Arma 3
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Freestyles Crash Landing
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
45.037 KB
Sep 17, 2020 @ 2:48am
Nov 22, 2020 @ 3:07am
11 Change Notes ( view )

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Freestyles Crash Landing

Description
Please consider reading the FAQ[github.com] and the 'Notes' section on this page before asking questions in the comment section, many issues and question are already answered there. Thank you!

A while ago I found the Surviable Crashes mods in the workshop, a mod which allowed you to survive the destruction of your aircraft to attempt a crash landing.
However the mod has not been updated for more then 2 years now and there are some issues (e.g. AI units inside helicopters allways die), so I decided to create my own crash landing mechanics.

Many thanks to everyone who provided or still provides feedback on this mod. It is really appreciated! And special thanks to Steam User @Brazzer for rewriting and restructuring large protions of the mod into the current structure! As weel as to @Captain828 for providing code for the player only function!

Features:
  • aircrafts to not instantly expode upon taking lethal damage
  • special particle effects during the crash landing phase
  • enemies won't attack a crashing aircraft, until it lands or the crew ejects/disembarks
  • they remain controllable and can be landed
  • upon taking too much additional damage they are completely destroyed
  • ejection upon impact, with condfigureable parameters
  • damage thresholds for damage and complete destruction are adjustable in the settings
  • mod is signed and server keys are included

Important Links:

How the mod works
Upon taking too much structural damage, in vanilla Arma aircraft will simply explode, killing every passenger. With this mod enabled structural damage is capped at a certain threshold (can be adjusted in the settings, ranges from 0 to 0.99, default is 0.99), upon reaching this cap the aricraft will start to burn, indicating its status. Every additional damage to the structure is then stored in a special state variable for the aircraft, once the state threshold is reached the aircraft can be destroyed as usual. The state treshold can also be adjusted via the settings, ranging from 1 to 100, with default 10, it describes how many time the aircraft can take additional structural damage before exploding, for example 10 means the aricraft survives 10 times as much damage before exploding.
This enable the crew to survive and attempt to eject or land the crashing aircraft but be aware that hitting the ground causes massive damage!
Additionally neither players nor AI crews are protected from damage while in the aircraft, while your helicopter might survive an AA missile and begin to crash, you will be damaged too.It might happen that you die in an aircraft due to the damage dealt AA weapons (often in forms of explosions) while your aircraft still remains flyable.

Compatability
The mod is compatible with ACE and ACE medical, as well as most aircraft mods.
Since their last update RHS added their own helicopter damage behaviour which prevents my mod from working properly on RHS helicopters, you can still load both mods, but my mod can't take effect on the RHS aircraft. This change is caused only by the RHS update and other mods should still be compatible (except mods that use RHS helicopter, like some faction mods)

Notes
  • Sometimes the AI anti baling system does not prevent units from ejecting as the threshold for it to trigger is not reached yet, to change this you can set the "Hull damage cap in %" settings to lower values, 95% should work without any noticeable changes compared to the default of 99%
  • Some aircraft (both vanilla and modded) are quite resistant to structural damage and therefore may not always trigger the effects of this mod.
  • When using ACE madical it is possible to pass out due to the damage dealt by AA weapons, redering you unable to perform an emergency landing or ejection in time.
  • When using vehicle respawn modules make sure to add configure them like this:
    1. set Wreck to 'Delete'
    2. set Respawn Delay to anything other than 0
    3. set Respawn when Diasbled to 'Diasabled'
    4. add this line into the 'Expression' tab of the module:
      params["_new", "_old"]; deleteVehicle _old; _new call FSCL_main_fnc_setup;
  • Feedback is always welcome!

License

This work is licensed under the ArmA Public License Share Alike:

https://www.bohemia.net/community/licenses/arma-public-license-share-alike
Popular Discussions View All (3)
13
Oct 16, 2020 @ 9:47am
Performance Improvements
Leopard20
1
Feb 28, 2021 @ 3:13am
Bug Report: Respawn Module Creating Two Aircraft
Donov C.
0
Jul 11, 2023 @ 8:59pm
Ai delete
Ϻiῌ Mitchbrina Carpenter
345 Comments
ekcja Mar 22 @ 2:27am 
@Nullified My composition does something like this mod, except you have to apply it manually on a helicopter/plane: https://steamcommunity.com/sharedfiles/filedetails/?id=3275777200
Nullified Mar 20 @ 12:01pm 
Is there any other mod that does similar to this? I remember using this and helos would spin violently and than crash, now they just bellow in smoke and crash in a straight line
Nexogamer401 Mar 10 @ 3:34pm 
There is a problem with this mod and "Free Fall off the Ramp". It keeps despawning the plane while on the set route. Dont know the exact cause of this, but it 100% is this mod, that causes it.
Sir.English (ColDelta) Feb 17 @ 7:09am 
Mod works pretty well especially for the Milsim atmosphere's of flying
The ability to actually have a chance to land, and possibly get out alive while doing so instead of blowing up midair is great.
All it requires is a bit of adjusting of the addon options to the user's liking (with how some aircraft are weaker than others)
_mickey_ Feb 17 @ 2:57am 
Still a tempting mod, but in the comments a lot of messages about malfunctions. It also looks like the Author abandoned the mod.
d.O.c Dec 28, 2024 @ 8:50pm 
Ok after testing, it seems it only happens when i'm in first person, consistent each time, as a passenger, if i'm in FPS, i get ejected, but third person fixes it somehow
d.O.c Dec 28, 2024 @ 8:39pm 
works great for npcs, but now it's reverse, its my character who always bails when hit, how can i stop that ?
tyler60k Aug 20, 2024 @ 4:27pm 
Just to confirm what the gentlemen below me mentioned, the AI no longer stays in the aircraft when it reaches critical. The anti-AI bailing seems to have broken.
Sir.English (ColDelta) Aug 19, 2024 @ 10:12am 
Hi Devs, first off lovely mod, works fine on most aircraft.
Short question, is there a chance you lot could have a look at this mod paired with the MH-47G mod? (The really fancy Chinooks)

It seems to work completely fine on the helicopter's physical end, entering the critical damage state and the AI stop shooting it as it goes down.... Though even with Passenger-eject turned off, at 0% or maximum G-force requirement, whenever critical damage is reached.. Crew is outright ejected midair anyways, leading to a straight death due to impact with (still 'flying' vehicle).