Arma 3
Aerodynamics Lab
65 Comments
brendob47  [author] 13 Jul @ 11:39am 
Currently, that's not possible. However, the Compat Data works just fine. I am slowly working on reducing hard dependencies - the next update will turn the F-15 and F-16 into soft dependencies.
FlaminPenguin1 12 Jul @ 2:59am 
can I use this mod without sog praire
brendob47  [author] 9 Jun @ 2:27pm 
It depends on the jet you're using. If the jet is vanilla or SOG:PF, I haven't changed the ejection script, so unfortunately the seats and canopies will despawn.

Currently, the Firewill and Pook jets are known to have non-disappearing seats. Firewill ejection seats should have functioning inventory, but I haven't been able to make it work on vanilla, sogpf, or Pook ejection seats.

The best workaround is to be VERY quick, and access your inventory immediately after ejecting, and transfering as much as you can to your uniform/vest using the right click.
tommi.1978 8 Jun @ 5:35am 
Hi! What might be the problem but in my tests the ejection seats disappear from the ground before i have landed and can go to them?
Patriot 27 May @ 12:17pm 
i'd love to see this mod's take on the F-15EX, probably my favorite variant of the F-15. keep up the solid work guys!!
brendob47  [author] 28 Mar @ 7:41pm 
Other mods are my current priority, but its definently on my future plans. Much of the research I did for the F/A-18X I did (radar, engines, navy pylons) is transferrable to Legacy hornets, so whenever I start work it won't be from 0.
El Guguginga 28 Mar @ 2:51pm 
A masterpiece. Really hoping the F-18 will be done soon.
brendob47  [author] 23 Feb @ 7:22pm 
Make sure you have Pook's Soviet Air Force Pack loaded - it's a soft dependency. It also enables access to MiG-25/31 variants and the An-12 variants.
ivuhS 23 Feb @ 5:08pm 
No have it in Aerodynamic lab tag
brendob47  [author] 23 Feb @ 4:31pm 
It should be under the same Aerodynamics Lab faction
ivuhS 22 Feb @ 8:27am 
Where tu 160?
CPT A. Skyried |171CB| 17 Jul, 2024 @ 3:14am 
If my testing has been correct, I believe the stall speed is somewhat too low compared to the real world performances of the aircraft. I would love to get a chance to talk with you to perhaps improve the current flight model.
CPT A. Skyried |171CB| 16 Jul, 2024 @ 2:08pm 
@brendob47 - fantastic work, thanks for the info; do you happen to have a mod discord at all?
brendob47  [author] 14 Jul, 2024 @ 11:37am 
@Frosted Flake Radar (and Russian Weaponbox and More) update is being co-developed at the same time as the next update to Total Warzone due to sharing some internal class structures and features. The Excel spreadsheet and math is done for every in-game plane class (and then some!).

@Skyried The ejection seat system is a slightly modified version of the vanilla ejection seats. Instead of pointing to vanilla/existing scripts, I redirect ejection to scripts which don't lock+delete seats, and implement custom seat classes with pre-set cargo.
CPT A. Skyried |171CB| 10 Jul, 2024 @ 10:25pm 
Really love the ejection seat system - is there a possibility of it becoming a standalone or is it something that's tied directly into the aircraft system itself?
Yo Gabba Gabba! 10 Jul, 2024 @ 1:11pm 
Looking forward to that radar update. Keep up the good work.
brendob47  [author] 5 Jul, 2024 @ 3:00pm 
One of the major points of this mod is that the "each skin requires a class" system is replaced with the vanilla Virtual Garage. If you want to use specific livery, there are many ways to view the Virtual Garage texture options and apply the one you want via script, or if you have a mod, you can make a soft dependency with the texture options pre-applied (like I did with Project Red Dawn).
Jubilant 5 Jul, 2024 @ 1:44pm 
Is there a method to do so ?
Jubilant 5 Jul, 2024 @ 1:32pm 
Hi again thx for the rapid response, how about making each f-15 and f-16 model in this mod spawning with different skins as included in the Firewill's mod.
brendob47  [author] 5 Jul, 2024 @ 6:10am 
Modifying existing aircraft classes is out of scope for this mod since it would break many, _many_ scripts and such both within Firewill's mods and other players' mods and missions. Best I can suggest is checking with the author and/or documentation of the other mod to see if you can add custom unit classes to it.
Jubilant 4 Jul, 2024 @ 7:43pm 
What I am basically asking for is making the bombs in SOG prairie fire able to be used by original f-15 and f-16 models or any other addon planes.
Jubilant 4 Jul, 2024 @ 7:05pm 
Hi thx that's the mod that I was looking for, much obliged! Everything is working fine but I am using a CAS MOD for ZEUS named NSFT modules and in that module the f-15 and f-16 from the original mods don't seem to be working because their pylons aren't updated. However, when I use this mod I can see your custom planes along with the ton of selections of bombs that I can use. Can you integrate the bombs in this mod and bombs of SOG to the pylons of original f-15, f-16 models or can you just add the already skinned versions of the planes as seperate planes so that they can show up in that module ı've aformentioned. It's like magic how bombs in your mod works for that CAS module, I've spent tens of hours triying tons of different mods that adds bombs, different pylons, updates plane models but none of them worked except for yours. I am extremely gratefull for this
brendob47  [author] 24 May, 2024 @ 8:41pm 
@Lamp128 - you might like what I'm cooking up in the next update. I'm doing the second total overhaul of RADAR, since I was increasingly frustrated at the regular sensor values giving mere seconds between detect in BVR Range > Pick Target > Merge, as well as a really big mistake I made that made Look-Down Shoot-Down nearly impossible.

