Arma 3
HWK AMS SYSTEM - CORE
170 Comments
8589869056xx 18 Jul @ 1:54pm 
I don't know why that there's no damage at all for cruise missles without nuclear warhead.
LiaM-DooD 16 Jul @ 4:31pm 
Awesome, thanks guys!
[EC] HAWK  [author] 14 Jul @ 11:40am 
sorry to all i forgot it was already inplemented :) , just use in global
AMS_ENGINE_STARTUP_OFF = true;
Door  [author] 12 Jul @ 5:04am 
Is possibile to make this in 2 ways (one deactivation of realfuel you can do it with command used for calibration process - named " setFuelConsumptionCoef" for eaxample "this setFuelConsumptionCoef 0.0001" or less number, or second is calculate real value of this vehicles fuel tank aumont and consumption - and make special mod for change this to correct values _ bi describes that values of fuel tanks in A3 config is in litres so...... WTF in vanilla configs in compare to this declaration?
Door  [author] 12 Jul @ 4:05am 
Yes beacouse this system make real fuel tanks and if using other mod with not calibrated vehicles it causing this issue
LiaM-DooD 8 Jul @ 8:35am 
Hi all, I'm having an issue when using this mod. Many vehicles rapidly deplete their fuel tanks (within seconds). Land Rovers, SDV's and the AAV-9 Mack are some of the culprits. I believe it's to do with the Real Fuel aspect of this mod, which I'm not too fussed about, I mainly use it for the epic Fast rope capabilities. Does anyone know how to deactivate the Fuel aspect? Or of any other mods I need to allow that to work correctly?
[EC] HAWK  [author] 8 Jul @ 3:12am 
Yes it is normal - it is shown beacouse fuel system in mod make fuel tanks placed on map as real fuel tanks what you can use to transfer fuel to fuel truck as cargo fuel and in oposite way too, by make them fuel tanks engine make them as sources of fuel supply and that ability was't imagine to use like that _ I don't know why beacouse this ability have fuel stations distributors on the same map and for them this info is not shown. Anyway is no reason to afraid we use it from 2 years and nothing happen even after last updates, maybe beacouse we use our own system of menus to transfer fuel so this is not causing problem in engine work at all.
Alagan 30 Jun @ 8:54am 
WARNING: Used restricted combination of settings for
_large_P. Shape class
"house" and it has supply ability in a same time.
Binarization of the map may provide unstable results
and game can even crash when used.
Is this warning normal?
Door  [author] 28 Jun @ 12:28am 
What you mean? for fast rope you need to be limited speed to 30km/h and height about 10m, ("fast rope prepare" option is for that) then you mark units and press V or use option from menu, for winch You need turn it on, limit speed and height (3km/h/<25m) and mark unit press V or mark unit and order it to load on hook if unit will be loaded from ground.
Your Doctor 20 Jun @ 5:07pm 
How does the fast rope and winch work?
[EC] HAWK  [author] 6 Jun @ 2:29am 
In updated version is added option for block deleting objects in inpact area :) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3445869170
Sheliz 31 May @ 3:24pm 
With this mod, when I shoot a tank and it explodes, it disappears.
[EC] HAWK  [author] 16 May @ 5:47am 
Only one on this that this link what you paste acount I cant update thankfully to BI guardians of EULAs or something what they use to explain decision aboout block acount or even without any explanation in most of times so.... that it looks like
Adeptus 3 May @ 9:28pm 
fowler.joshuadouglas 3 May @ 6:48am 
Hawk, I'm glad to see that you aren't letting the trolls get to you. Speaking of your F117, I tried to give it an award but it wouldn't let me for some reason but it did at least let me give you the award on the profile for it
little andy 2 May @ 10:03am 
hi, i was looking at how you generated craters;
what is the difference between the vanilla decals and "hwk_krater.p3d", etc? is it more optimised / performance friendly?
[EC] HAWK  [author] 1 May @ 3:12am 
Maybe i will, i do it for fun so those guys only cause that my work cant be shared to other players - but other methods of sharing are exsist too so see you with my adaptation of F117 in near time :)
Valken 26 Apr @ 1:47am 
Hello Hawk, NOOO.... Hope you take a break and come back later. Don't ever give in to haters..
Aurora 19 Mar @ 5:06pm 
Question: Could anyone tell me why the C-ram can't shoot down 155 mm shells?
What the hell happened?
Someone do some shit too you, damn shame, that CH53 Mod you had was really great.
[EC] HAWK  [author] 16 Mar @ 8:37am 
Sorry guys there will be no more updates and at all others my mods too for some some silly people who have problem to see that something can be made better then they can - brain limitation of our times and simple jelous BYE to everyone my 25 years fun with OFP/arma come to the end maybe is time to rest.
Door  [author] 16 Mar @ 7:54am 
maybe will remove it later
Amori 15 Mar @ 8:57am 
Hello, love this mod, only question would you have any way of having the Bobcat without the 50. cal? the crane feature is super dope, but the gun is too futuristic for my tastes.

