Arma 3
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Freestyles Crash Landing
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
0.043 MB
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 (2)
13
Oct 16, 2020 @ 9:47am
Performance Improvements
Leopard20
1
Feb 28 @ 3:13am
Bug Report: Respawn Module Creating Two Aircraft
Donov C.
< >
309 Comments
DxG6767 Oct 10 @ 5:56am 
to any one reading swap to the Arma3Legacy204 on the beta's tab to be less buggy. this fixxed it for me (it could help with other mods too). it says in the patch notes / SPOTREP #100
DxG6767 Oct 10 @ 5:19am 
it dont workey, i think its the new update (it said that it is buggy on mods). pls update
Kudash Sep 21 @ 1:49am 
I don't know why, but now mod dosen't work. Only setup this one and CBA and still nothing changes. Weird
Somm Sep 6 @ 1:54pm 
Game = Explode

Mod = Crash
Reticuli Aug 29 @ 3:20am 
I can't tell that this makes any difference.
龟孙你了 Aug 10 @ 8:24am 
Ace cooking aircraft has a chance to continue to explode into the sky when it hits the ground, damaging its performance.
Macmillan101 Jul 4 @ 1:59pm 
so my issues atm is, im tesitng this to work on my server as a way to stop AA missles 1 shotting helis, i cant seem to tweek the settings to stop a AA missle just blowing up my heli
snakelegend Jun 18 @ 12:08am 
What is a good damage threshold number for destroying aircraft with explosives? With the default 10, i tried two satchel charges and two rpg heat rounds using the CUP mod and the helicopter still survived so i couldn't complete my task. I'm just worried if i set it too low my crew and I would die from an impact when going down regardless
A MUST HAVE THIS IS ONE OF THOSE MODS THAT YOU JUST NEED THX god i hated that you die when your helicopter crash... but now whit this mod ! thx it's as i said a must have
Decoy May 21 @ 10:37am 
Odd question maybe, but does this work as a server mod, or do all the clients need to have it as well?