A-10 loadout
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mp5punk
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Re: A-10 loadout
i have that aircraft in fsx. Alex are the views going to be changed for gunner at all?
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Cp
- Posts: 2225
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Re: A-10 loadout
[R-CON]Alex6714 wrote:I can´t see your picture, but I was more going with the size comparison of the PR pods with other pods and also Lock on.
For example following the model the cobra in PR should have only 14 hydras and the havok a different number, I think 40 but I would have to check.
Uhm, Don't know what happened to the picture, mirrored it on imageshack, hopes this works better.

The cobra could do with a pair of bigger pods, I know it can carry them.
I think the pods are a part of the model but I guess you could make a separate pair of pods and then place them on top, covering the vanilla 7 barrel pods.

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mp5punk
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Solid Knight
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Re: A-10 loadout
No, the Hydra warhead should be uniform. They don't magically get more powerful because you have less of them. Albeit you can give them different types of warheads. You could have one intended for anti-personnel and another for anti-light armor. The blast radius is different between the two.
Yes, the Havoc should have 40 80mm S8 rockets. The A129 (Z10) should have 64 57mm S5 rockets. Apache should have 38 70mm Hydras. Cobra should have 14 70mm Hydras. Each of those rockets have their own speed and acceleration settings and blast radius.
Yes, the Havoc should have 40 80mm S8 rockets. The A129 (Z10) should have 64 57mm S5 rockets. Apache should have 38 70mm Hydras. Cobra should have 14 70mm Hydras. Each of those rockets have their own speed and acceleration settings and blast radius.
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Alex6714
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Re: A-10 loadout
Yes.mp5punk wrote:i have that aircraft in fsx. Alex are the views going to be changed for gunner at all?
That would be unrealistic, I would go with 38 rockets, but the MAs would know more.mp5punk wrote:ya maybe keep the 14 rockets but make them a lot bigger explosion and damage.
EDIT: Interesting, forgot the Z10. Must investigate.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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mp5punk
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Re: A-10 loadout
alex is there any way that when you shoot a hellfire that on the side of your chopper it acctualy leaves, so when you are out of ammo none of them are there and when you re arm they will appear again?
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McBumLuv
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Re: A-10 loadout
This has actually been on mind for a bit, at least with the cobra. Why doesn't each heli get their unique rockets with different amounts and lethality? Is it just because it's too bothersome to be modeled?Solid Knight wrote:No, the Hydra warhead should be uniform. They don't magically get more powerful because you have less of them. Albeit you can give them different types of warheads. You could have one intended for anti-personnel and another for anti-light armor. The blast radius is different between the two.
Yes, the Havoc should have 40 80mm S8 rockets. The A129 (Z10) should have 64 57mm S5 rockets. Apache should have 38 70mm Hydras. Cobra should have 14 70mm Hydras. Each of those rockets have their own speed and acceleration settings and blast radius.



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Alex6714
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Re: A-10 loadout
Yes, but when I tried it with the cobra on SP it didn´t work, either sp or a cobra model problem. But I have seen it working.mp5punk wrote:alex is there any way that when you shoot a hellfire that on the side of your chopper it acctualy leaves, so when you are out of ammo none of them are there and when you re arm they will appear again?
This has actually been on mind for a bit, at least with the cobra. Why doesn't each heli get their unique rockets with different amounts and lethality? Is it just because it's too bothersome to be modeled?
Its just numbers for the damage and such, but for a different actual missile model, thats more difficult, well, cos you have to model it.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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Solid Knight
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Re: A-10 loadout
Yes. You can set it to use the dummy projectiles (the hellfire missiles you see on the craft) however there was a huge oversight in how dummy projectiles and reloading works. If you set the number of magazines to one and fire off all eight hellfires then rearm the dummies won't appear. If you set the number of magazines to a number greater than one they will reappear but they'll also reappear mid flight because all dummy projectiles reload when a new magazine is loaded. It's retarded, it's a vanilla bug that has gone completely unchecked since BF2 was released.
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McBumLuv
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Re: A-10 loadout
They have it in the AIX mod, iirc. (Or was it NAW?). They even had it for the rocket pods, with each rocket sticking out individually.[R-CON]Alex6714 wrote:Yes, but when I tried it with the cobra on SP it didn´t work, either sp or a cobra model problem. But I have seen it working.
Ninjaed by Solid Knight, though he explained it better.



