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I am writing to you regarding the SU-35 Flanker E mod and would like to inquire about the possibility of including it in my mod package as one of the mods I am preparing for a private, non-commercial server. I appreciate the tremendous amount of work that went into creating this model and would like to make it available in my project, of course with full respect for the rights of the creator.
In the mod's description I will include direct links to the original mod for download and to your profile, so that users can easily find the source and appreciate your work. If you have any additional conditions or preferences for the use of your mod, let me know - I will be happy to fulfill them
Most important is envelope, then thrustCoef for your purpose I guess.
private _SU35_AB_EH = [_ehName, "onEachFrame", "JS_JC_fnc_SU35_FX_Afterburner", [_SU35, 1500]] call BIS_fnc_addStackedEventHandler;
which is in scripts/Init_SU35.sqf - the afterburner hard limits the speed at that value. Good luck.
https://www.moddb.com/mods/project-south-east-of-ukraine/downloads/project-se-ukraine
I did also try a brute force fix of copying the wheel config from the csat shikra and changing the bone names but, somewhat predictably, the fix isn't that easy.
I have uploaded a test version to https://tetet.de/arma/arma3/planes/@SU-35%20Flanker%20E.zip with the fix in, as presented by Aliasalpha. I will update steam later during the week. I usually don't update 'production' mods on the weekend as this interrupts player ops probably.
It does also seem to kinda bounce a bit on runways when at speed which can cause damage when taxiing or landing, I can't see the cause for that though. I was thinking maybe the vehicle weight but I've never been sure how that works in Arma
In 'class JS_JC_SU35', you've got 'soundLocked' and 'soundIncommingMissile' both at 0.1 volume rather than 1. I repacked it (after changing classes from uppercase to lower because PBOProject is weird about that) and with that volume change it's perfectly audible, should be a nice easy fix the next time you update.
The only teeny tiny tweak I'd suggest is replacing the CUP Su-35's default pilot with a CUP Russian pilot. Classname for that is CUP_O_RU_Pilot or if you want there's CUP_O_RU_Pilot_EMR if you prefer Russian green digital camo scheme on their uniform. Either would be good.
However, having an RHS or CUP version would certainly be good for scripts that automatically read from an entire faction. For me personally, CUP would be what I am using, but I wouldn't want the RHS people left out if I can avoid it. For that however, to be in the same mod, you'd have to make a soft dependency like what is done in the D2X crossover mods.
You have skins for Russian Su-35s in the base mod, but there are no Su-35s in the Russian faction. By default, these aircraft will spawn with CSAT skins. Now sure I can just change them in Eden editor or with scripts for one-off custom missions, but if you had a version that spawned with the Russian skins already applied, it would allow me to slap this into game modes like Liberation or Antistasi or more easily spawn it with Zeus and not have the incorrect skin when I want a Russian skin.
Basically what I'm asking is can you add a class of the Su-35 that starts with Russian skins already applied?
If not, I can probably figure out how to do it myself, but I'll have to make another mod with this one as a prerequisite. But I figure other people might want this without having to download yet more mods for one tiny change.