RADARs are typically going to be longer range, but still not absurd, so they'll be workable anywhere from Altis, to 40km terrains, to PMC 160km terrains. I'm also using a modular RADAR system so I just need to edit the base class for a custom sensor, and it will be inherited by any aircraft which uses that particular sensor.

I made a whole excel sheet and everything with ranges for the important parameters, I have a (slightly outdated) teaser below. I'm also integrating these standards into other mods of mine like Total Warzone - Warzone 2100 Factions.
brendob47  [author] 17 Apr, 2024 @ 8:03pm 
I have most code implemented in my current WIP build, but haven't finished the other prioritized mod work yet. If you want a preview of some of the new things to expect, the current project I'm working on is Total Warzone, which has its own mini-version of this mod built in for its aircraft. If you join my discord server, you may find some progress pics of the WIP stuff https://discord.gg/pBvfet5Zj6
Yo Gabba Gabba! 17 Apr, 2024 @ 5:55pm 
How is this coming along?
brendob47  [author] 1 Apr, 2024 @ 5:48pm 
I have some update code WIP that I made for another mod, but AL isn't my priority until that other mod's update is released. Gonna include some improved pylon compatibility for non-Jets aircraft (for example, bombs on the A-10 would no longer be too far back) as well as a much-improved Russian 'weaponbox'.
Yo Gabba Gabba! 1 Apr, 2024 @ 4:18pm 
This is tight. I hope you keep developing it. Unsung has some really interesting aircraft too, though I have no idea what their flight models are like.
brendob47  [author] 5 Jan, 2024 @ 8:15am 
I cannot. The DLC is integral to the mod and a major reason I made it in the first place. If you do not own the required cDLC, I suggest downloading and using the appropriate cDLC Compatibility Data for Non-Owners from the Steam Workshop.
Sir Arthur "Bomber" Harris 4 Jan, 2024 @ 7:20pm 
can you make a variant that doesnt require that dlc?
brendob47  [author] 19 Dec, 2023 @ 11:29am 
Weapon launch sounds for older missiles (typically the ones that aren't low-smoke, with the exception of the AIM-54C), Gun sound for M61A1, smoke effects, survival pack in ejection seats, modified parachute class used for ejection, rocket pods (DAGRs are now in 7x and 19x hydra pods!) and a whole lot more things.
Sir Arthur "Bomber" Harris 18 Dec, 2023 @ 10:35pm 
why is SOG PF a dependency?
Yo Gabba Gabba! 8 Dec, 2023 @ 7:07pm 
Very pumped to see an update outta nowhere
Lamp128 2 Nov, 2023 @ 11:16am 
@Emu
My bad man, been a minute and haven't played arma but if you never got it or if anyone else needs this, how I personally did it for Air-to-Air Missiles -
in the CfgAmmo find the class of the missile you want to edit and add
autoSeekTarget=1;
flightProfiles[] = {"LoalDistance"};
class LoalDistance {lockSeekDistanceFromParent=2000;};
you might also want to adjust some values in the Components class, just find the appropriate sensor (IR, radar, etc).
The wiki has most of the info [community.bistudio.com] needed.
brendob47  [author] 1 Nov, 2023 @ 1:00pm 
Maybe? I create custom base classes for the aircraft in Aerodynamics Lab (which is why I added a new faction, as well as to avoid clutter). I don't remember if I directly inherit from Firewill planes or create new ones based off their inheritance structure. I don't really use AWESOME much, but I have a feeling the afterburner systems might conflict. I'm planning to work more on this mod in the future so if you notice anything that's very broken that conflicts, let me know - I *might* be able to address that.
CPT A. Skyried |171CB| 1 Nov, 2023 @ 1:36am 
Any idea if this is compatible with the Aerial Warfare Enhanced SOMEhow mod?
Emu 4 Sep, 2023 @ 8:16pm 
@Lamp128 how does the LOAL work ingame. never was able to get it working
Lamp128 15 May, 2023 @ 2:37am 
Just a heads up with that radar stuff, Arma doesn't really like to simulate anything beyond 24km if you use default sensor systems; enemies won't show on the sensor display and A2A won't lock.
BUT, if you add LOAL to a missile it can lock and guide itself farther than 24km, it just won't lock until it's within 24km of a target.