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Eddie Baker
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Re: A-10 loadout
I have seen the AH-1W fitted with 38 Hydra and racks for TOW or Hellfire, but not all of the rails had missiles on them. The stub wings are pretty short and it looked like the Hydra pods were actually touching the TOW racks. I don't think it can take the 8 missile + 38 rocket load out that the Apache can, even under optimal climate conditions, just because of the wingspan.Cp wrote:The cobra could do with a pair of bigger pods, I know it can carry them.
I think the pods are a part of the model but I guess you could make a separate pair of pods and then place them on top, covering the vanilla 7 barrel pods.
The AH-1Z Cobra (not the alleged AH-1Z in-game, but the real one) has a larger wingspan and can accommodate that load easily. It also has wingtip rails for Sidewinders; Apaches are limited to ATAS, from what I understand, and there is a helicopter launched version of Starstreak HVM that I believe is under British AAC evaluation.
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Alex6714
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Re: A-10 loadout
That was my problem then, still nice to have them disappear, even if they don´t come back.Solid Knight wrote: If you set the number of magazines to a number greater than one they will reappear but they'll also reappear mid flight because all dummy projectiles reload when a new magazine is loaded.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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Solid Knight
- Posts: 2257
- Joined: 2008-09-04 00:46
Re: A-10 loadout
Yeah, AIX uses the hydra70_dummy. I tried it out on the Cobra but the problem with that is the M260 tube is at 0 degrees but in order for the missiles to fly level with your crosshair the rockets must exit at -3 degrees. This would cause the dummy rockets to poke through the rocket pod at an angle which would look horrible*.McLuv wrote:They have it in the AIX mod, iirc. (Or was it NAW?). They even had it for the rocket pods, with each rocket sticking out individually.
Ninjaed by Solid Knight, though he explained it better.
...Yet another reason to have all pylon weapons as dummies. Argh...
*Actually, looking at the code I see the camera for the pilot is rotated. Might be able to align the two but I'm confident that would lead to having to alter flight physics a bit since your camera view wouldn't be slightly off as to the real pitch of the craft.
Last edited by Solid Knight on 2009-01-04 02:48, edited 1 time in total.
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McBumLuv
- Posts: 3563
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Re: A-10 loadout
is it not possible to set it to 2, and then insert some magic code to not allow you to reload them until you have both again?Solid Knight wrote:Yes. You can set it to use the dummy projectiles (the hellfire missiles you see on the craft) however there was a huge oversight in how dummy projectiles and reloading works. If you set the number of magazines to one and fire off all eight hellfires then rearm the dummies won't appear. If you set the number of magazines to a number greater than one they will reappear but they'll also reappear mid flight because all dummy projectiles reload when a new magazine is loaded. It's retarded, it's a vanilla bug that has gone completely unchecked since BF2 was released.



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Solid Knight
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Re: A-10 loadout
I thought about that and came to the conclusion that you can't. I looked at what events you could use as a trigger with python and there isn't anything you can do to affect dummy projectiles. I thought about having it add an extra magazine then remove it but I don't think that is possible. And of course with all these scripts running there is a performance hit. I'm no python expert so I don't know if it would be negligible or not.
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McBumLuv
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Re: A-10 loadout
I expected thatSolid Knight wrote:I thought about that and came to the conclusion that you can't. I looked at what events you could use as a trigger with python and there isn't anything you can do to affect dummy projectiles. I thought about having it add an extra magazine then remove it but I don't think that is possible. And of course with all these scripts running there is a performance hit. I'm no python expert so I don't know if it would be negligible or not.
No amount of coding magic and such can defeat bf 2's secret anti-mod weaponry, "hardodedness". Or something like that



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Solid Knight
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Re: A-10 loadout
The way they designed the game is actually pretty limited in respect to redefining behaviors. Really, all you can do is change up the properties of something there are not methods to create new conditions, alternate behaviors or whatnot. Hell some things aren't as extensible as they should be like targetting systems. You can't even tell a laser guided missile what specific template you want it to lock on to. Nope, it will always lock on to any and all lasertarget objects. Things like that. They never really intended for the game to be extensively modded into something that wouldn't be recognized as BF2. In essence, all mods are just BF2 remixed.McLuv wrote:I expected that
No amount of coding magic and such can defeat bf 2's secret anti-mod weaponry, "hardodedness". Or something like that![]()
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CareBear
- Posts: 4036
- Joined: 2007-04-19 17:41
Re: A-10 loadout
'[R-CON wrote:Alex6714;888202']Don´t be silly, They is cheap. I have one in my garden, bought for me this christmas.
This is the book.
haha just finished that at about 4am this morning, bloody good read

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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: A-10 loadout
Play Lock Onmp5punk wrote:Well i did some research on the a 10 too see what kind of weapons it carried.
1. Carries a 30MM GAU-8 Cannon with 1350 rounds fully loaded. Carries two types, HEI and AP. Can carry both at once or 1 at a time.
2. AGM 65- Maverick which is an air to surface missile. Can carry 2 of them.
3. Cluster bombs and Hydra rockets.
Picture of a-10 fully loaded, much more than in PR:
http://en.wikipedia.org/wiki/File:Usaf. ... 750pix.jpg
HUD
1. I was wondering if the HUD for the a-10 can possible be changed.
Video of hud in the a 10
YouTube - A-10 Warthog HUD 30mm Strafe
Flares:
1. I believe that the A-10 carries way more that 30 flares, i know that it also carries chaf.
Virtual CockPit:
Is it also possible to get a virtual cockpit in the a 10?
Just thought i would share this.
^^
and WRONG, an A-10 can carry MORE than just 2 mavs. its possible to carry.... 12 mavs.. if im right



