Author: NodUnit
Author Website: Requirements: No addons required Version: 1.43 Signed: Yes Short description: This is our AH-64D originally made for ArmA2, ported to ArmA3 with various bug fixes. |
Description: This is our AH-64D originally made for ArmA2, ported to ArmA3 with various bug fixes. This is considered a WIP addon. What it has: Same features as ArmA2 version (AH-64D Apache Longbow), minus the campaigns and missions. There is only one demo mission included as a familiarization mission. 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! Installation: To install the AH-64D Apache Longbow you should use modfolders to keep it seperate from the official game content to prevent issues. With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded. Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3. Included files: fza_ah64_controls.pbo fza_ah64_us.pbo Usage: For usage instructions and information of how to use the AH-64D Apache Longbow please refer to the included documentation. Online manual: For the full online manual, go to: http://mechmodels.com/mas/downloads/ah64v2/manual/ah64dv2_manual.html Media: Armaholic.com has its own Youtube channel where we will cover the Community made releases. Subscribe to the Armaholic.com Youtube channel Known issues: - Player will report 'out of fuel' radio message with CEM on. Reason: to keep player from being able to take off without going through startup procedure, fuel is set to 0 until startup procedure has been followed. Cannot disable the default radio 'out of fuel' message. - Betty audio messages will play when dead or out of aircraft. - Audio issues with engine loop sound. - Sometimes engine startup procedure is skipped. - Contact of certain objects will result in aircraft explosion. - Aircraft weapon weight remains constant. - Gun/pylons do not work in multiclient aircraft in multiplayer. Source files: #Quote franze: I'm releasing the source files, to which I am adding the following stipulations: - You can change/edit/use the files to your heart's content; however, if we make an update, it's your responsibility to put the changes into the new version, not ours. - We will NOT bend over backwards to accommodate every mod, change, or addition done to the addon! If JimBob's Most Wonderful Changes to the Nodunit/Franze AH-64D (adds item #DF65-34X, dildo in the cockpit seat) doesn't work with the changes that we make, JimBob will have to make the changes on his own. A reasonable effort will be made to incorporate changes that make sense, but the source will remain the baseline version. - We still maintain control over the fza_ prefix - that means if you add a weapon not in the package, you need to use your own prefix and not ours. #Quote nodunit: I want to state for the record that this is no longer my model but a community model. That means anyone can download it and permission is hereby granted to all that wish to add it their mod or alter it, and if you should so wish you may even port it to other games. Download the AH-64D Apache Longbow Source files: Credits & Thanks: Nodunit (models, textures) Franze (scripting) ---Voice--- Bardosy - Kestrel flight Fangs McCoy - Bitchin' Betty Franze - Dusk Knight 3-2, Grey Wolf, ground forces froggyluv - Instructor nettrucker - Co-Pilot Gunner --- Additional Credits--- General Barron (getpitch, getbank, setpitch, setbank functions) Noubernou (clickable cockpits concept, per frame eventhandler) Robert Hammer (Door open/close sounds, Main Rotor Sounds) Hellcat (testing, campaign guide) islefan (testing, advisor) Jason (testing, advisor) b00ce (testing) ---Music Credits--- Jeehun Hwang (Heavy Gear, Mechwarrior 2 soundtracks) http://jeehun.com/ Barry Leitch (TFX, Drakan soundtracks) http://www.barryleitch.com/ Origin Skunkworks (Longbow 2 soundtracks) Bioware (Shattered Steel soundtracks) ---Special Thanks--- Max Power - Testing, model and texture advice BG ECP - pilot advisor License / Disclaimer: If something goes wrong while using this addon, you cannot hold the authors responsible. Use this package and the included contents at your own risk. The contents of this package (textures, models, scripting) were created by Franze and Nodunit; if you wish to use any of it, please credit them with the creation of the original work! You are not allowed to use this addon for commercial purposes in any way. This includes incentive content as donations for servers, monetized servers, or related commercial purposes. Creation of content with assets provided by this addon (scripts, skins, etc.) does not imply ownership of the addon or contents within. Ownership of this addon is the sole property of Franze and Nodunit and associated subsidaries. Changelog: v1.43 - Modified per frame handler to function with ArmA3 64 bit executable. v1.42 - New HMD horizon object. v1.41 - Fixed errors in scripting relayed to AFM. - Fixed arming menu error. - Added PNVS HDU function. - Added keys for head tracking toggle and waypoint cycle: User 19 for head tracking toggle and User 18 for waypoint cycle. - Improved automatic gun tracking and aiming. v1.4 - Modified model and texture. - Added skin selection to arming menu. - Fixed some glitches with ASE, TSD, and FCR displays. v1.32 - Modified data transfer mechanics. - Fixed bug with PNVS and FLIR lenses on the model. - Fixed multiplayer bugs with scripting not initializing. - Added CPG control options when AI is piloting. - Modified model UV coordinates. - Fixed bug with multiplayer missile avoidance. v1.31 - Modified gun tracking in HMD and AUTO modes to remove bank error. - Modified IHADSS scripting