgr4_rsaf_16", "rksl_efa_fgr4_rsaf_17", "rksl_efa_fgr4_rsaf_18", "rksl_efa_fgr4_rsaf_19", "rksl_efa_fgr4_rsaf_20", Realism It includes some features and capabilities that current serving aircraft have not been given yet. We've taken the liberty of trying to represent a fully capable aircraft that can support the widest possible range of weapons and roles. For the RAF's FGR4 at least this level of capability should only be 2-3 years away according to media sources. Required Addons This aircraft addon requires three supporting addons, all from RKSL Studios: 1. RKSL Air Weapons Pack1 A custom weapons pack for the aircraft 2. RKSL Flares System (aka RKSL-Radarsys) This adds custom countermeasures to the aircraft. 3. RKSL Core System (aka RKSL-System) This is a small common file to allow sharing of scripted functions and systems While we try our best to make everything as realistic as possible we aren't perfect. There will be errors and mistakes. Please use the RKSL Bug tracker to report any issues or request features. Game Compatibility This addon has been tested in ArmA2 1.07 ArmA2: Combined Operations 1.53. Both single and multiplayer environments. ArmA2 1.07 OK ArmA2 : Combined Operations OK ArmA2 : Operation Arrowhead (stand alone) NO Due to a dependency issue Standalone arrowhead users will experience an error placing a Typhoon in the editor. We apologise for this but right now its the only way we can maintain ArmA2 1.07 compatibility until the majority of the community switches over to the new platform. NOTE: You can get around this error by placing an empty aircraft and a pilot unit in the editor. A separate config patch may be release later to fix this issue if there is enough demand. Typhoon FGR4 Feature List Custom Afterburner (3 activation options) Auto - Hit full throttle and the afterburner activates. Close the throttle and it shuts off. Throttle + Action Menu - Full throttle and an action menu option appears. Close the throttle and it shuts off. Manual - Menu Only. This is the classic On/Off option. 20 Preset Weapons load outs Fully working and Practical HUD Custom layout i.e. not BIS standards Accurate Pitch ladders Barometric and Radar Altimeters Fully animated landing gear including dampers Fully animated airbrake Animated In Flight Refuelling Probe Accurately modelled control Surfaces Improved Flight model (over BIS stock aircraft) AI Friendly handling Excellent Short Field capability Scripted Vapour Effects Integrated Chaff and Flares (RKSL Flare system) Wheel brakes Brake Chute Fully functioning "Bitchin' Betty" ArmA2:Combined Arms compatible RWR enabled Thermal Image maps Locking tones Custom Weapons Pack Supports all current UK weapons Some EU weapons more added later Planned Future Features Cockpit Damage and System Warnings Dynamic Damage (Still in concept planning) Integrated Litening III Targeting Pod (Still in concept planning) Air To Air Refuelling (Still in concept planning)
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