Thanks
Door  [author] 14 Mar @ 9:10pm 
tell me more when you observe this behaviour of VLS - you can test kh55 on TU95 with AMS_RHS there is implemented also custom way to program crusie missiles (in this way they are not lock on targets but going by path to target marked by GPS coordinates, vanilla cruis using cruise flight plan what have many limitations so I use costom way for that paths calculations - mountains must have very narrow walls if it hi them beacouse path calculator check during calculation if between path points is any sufrace what can be hit by missisle
我爱全体女声优 14 Mar @ 8:02pm 
I remembered that vanilla cruise missiles could stick to terrain
我爱全体女声优 14 Mar @ 7:45pm 
I tested in sereval map,it seemed that Cruise Missiles couldn't stick to the terrain,they always hit mountain if they encountered one in their path......
Btw, can we expect a modified VLS that can lock on things for a much longer range,or even bring these Cruise missiles on planes? With this arma3 can perform real stand-off anti-ship operations:steamhappy:
[EC] HAWK  [author] 14 Mar @ 6:55pm 
As I wrote it many times before (read description of mod there is much more info then I remember :)
[EC] HAWK  [author] 14 Mar @ 6:51pm 
BTW OAK - in AMS_USAF those valuses are corrected to normal ones and even more some loadouts of pylon weapons are changed (extended for USAF planes)
[EC] HAWK  [author] 14 Mar @ 6:49pm 
all possibile (winch/fast rope/real fuel/ cargo objects load/unload) crash crater, maybe more tomorrow I will check configs from CH53 on RHS replacment in AMS_RHS to fill ammo types from RHS
DragonBlade94 14 Mar @ 6:22pm 
What functions of the CH-53 are from this mod?
Door  [author] 14 Mar @ 6:18pm 
I observe it too, will be updated due to the same model and diff config after relase of stand alone CH53, and sometimes this switch makes me bugs like that
Sfoda3323 14 Mar @ 4:50pm 
hey, is there any reason the GAU-21's on the RHS CH-53 dont fire? nor do they seem to be actual turrets
Redekr 13 Mar @ 5:09pm 
dont work on rockets?
V01.White Fisher 13 Mar @ 3:36am 
Ah yes, the AGM that makes a hole as big as a GBU bomb is an AGM of the USAF MOD. But the RHS part has no problem, it's a normal small hole.
[EC] HAWK  [author] 12 Mar @ 10:32am 
the holes depens on weapon power/type of sufrace, direction of projectile etc, if any weapon is oversized with damage (indirect hit value in config) you het this effect
V01.White Fisher 11 Mar @ 1:04pm 
Is this your intention? I feel like the hole in this weapon is too big.
https://youtu.be/nQ0yCSy6upU
Door  [author] 11 Mar @ 10:28am 
I made test on svalvard 500km map it reach target at distance 580km 5 missiles hit target directly after 40min of flight.
Door  [author] 11 Mar @ 9:55am 
The range is too short fro VLS - how you check it in teory it should be about 400km
我爱全体女声优 7 Mar @ 7:54pm 
Thanks for this amazing mod!!!!!
Can we expect things like an assault breaching vehicle with mine-clearing?
Also,can you create cruise missile with longer range? Current missiles launched from VLS have a a range that is much shorter range than MLRS even some artillery......
fowler.joshuadouglas 2 Mar @ 12:04pm 
Do you think it would be possible to make it so that it is possible to connect the winch to the rescue basket and rescue stretcher from the Unsung mod while keeping the mechanics from it
Door  [author] 1 Mar @ 1:43am 
But I can limit this too by variable - I will add it to engine in next update
Door  [author] 1 Mar @ 1:42am 
The removing objects depend on power of warhead if it is more powerfull and target is close to center of explosion it is removed (like in real vaperized), this cause reduction of objects on map and increase FPS.
V01.White Fisher 28 Feb @ 2:11am 
Can you create a bomb when it hits the ground without deleting objects or AI while creating a hole? I feel weird when the bomb destroys the AI ​​and then disappears like Thanos snaps his fingers?
custbao 25 Feb @ 6:03am 
Okay, thank you for your reply!
[EC] HAWK  [author] 25 Feb @ 3:25am 
Probably H-60 have some strange config or scripted switching handlers to change seats beacouse when I try to load gunners or coopilot to it (with the same addons) I don't see crew on places. Try if it happen when AMS core is off. Anyway I switch place in cargo side during flight and nothing happen on DEV version so maybe try to verify your files of arma/addons.
custbao 24 Feb @ 11:46pm 
Sorry, I don't speak English well, and using AI translation can be a bit unclear. The issue is quite strange. Everything else works fine, but when I'm in the rear crew seat and use the vanilla action menu to switch to another seat, it causes a game freeze. I enabled the "development - development build" and have activated CBA_A3, ACE, HWK AMS SYSTEM - CORE, Hatchet Framework and Hatchet H-60. Here is the URL for the H-60: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1745501605
[EC] HAWK  [author] 24 Feb @ 6:13pm 
unfortunatelly doors in thsi heli works oposite value so for non non dors use:

heli setvariable ['winchpoint',[1.41,2.03,0.6,''],true];heli setvariable ['FROPEpoints',[[1.41,2.03,-1.31,90,''],[-1.41,2.03,-1.31,-90,'']],true];
[EC] HAWK  [author] 24 Feb @ 6:12pm 
No problem fowler - come to our dedicated we have lot of this features used in liberation mission, for custabo it should be nice experience on this scale map (ASIA), anyway I download H60 and test it nothing happen witch type you use (i test it on 60M versionand was no strangeer things then normally happen. Works even Winch and fast ropes but you can correct them precisly to every model (or hatchet can implemtn it to event handler in their heli for make it ready (I can make for them special version of script with their winch hook to make all those thing mor realistic - screen up look ho w it works line of variables for H60M is:

name it "heli" in editor or change in this line "heli" to "this" if you want paste in init field in editor

heli setvariable ['winchpoint',[1.41,2.03,0.6,'cabindoor_R'],true];heli setvariable ['FROPEpoints',[[1.41,2.03,-1.31,90,'cabindoor_L'],[-1.41,2.03,-1.31,-90,'cabindoor_L']],true];
fowler.joshuadouglas 24 Feb @ 4:43pm 
Okay, thank you for the clarification, I was under the impression that it was meant to be put into the local exec that shows up when you hit the escape key while mid game