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#1 Posted at 2013-08-31 05:53        
     


After more than 3 years, we are finally ready to make the first release of our AH-64D to ArmA2! This addon represents a full circle for us: Franze had first started on an Apache Longbow for Operation Flashpoint 10 years ago; he and I made our first combined upgraded release 8 years ago. Now we've finally been able to come back and do what we could only dream of several years ago. While it is far from complete, we made a promise to the ArmA2 community that when ArmA3 was close to going gold, we would release - a little less than 2 weeks from now, ArmA3 will go gold, so here we are. Watch this topic for future updates and bug fixes over the next few weeks! (totally not stolen from BI forum post)



Features:

Fully dynamic arming - select individual rocket zones and rails!
Interactive cockpit - look at a part in the cockpit and interact with it!
Damage system - Systems fail, weapons are destroyed, and displays malfunction!
Pilot can control the gun and PNVS turret - compatible with TrackIR and freelook!
AH-64D Block II variant represented, with and without Longbow radar
5 mission training campaign
10 mission full campaign
4 single missions
5 multiplayer missions
... and more!










There is also a reference manual for those of you that would like to read up before diving in, explaining various aspects of the aircraft from cockpit function, weaponry, symbologies, tactics and more! http://mechmodels.com/mas/downloads/ah64v2/manual/ah64dv2_manual.html

And of course, what you came here for. http://mechmodels.com/mas/downloads/nod_ah64_arma2_v13.rar

This post was edited by NodUnit (2013-09-22 05:04, ago)


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#2 Posted at 2013-08-31 12:39        
     
Truly amazing piece of work! *OK*
Thanks for posting the release here, news is up on the frontpage and you can find our mirror here:



PS: I am correct to understand this is for Arma 2 standalone right?

Visit my family webshop desteigerhoutshop.nl.

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#3 Posted at 2013-08-31 16:00        
     
Thank you for lending us your servers :) You know..I'm not sure if it works with Arma 2 itself, we use the FLIR features and probably some other things for arrowhead so I'd say it is for OA.

Unless you mean if there are any other addons in which case no, all in one package.


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#4 Posted at 2013-08-31 16:39        
     
Amazing work, can't wait to take it for a 'spin'!

Grazie Mille :-)


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#5 Posted at 2013-08-31 17:21        
     
# NodUnit : Thank you for lending us your servers :) You know..I'm not sure if it works with Arma 2 itself, we use the FLIR features and probably some other things for arrowhead so I'd say it is for OA.

Unless you mean if there are any other addons in which case no, all in one package.


No, I did indeed mean if it would run on A2 standalone.
So it runs on Arma 2: OA, not even Arma 2 is required at all? I guess I am always confused when authors call their releases "Arma 2" releases.
Some authors mean Arma 2 standalone, other mean Arma 2: OA and others mean A2: CO while speaking of just Arma 2. ;-)


Anyway, pages moved to the OA section, thanks for the info!

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#6 Posted at 2013-08-31 17:31        
     
I think it can run on OA stand alone but requires both on account of the training campaign taking place on Utes and Tarnished Gold taking place on Chernarus.

# Gattobuono : Amazing work, can't wait to take it for a 'spin'!

Grazie Mille :-)

Have fun :)


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#7 Posted at 2013-08-31 21:55        
     
How to operate switches? Mapped custom action 20 to Home key. I can only control backlighting. Starters, battery, APU and engine throttles do not react at all.
Edit: after while starters and throttles working. No luck with APU and battery switch. So I am unable to start up.

Added 45 minutes later:

Finaly got it started. Seems battery and APU switches are not animated and rotor brake starts works when engine throttles are advanced into FLY position only and then hit Q key (or analogue throttle that I have set in ARMA 2). Anyway its running now is take her for a ride. So far it looks perfect. Reminds me a lot of Janes Longbow 2 and EEAH/EECH sims. Thumbs up!

This post was edited by ataribaby (2013-08-31 22:44, ago)


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#8 Posted at 2013-09-01 01:03        
     
Thank you very much for this and all the hard work put into it !! I just saw this a couple days ago and was hoping to test this out and here it is. I hope you dont mind but i had to try it in arma 3 just to see how it looks. I am going to put into arma 2 and test it all out now. Love how the rocket pods move up and down, the detail on the cockpits are great with working gauges, and basically the whole thing is awesome !!!

Thanks again :)

One more thing.... Would love to know what all programs were used to make this mod, if you would be so kind.

This post was edited by iTraumatik (2013-09-01 01:11, ago)


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#9 Posted at 2013-09-01 01:54        
     
Awesome mod! Just finally able to finish convoy SP mission with success. Avionics detail never seen in ARMA.


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#10 Posted at 2013-09-01 02:02        
     
# iTraumatik : Thank you very much for this and all the hard work put into it !! I just saw this a couple days ago and was hoping to test this out and here it is. I hope you dont mind but i had to try it in arma 3 just to see how it looks. I am going to put into arma 2 and test it all out now. Love how the rocket pods move up and down, the detail on the cockpits are great with working gauges, and basically the whole thing is awesome !!!

Thanks again :)

One more thing.... Would love to know what all programs were used to make this mod, if you would be so kind.

Not at all, drop it into your Arma 3 addons folder and fly it to your hearts content, just know that not everything works 100%.

For programs..mm...

Photoshop for painting, 3ds max for modelling and unwrapping, wavepad for sound conversion, textview 2 for tga to paa conversion, Oxygen 2 Personal Edition (The standard arma editor), binpbo to binarize, and I'm not sure if Franze used any programs to help him with the coding other than Notepad.

And yes, elevating rocket pods are one of my favorite things, good thing it does too since the rocket trajectory tends to deviate the further it goes.


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#11 Posted at 2013-09-01 02:10        
     
One question please. With what script commands I can preload waypoints into NAV in my own mission created in editor?


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#12 Posted at 2013-09-01 02:20        
     
# ataribaby : One question please. With what script commands I can preload waypoints into NAV in my own mission created in editor?

From Franze "fza_ah64_waypointdata = []; {if(_x select 1 > 0) then {fza_ah64_waypointdata = fza_ah64_waypointdata + [waypointPosition _x];};} foreach (waypoints groupname)

run in a trigger or a couple seconds after init"


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#13 Posted at 2013-09-01 02:35        
     
Thanks a lot I go to try it.


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#14 Posted at 2013-09-02 03:16        
     
Thanks a lot for your fantastic work.
Flight model is fantastic and finally permits you to fly the chopper the way you want - it really changes from the vanilla's 35t trucks.

Really hope you'll port it over for ArmA III. I can't even imagine how awesome it'll be.


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#15 Posted at 2013-09-02 04:25        
     
I'm sure we will in future but for now we have big plans for take on helicopters while we refine Arma 2's version. You can drop the pbo files into your Arma 3 addons folder and it will run albiet with a string of errors and missiles may not perform correctly, but everything else works.

I highly recommend it for a little fly around Altis, the front seat gives a great view. Just be sure to switch the left MPD to FLT since the Arma 3 HUD will get in the way of IHADSS and doesn't provide as much flight information.

This post was edited by NodUnit (2013-09-02 04:32, ago)