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#61 Posted at 2014-07-24 16:03        
     
I dont take responsebility for PlayWithSix. I dont know why they have this mod and what version they uploaded.
Anyway, modules should be in JTAC Modules category. Scroll down modules list when placing module on map.

1- place [JTAC] Enable module on map
2- place [CAS] Fixed-wings or [CAS] Rotary-wings or [TRANSPORT] Fixed wings module on map
3- sync [CAS]/[TRANSPORT] with [JTAC]


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#62 Posted at 2014-07-24 16:10        
     
# bp.sushi : I dont take responsebility for PlayWithSix. I dont know why they have this mod and what version they uploaded.
Anyway, modules should be in JTAC Modules category. Scroll down modules list when placing module on map.

1- place [JTAC] Enable module on map
2- place [CAS] Fixed-wings or [CAS] Rotary-wings or [TRANSPORT] Fixed wings module on map
3- sync [CAS]/[TRANSPORT] with [JTAC]

OK so this has to be placed via zeus or even the MCC if running on a SP mission?


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#63 Posted at 2014-07-24 20:35        
     
No, it must be placed via editor when you designing mission :)


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#64 Posted at 2014-07-24 23:12        
     
bp- sushi really good and needed addition to arma3, we love the way the jtac module works. When no experienced player on the server there is no better solution for our team, because with human pilots we only play with the nine liner ;).

Is there a possibilty that the CAS can ordered to reattack ?

And i think we have found some bugs too, everytime we want to abort the CAS attack, it flys back too grid 0000000 and is never been avaible again.
The other thing we mentioned out is when on CAS is called and have completed the mission, they fly back to the module marker but after despawn in this area, the type of aircraft is never been avaible again (currently not avaible).

Ah and we can confirm the bug with the destroyed aircraft when it spawns, without enemys near by.

Are we making something wrong or do we have to take care on something, or are this simply bugs ?

We have used vanilla with your mod and cba and one time we used hafm-ushelis and a3mp(takistan) but every time the same problem.

Thx you for this mod and your effort.
I hope you have a solution for us, because we want that as a standard mod in our missions :).

Ps.: srry for my bad english


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#65 Posted at 2014-07-24 23:23        
     
Thanks for feedback. I test mod myself so i cant find every bug. I will try relese update before vacation (sunday?).
Also i appreciate every bug report. Its very important for me, and for mod quality. Please be patient :)

Reattack option maybe will be added in close future


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#66 Posted at 2014-07-25 09:17        
     
+1 vote for reattack option. makes sense to let an already airborne jet do a second run (if it has ammo left) instead of calling another one.
Maybe in form of a dialogue between jtac and pilot if he is allowed to turn back for rearm or to stay for a reattack.
So many ideas... great potential.

This post was edited by pmc27 (2014-07-25 09:53, ago)


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#67 Posted at 2014-07-25 11:38        
     
bp.sushi thx, we will try the update as soon as its avaible and give you feedback. Take as much time as you need, but dont let that good idea/mod die in the mod desert, its to good for this ;).

Ah mayby its important for you we only test your mod on a dedicated server with coop missions.

And when we dont write until sunday enjoy your holidays.


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#68 Posted at 2014-07-25 13:26        
     
Maybe reattack option should work as a kind of hit confirmation.? When plane drops bomb pilot asks for hit confirmation and inf its not confirmed he makes another pass. MM could decide how many pass pilot can do in one request?- Idea added to future plans.


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#69 Posted at 2014-07-25 17:12        
     
Yep bp.sushi, sounds cool. And as far as I know a CAS procedure ends in real life with a confirmation too.
But the plane should get in the second run also a target mark with laserdesignator or smoke.

Maybe it can "park" in the meanwhile in his IP/BP until it gets the confirmation? Or the JTAC has to add a second IP/BP as a "waiting zone" in his request with the JTAC TAB? In that way the JTAC has a bit of time to confirm the target hit during an intense firefight :-). And it reflects his role as a "air space coordinator" better.