If you need any info or help with it feel free to ask, I messed with it quite a bit, you're definitely more skilled than me, but more than willing to share.

Also new FIR AWS update shouldn't have changed much but I think firewill is pretty close to his F-16 2.0 update which should be a big change, so get ready for that lol.
brendob47  [author] 14 May, 2023 @ 3:12pm 
I'm not working on an update right now since I'm running an Arma campaign, but I still want to roll out new things. First, updated radars that blend realism with Arma, then some F-16 block versions, then maybe some F-15E/EX variants.

Very long term would be porting some open source models/configs I found online for MiG-29, Su-27 family, and Su-47. Surprisingly, getting the PhysX flight model and working custom pylons on the MiG-29 were the easy parts.
brendob47  [author] 14 May, 2023 @ 3:07pm 
Haven't tried it yet, for now I'm just going to pray it didn't break anything like the F-16 update did a while back
Yo Gabba Gabba! 14 May, 2023 @ 9:43am 
Great work. Anything useful in the new FIR update?
brendob47  [author] 12 Feb, 2023 @ 9:38am 
Not planned for the time being, since I would need to add the actions, and modify the animations. Between uni and another mod project, I don't have the time to modify that at the moment.

I will keep it on the back burner though, since I also want to make the F/A-181 actually go fast, and that seems like a reasonable way to do that.
Lamp128 11 Feb, 2023 @ 10:14pm 
Hey I was playing with your mod and flying the Gripen, I noticed the afterburner doesn't work with that. Any idea on if you'll be adding that?
brendob47  [author] 18 Nov, 2022 @ 10:07am 
I considered looking at how CUP ported the model, but I would not be satisfied with it, since it does not have the same flight dynamics as the vanilla A-143/L-159, and I would greatly prefer for the L-39 be as similar as possible to the vanilla aircraft with the exception of containing two seats.
Yo Gabba Gabba! 14 Nov, 2022 @ 9:32am 
I hope you keep at it. The last update was great, featuring two aircraft neglected in a lot of the aviation mods.

Rather that port the L-39 yourself, have you thought about contacting either the CUP or RHS teams?
brendob47  [author] 6 Nov, 2022 @ 9:29am 
The relevant flight model parameters were updated in version 1.1.
ANZACSAS Steven 5 Nov, 2022 @ 11:17pm 
didnt hear or read anything ...
brendob47  [author] 5 Nov, 2022 @ 2:03pm 
The issue has been sorted out a while ago, as is visible in the changelog.

I'm not entirely sure what further work will be done, I'm thinking I can start with some vanilla aircraft, making improved JAS-39, Yak-131, and so on. That way, I can add more things without adding more dependencies.
Yo Gabba Gabba! 5 Nov, 2022 @ 12:43pm 
What's the status of this mod going forward? Plans for more aircraft? Did you sort out the thing with ANZACSAS Steve?
brendob47  [author] 20 Aug, 2022 @ 7:15am 
1/2 My computer is packed in a box at the moment, so I cannot directly reference the source code at the moment, but envelope and coeff arrays I used as reference are ones I commented out specifically because they were reference. I then took the parameters from FIR as a template and re-wrote them to values I thought are appropriate. In fact, I scrapped and re-wrote these arrays from scratch many times because I was unsatisfied with my work.

It may have been the case that I accidentally copied your lines of code when I thought I was in fact copying the original ones in the config viewer, because my Arma Launcher will sometimes improperly load mod sets on startup.