Author: Shadow_MSOG
Author Website:

Requirements: No addons required

Version: alpha 3
Signed: No

Short description: This mod is intended to bring some much needed enhanced gameplay and realism to the helicopters of Arma 3.

Date: 2014-05-07 19:30


Comments: (2)
Rating:



 

RWCO: Rotor Wing Combat Overhaul

by
Shadow_MSOG


Description:
This mod is intended to bring some much needed enhanced gameplay and realism to the helicopters of Arma 3.


Features:
  • RAH-66 Comanche:
      -20mm Cannon
      -DAGR (SALH), 12x HE, 12x HEAT
      -Brimstone (Dual-mode SALH+Radar), 4xHEAT
      -Laser designator
  • RAH-66 Comanche (AA):
      -20mm Cannon
      -DAGR (SALH), 12x HE, 12x HEAT
      -4x ASRAAM
      -Laser designator
  • KA-48 Kajman:
      -30mm Cannon
      -Skyfire rockets (unguided)
      -Skalpel ATGM (SCALOS w/ automatic tracking, can engage helicopters with limited effectiveness), 8xHEAT
  • AH-64 (Requires Arma 2 US Helicopters import):
      -30mm Cannon
      -Hydra 70 rockets (unguided)
      -AGM-114L Hellfire (Radar), 4xHEAT
      -AGM-114K Hellfire (SALH), 4xHE/Thermobaric
  • AH-1Z Viper (Requires Arma 2 US Helicopters import):
      -20mm Cannon
      -Hydra 70 rockets (unguided)
      -AGM-114K Hellfire (SALH), 8xHE/Thermobaric
      -2x Sidewinder

New Guidance Systems Explained:
How SALH Weapons work:
-4 Modes: LOBL, LOAL-DIR, LOAL-LO, LOAL-HI
-LOBL: Lase target before launching and lock onto laser using BI lock-on system. Fire weapon and it will guide to target. Suitable for targets >600m.
-LOAL-DIR: Fire weapon and lase target soon after launch (no lock-on required). Weapon will attempt to acquire laser and guide to target. Suitable for targets >800m.
-LOAL-LO: Fire weapon and lase target soon after launch (no lock-on required). Weapon will attempt to acquire laser and guide to target. Suitable for targets >1.5km. Will clear a 100m obstruction with 600m standoff distance.
-LOAL-HI: Fire weapon and lase target soon after launch (no lock-on required). Weapon will attempt to acquire laser and guide to target. Suitable for targets >2.5km. Will clear a 300m obstruction with 1500m standoff distance.

How millimeter wave radar Weapons work:
-4 Modes: LOBL, LOAL-DIR, LOAL-LO, LOAL-HI
-LOBL: Lock onto target or point at target before launching using BI lock-on system. Fire weapon and it will guide to target. Suitable for targets >600m.
-LOAL-DIR: Fire weapon and lock onto/point at target soon after launch. Weapon will attempt to acquire laser and guide to target. Suitable for targets >800m.
-LOAL-LO: Fire weapon and lock onto/point at target soon after launch. Weapon will attempt to acquire laser and guide to target. Suitable for targets >1.5km. Will clear a 100m obstruction with 600m standoff distance.
-LOAL-HI: Fire weapon and lock onto/point at target soon after launch. Weapon will attempt to acquire laser and guide to target. Suitable for targets >2.5km. Will clear a 300m obstruction with 1500m standoff distance.'

How placeholder system for SALH Remote guidance works:
-Have one Apache/Viper/Comanche lase a target and hit "broadcast laser" action.
-Have a second Apache/Viper/Comanche select "remote" action and fire a SALH Hellfire in LOAL mode in direction of laser target.
*Note: This is a simple proof-of concept system. It only works with one laser target being used at a time. Ultimately this feature will work with many lasers at a time using laser codes.

How SCALOS weapons work:
-Lock onto target using BI lock-on system. Fire missile and it will guide to target.
-Missile will miss target if lock-on is lost or target become obstructed by another object or terrain.
-Aircraft may be targeted, but a hit is extremely unlikely on fast-moving targets.


Installation:
Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:
-mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

Note:
You can also use -nosplash to get rid of the splash art and intro videos.


And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.


Included files:
RWCO_Main.pbo
RWCO_HAFM.pbo


Notes:
I'm looking for participate in RWCO who has experience with GUIs and PiP in Arma. There is a lot in this area that I would like to implement (Proper HMD, usefully MFDs, GUI for entering laser codes) and I have my hands tied up with the rest of the mod.


Planned Features:
Enhanced Laser Designation:
-Laser designators added to all gunships.
-Laser guided weapons will only lock-on to lasers (I'm looking at you, DAGR).
-Remote designation via laser code system.

Enhanced Radar Detection:
-Radar detection will be handled using custom scripts
-Terrain and objects will block radar detection, detection can only be had with LOS
-Probability of detection will depend on size of object
-Probability of detection will depend on stealth technology
-Probability of detection will depend on animation states (weapon bay door on Comanche will influence detection)
-For heliborne radar, stationary ground targets will be extremely difficult to detect.
-Location of radar emitter will vary from vehicle to vehicle (e.g. Apache will be able to detect targets if mast-mounted radar has LOS)
-Directionality of radar will be modeled (i.e. some radar systems only detect objects in front of aircraft).

Advanced Missile Guidance:
-Different missile types (SALH, MM Wave Radar, SACLOS) will behave differently
-Advanced trajectories for missiles which support them.

Improved AA Threats:
-RPGs edited to fire at helicopters.
-AA vehicles will detect and engage player at higher ranges.


Credits & Thanks:
Franze
Nodunit
Aplion
Olds
Niipaa
Neptune


License:
I release this under the Arma Public License Share Alike (APL-SA)



Changelog:
v3
Complete rewrite of missile guidance code. Proof of concept system for remote laser designation (Apache/Comanche/Viper can 'broadcast' laser and a second Apache/Comanche/Viper may fire at this target without needing LoS). DAGR renamed to APKS since this more closely resembles in-game weapon. Hellfire N replaced by Hellfire K to balance Viper (temporary until all hellfire variants are in). Fixed typo in Comanche displayname.

v2
Renamed Blackfoot to Comanche, Restored missing ASRAAM on Commanche AA, Added Brimstone missile for Commanche, Added ability to zero guns via laser rangefinder for Apache/Comanche/Viper, fixed SCALOS guidance on Skalpel ATGM to reflect automatic tracking, rebalanced AI dispersion on 30mm gun of Kajman, Added distinct LOBL/LOAL-LO/LOAL-HI/LOAL-DIR trajectories to Semi-active homing weapons.

alpha 1
- Initial Alpha release


Forum topic:
- BI forums



only required when you want to use the AH-64 or AH-1Z Viper
- Arma 2 US Helicopters import




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Tags: Enhanced,   Gameplay,   Helicopters,   Realism