to work faster on per frame handler. - Modified weapon damage so that if using a linked weapon and one pylon is damaged, only ordnance is lost on that pylon. - New laser designation system for CPG. - New experimental mouse input for click actions: when the Head Tracking On action is used, the mouse will move the 'X' click action point. - Gun burst no longer forced time restriction. Gun now has overheat tracking and overuse can result in gun jamming. - Gunner heads down symbology in place. - Added DTV monochrome effect. - Modified gun control: gun control exclusively the realm of the CPG in multiplayer. - Fixed issue with MPD buttons not working with CEM off. v1.3 - Modified shadow LOD. (further messing with exterior, interior still very WIP) - Modified pilot LOD. (you won't see a change) - Modified missile guidance. - Modified missions to account for new damage scripting. - Modified campaign missions "Pin Drop" and "Hallowed Ground" to include radio commands for ordering Dusk Knight to stop, continue, or fly to an area. Dusk Knight will also wait until the player takes off to continue his way route. - Modified pilot and gunner LODs to show weapons and rotor components. (blur and pylon weaponry) - Fixed crew placement in crew fire LOD placement that resulted in their being unhittable except in certain places. Still requires a weapon capable of penetrating armor to prevent 'makarov' crew kills. - Fixed vulnerability in underside of cockpit area. - Opening doors will now allow crew to be shot. - Pilot needs a gunner to use SAL v1.2 - Changed weapon and ammo class inheritance. - Modified missile guidance scripting. - Fixed cockpit glass invulnerability. - Fixed CPG-Pilot multiplayer issue with gun/pylons. - Fixed shadow issues. - Fixed skin selection areas. - Fixed TADS stow for CPG. v1.1 - Engine startup now has sounds and UFD/WCA page feedback for state of components. - APU and engines will burn fuel in complex startups. - IHADSS must be turned on (IHADSS toggle action) after battery turned on. - Added IHADSS toggle capability to click action on IHADSS storage box. - UFD, MPDs, and IHADSS in off state until battery, APU, or engines are on. - Added rotor RPM audio message when exceeding 110% and an altitude above 5m while ENG page active. - Modified UFD messages to be uniform in color and size; removed some messages. - Replaced main rotor sounds with Robert Hammer samples. - Improved shadow LOD. - M230 burst behavior changed - waiting 1 second or more in the middle of a burst resets burst limit. - Fixed FCR page components errors with TSD. - Fixed gunner unable to turn on FCR in single player. - Fixed Pilot-CPG damage effects - now passed between crew members. - Fixed click helper not appearing after resuming from a saved game. - Fixed CPG TSD map not hiding. Forum topic: - Armaholic forums - BI forums Enable javascript to be able to download from Armaholic please! |
Hey, I cant actually work out how to make this thing take off, not even with the manual thing, any help?
Hello,
i have a qeustion i try to get the map to work in the apache so i can see where i'm at any time but it wil only display some wierd line's and a white screen i mean the TSD NAV can anyone explain how to fix this
i have downloaded the maps from the AH-64D_MAPS_Kimi but i don't know where to put the PAA file's Plz help me thx in advance
PS. sorry for my bad english
and Nodunit and Franze Thx alot for this addon i'm your biggerst fan
and Dennythespaniel its easy read the online manual.
if i was you i did the manual in your bookmark's cus u will need it alot anyone will.
Hello again, i have fixed my TSD NAV so no need to help me anymore.
@Nodunit
but i found 3 problems that need a fix maybe you already know them but i will tell them anyway.
i was in a dogfight with a jet and after 3 missle's he Finaly hit me.
my tail broke off and the rest of the apache was stuck mid-air and stayed there for 5-7min after the jet finished the job i fell down to the ground
secend problem is.
when i use my rocket pod's and lets say fire 3-4 rocket's and don't switch weapon's after i'm done it wil fire random rocket's ( killed some friendly people online with it xD) but its the same in Editor so its not only in multiplayer.
problem three
the TSD NAV is like 3cm of the green indicator if i try to set a waypoint
after all its a great addon and its the reason i play arma 3 so much.
and is it an good idea maybe to build-in some real flare's in the wing's that wil be very helpfull.
after all keep up the good work i know you make alot of people happy
Sorry for my bad english but i do my best
I think it's very glitchy. The loadout change doesn't work, the navigation too even you can hardly aim with it or not able cause the pilot moves your cam (your mouse). A great idea but with couple of useless functions.
It's damage nice but unnecessary there is no warning or something that show you damage everyone shot you down easily.
If you die as pilot it will msss up your game and you have to restart the mission.
Great model with horrible useless buggy functions. Pleas delete the useless start engine was etc... and make it to be a flyable combat chopper.
@paga
you have no idea where u talking about thts for sure if you don't know how to use it then don't and stop crying
stop crying the only problem is that you just don't know how to use it
there are a few bug's but useless functions? nah maybe in your head cus you don't know how to use it
the loadout function is working but you just don't know how to use it thats the problem
and or warning? kidding me? did you even use the apache?