Man, is this even possible?... a lot of hard work to config. ;-)


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#70 Posted at 2014-07-25 17:26        
     
Impossible i nothing, you juts must have time ;-)


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#71 Posted at 2014-07-25 17:52        
     
So, what do you think about a waiting zone for CAS jets added by a second IP/BP?


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#72 Posted at 2014-07-25 20:56        
     
Waiting zone is cool idea, but i think one ip/bp is enought for this, player just must smart choose location when requesting :)

EDIT: Last release before vacation. Lots of improvements (all code was rewrited and optimized) + Reattack, and night marking by lighsticks as u wish :)

Download should be avaible on Armacholic site soon.

Future plans:
    Supply drop request
    MEDEVAC request
    Artilery support (maybe)
    Ac 130 support
    flares for night mark
    TV guided bombs

Known issues
    different issues on older ArmA versions
    transport LZ check in extremly steep area

Changelog:
v1.3
    - Fixed: Issue with CAS RTB
    - Fixed: Issue when calling CAS and TRANSPORT at same time
    - Fixed: Issue with "not avaible" after respawn
    - Improved: Transport LZ check (but i will still work on this)
    - Improved: Collision lights at night is off now
    - Improved: Code was rewrite and optimized
    - Added: Lighstick target mark in night (instead of smoke) - MM must set sunset and sunrise hours in [JTAC] Enable module
    - Added: Target hit confirmation
    - Added: Reattack on target when hit is not confirmed ( MM must set pass number in [CAS] modules

v1.2
    - Fixed: Issue with Heli (helcat)
    - Fixed: Busy/Unavaible for all CAS units after one is destroyed
    - Improved: CAS with direct attack has little speed up
    - Improved: Custom class support for CAS (tested on John_Spartan's/Saul's F/A-18 Hornet)
    - Added: Transport heli doors are now opening and close. Heli requested safe zone fly with open doors all the time (if someone know how to open doors in Orca please contact me).
    - Added: You can use underbarrel smokeshells for smoke mark
    - Added: MM can now decide if destroyed unit can be respawned ([JTAC] Enable module - Respawn delay - 0 means no respawn)

v1.1
    #Fixed: smoke LZ mark for transport
    #Fixed: RTB for CAS direct
    #Fixed: Transport spawn with escort works fine now
    #Added: Abort codes that allow abort requested support
    #Added: Requested Units screen - allow live track and abort requested unit
    #Removed: "Send to base" for rotary wings CAS (you need to abort them by abort code now)

v1.0
    first release

Credits & Thanks:
Thanks for Kylania for his webpage :)
i used some part of his script for guided missiles (http://www.kylania.com/ex/?p=21)

Mod created by [TOG] Sushi. If u want modify it please contact me.


DOWNLOAD (check if version on armacholic is updated to actual!):

Advanced JTAC TAB Mod

JTAC Operator field manual (included in mod):

GET PDF

REQUIREMENTS:

CBA A3

This post was edited by bp.sushi (2014-07-27 22:40, ago)


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#73 Posted at 2014-07-28 07:11        
     
Hello everyone, I have a problem with this JTAC TAB.
When I do what Siege said on the second page on this forum, when I click that mini-map on the tab trying to set the TGT location, I clicked on the map for at least 10 times and I see no updates on the map except my friends and enemies' location. I have even tried to put up markers on my map and clicking them,I have tried double-clicking as well.When I wanted to click that "REQUEST" button, it says not enough data for request. I am almost mad because of this issue and can anyone tell me why?:(
Note: I DID CLICK ON THE "TGT LOCATION" BEFORE I START TO CLICK THE MAP)
And I have CBA_A3 installed.


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#74 Posted at 2014-07-28 08:36        
     
This addon needs latest version of ArmA3. As i wrote in known issues, this kind of issue may be present on older versions of ArmA3 or nonsteam versions. I will keep trying to make it compatible with older versions but i cant promiss.


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#75 Posted at 2014-07-28 10:21        
     
Possible to create a Mission without Modules so players do not need to install the addon?