TSD NAV working FCR Ground working
FCR Air working ASE working
and yes you cannot Aim cus you don't know how an apache work's its not just aim and shoot lolz you need to have the right system's on otherwise the apache wil not aim right
SO STOP CRYING if you don't know how to fly the apache then don't but stop lying for sure
if you don't like real shit go play with standard heli's sucker but don't try to blame the addon for your mistake's.
the addon work's fine and i can fly it have over 200 flight hours in it so i know what work's and what not plz stop crying if you don't know how to use it
the only useless thing is you taking here
useless people here for sure don't even know how to use this addon....suckers.....
http://mechmodels.com/mas/downloads/ah64v2/manual/ah64dv2_cockpits.html read it maybe it will upgrade your brain a bit
Do not be so rude pal!
I tried it in a coop mission but cannot move the cannon to the right place because the pilot moved my head.
When you dead respawn and get in the chopper again everything gone mad cause some of the function stayed turned on (click helper head tracking and so....
If you are one of the "masters" of this chop make a tutorial video for noobs (how to use it).
i'm not trying to get rude just telling the truth
bro you don't know how to use it thats the problem go with me in a private channel and i will sho u that evrything wil work but you know how to use it and yes its a good idea to make a vid for newb's cus i have more them 200 flgiht hours in the apache alone so i know what's working or not and just tell me if you have any trouble so i can help an fix it and No i'm not one of the addon makers but i know how to use it and you don't so stop crying OR ask for help so i can help ya and i'm not rude but don't try to bring a addon down if you don't know how to use it bro just ask for help and i will explain it to you how to use it propertly
read the manual i have done it a 100 times for sure and i don't know even all option's
greeds Anonymous-Neuralbow
Nice to see this back in Arma! But does anyone else think the handling is way to sensitive at low speeds? I barely move the mouse or work the pedals while taxing and it flies all over the place. Maybe I am doing something wrong or it just is this sensitive in real life but otherwise LOVE you guys ported this over to Arma 3! Keep up the amazing work.
Look forward to the 1st patch. Also Nod if you happen to read this, your description is off still. Says Arma 2, and it includes missions as well as your Arma 2 change log. Sure you will fix it, just thought I would let you know.
Sorry it double posted somehow. And it won't let me delete it... :(
@Wolfhunter its that sensitive in RL yes.
but let me give you a tip Use your mouse/joystick at low speed its alot easyer
all you need is a very steady hand
i have a mouse that wil let me set the Dpi at high speed i fly on 2400dpi.
but at low speed i need to switch to 1200dpi otherwise it's sucide xD
i don't know if you have alot of flight hours in the apache but you wil get used to it for sure
Greeds Neuralbow sorry for my english xD
2 things. First, Neuralbow, the AH64 is not as responsive "in RL" as it is with this mod, as you suggest; I assure you that. You are right however that changing mouse or stick response does make the mod far more manageable in operating speeds. I understand that you enjoy the mod but come on, lets not berate or mock those who disagree. That helps nobody. Secondly, this mod is really good as a WiP but far from finished work. The start up procedures are well-mapped but could become repetitious in a MP setting without a bypass. The model itself is probably in the top 5 ArmA3 mods I have ever seen visually, and the weapon system works good with some knowledge of the aircraft.
Rated 3.5/5 as overall. Cosmetically, this is a great advancement well beyond any other AH64 that I have seen ported.
yea thats the Apache a complicated machine to fly the right way.
@ Triple5one brother i'm not here to argue about it but the Apache is resposive bro othterwise a Apache pilot lyed to me.
cus i asked him alot of thing's about the apache and he said "The Apache is Realy responsive" and he told me alot of other usefull stuff about it
not as in this game but still a game and RL wil always be diffrent
sorry for bad English xD
The concern about the pilot turning the gunners head is a valid one, we ran into this in Arma 2 but an animation command fixed it, and from the sounds of things it looks as though it has reared its ugly head again. The weapons are a bit off, the gun won't lead targets correctly due to not being updated to Arma 3's intertia, and the missiles behave very...strangely when beyond view distance, sometimes even then. We are looking into this however and hope to come up with a solution.
In regards to repition in the start up sequence, this command fza_ah64_cem = false and more seen here http://mechmodels.com/mas/downloads/ah64v2/manual/ah64dv2_editor.html can be used to disable various functions.
In regards to the arming menu, you first click the launcher and place it in the center box, then click a weapon that goes into it (rocket type/missile type) and click the four dashes beside it (these represent the zones, rocket pods get 3 and missiles get 4 to allow combinations of different missiles or rockets) then click one of the numbered pylons to load it. You can then either click more pylons to load the same thing or repeat the process with a different set up to mount more variety.
In regards to the TSD, placing icons via interaction with TSD is off by a bit, this is just the way it works in the engine and has been that way since A2, I don't think there is a way to change that.
For some reason i dont have a "Arming" option, is anyone able to tell me why not? or if i haven't installed the files correctly?
@ Anubis88
when AI is in the apache you wil not have "arming" except if a "ammo truck" is near
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