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Formerly Known as "WIP Wednesdays".  Now its probably best to think of this as "When we get chance Wednesday".

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ident.jpgYet another quick update.  Ok so it’s not so quick and it’s not exactly what I was planning on talking about.  This was going to be about helicopters.  According to the plan, it should be about the helicopters but when I sat down to write it there simply wasn’t much interesting to write about.  Simply put, things are proceeding slowly.   They just arent visually interesting.  Unless you want to know about hitpoints, rvmats and config settings.

Woe is me.

I’ve had some problems with my main PC recently, three hard drives dying one after another.  Had to swap out the motherboard too, headset died, driver issues all sorts plaguing me.  I’ve still got one bug that I just can’t shift.  Random lock up – everything freezes and there is no coming back.  You have to reset and it leaves nothing in the event logs.   So, you can imagine, confidence that the system won’t just die on me when I’m baking or just modelling something isn’t too high.  Progress has been slowed.  

But things are moving.  The helos will follow soon enough. 

  • The LPD is still causing me no end of grief.  Scripts, alignment, poly counts, proxies, damage simulation.  Oh, woe is me, just don’t even go there. 
  • Typhoon is paused while i sort out the Air Weapons - more on that below.
  • Helos are a bit tedious - all the unseen slog of damage, rvmats and texture tweaking.
  • And a lot of other stuff.

Hawks are flying

So recently, I’ve been playing around with the Hawk T1A.  Mainly because I had reached a point with the Typhoon that i didnt want to mess with the model and setup.  It became obscenely complicated because of the pre-Jets DLC menu system I'd been developing I didn't want to deal with untangling all the bits while I tried to work out the new features.  So the Hawk T1A has become my testbed for the new feature set.




Success, mostly

In this we have Success!  Woohoo.  If you aren’t a modder yourself you probably aren’t aware of some of the issues aircraft modders have been facing.  The physX on the planes is a pain in the arse.  The majority of people I’ve spoken too are having problems with it.  Using Firewill’s tutorial doesn’t seem to help either.  Mad things happen to the Hawk and others when I try to use it.  I must be missing something but no one I know has got it working properly yet. 

I’ve had some ‘fun’ with the ejection seat setup too.  Attempting to follow BIS’s setup didn’t work.   

Spinal Compression?Being Pushed right back into the seat

First it was, "there is no seat".  Then we had, "We have a seat but no pilot".  Then we had "Spinal comression, my head is under my arse" (No jokes please) and finally we had sucess, albeit pressed a bit too far into the seat.  Eddie aka WLD427 managed to sort it out for me in the end.  As well as some problems with the ADEN 30 mm cannon pod on the Hawks.  It proved a very frustrating setup but satisfying in the end.   Without his help, I’d have gone back to making Rubber Ducks.  It was just that frustrating.

Down the Rabbit hole

But it has led me down a huge rabbit hole or Air Weapons.  I can’t tell you how much of a surprise this has been.  Messing around with the Jets DLC has shown me that I needed to re-think some of my addons.   Especially the weapons use.  Then setting up the Hawk to use the new pylon system just pulled the rug out from under me.  I’ve had to re-work and re-config all my weapons and make pylons, racks and rails for them.  Given I had over 150 items in the pack to start with I now have 189.  Some of which – like the rocket pods – I’m just going to have to remake.  Sounds like fun doesn’t it.

RKSL Air Weapons AAMs for v3.100

Given the Air Weapons pack is common to 80% of the addons sat in testing folder and since I haven’t yet find a way around actually doing the work properly.  (Although, If I’m honest I’ve tried) ; I need to sort the pack out first.  before trying to add the pylons setup to everything else.

  Procrastination is a true artform when done properly.


And with that insightful note.  I leave you be.

Think of me sloggin through thousands of lines of config setting up all the weapons.  Lots and lots of weapons...

Have fun because one of us needs to.


15 Aug 2017



Yes I know yet another project but its not as bad as you may think. Im sick of the GPMG and M3M Loding. Its not fun so been taking a break = New Merlin HC4, interior progress...nowhere near done.  Proper WIP update soon.  #wip #rksl #MerlinHC4 #arma3official







Been quiet for a while...again. Wildcat is still plodding on. I've recently had an unplanned & unwanted 'holiday' cut off from my project drive but i've not wasted my time while confined to bed. Managed to get a few other bits done & started more floaty things #rksl #arma3 #wip




Several people have been asking for an AW159 update.  I don't have anything pretty that demonstrates progress so here is the Project summary sheet.


  • ALPHA : Two blocks to reach alpha.  #1 Model/Script/Config created and #2 ingame = Alpha.
  • BETA: Three blocks. #1intial Testing #2 Reworks #3 Testing.  If the testing fails it reverts to the previous block.
  • RC (Release Candidate): #1 Textures and Scripts working as spec. #2Play testing. #3Reworks and improvements.
  • GOLD: #1 Final release standard QA #2 Play testing #3 Reworks and improvements.
  • PUBLIC: Final QA phase and that's it for release.

All the bars go green and it out for release.



  1. The winch option is reliant on a script that is only just a simple concept at this time and may not make it into the first release.
  2. I haven't done the AH1 model changes yet because there is no point until the HMA2 is complete as the AH1 is pretty much a HMA2 with bits deleted.
  3. The CRV7 and LAU pods are still in RC as the pods need repainting
  4. Torpedos and Depth Charges are not show as they are not working at this time and will be included at a later release when ive got a decent solution for them.

Hope that satisfies.



I discovered a new forum - at least previously unknown to me - where someone was loudly broadcasting his mistaken belief that I have lied about the LPD.  So for my loyal and possibly disloyal followers is the old ALPHA ingame.

Its fair to say my focus has been a bit all over the show recently. And that's for various reasons you aren't really interested in.  But needless to say the LPD has never really been out of WIP.  Its just been slow going.  Trying to find ways around the game engine limits and issues.

Right now the main issue is roadways.  For those not of the modding persuasion these are the defined areas that you may walk or drive upon in a model.  Now the issue here is that once you place a roadway on top of another the game engine doesn't like it.  At least for some things.

So lets imagine this.  Each deck has a roadway:

_______________ Flight Deck _____________

_______________ Deck 1 ________________

_______________ Well deck ____________                                  \___LCU MK10____/ or \__LCVP__/

Either a Vehicle-In-Vehicle enabled LCU or LCVP carrying a vehicle enters the well deck.  Try to unload and the game engine can't work out which deck to put it on and spawns it (typically) off to the right of the ship above the water.  You are now down one vehicle.  This is a bit of a problem,  Its one that can't be solved when using VIV without a game engine change.

The fix is to rely on PhysX.  Now this comes with problems too.  Depending on the speed of your PC results may vary.  Dodgy physx calcs can result in the LCU and vehicle its carrying being fired across the map... cue hilarious A3 video montage of flying tanks and subs. etc.

Aside from the usual issue of geometry limits, dodgy configs, scripting and a myriad of other things this problem is the reason i haven't released the LPD or had much motivation to work on it as a priority.

Anyway, here's some WIP pics.




I was asked about how practical it is.  The answer is that you can get a full size HAM HX60 or HX58 down the flight deck ramp.  You can fit 4x LCU mk10s in the welldeck and it carries 4x LCVPs on the davits...Practical enough?














Well this week its all about equipping the Ambassador III class missile boats. According to the published specs for the ship it has AGM-84 Harpoons. Well with this being for an ASA (OPFOR) ship I wanted to give it an alternative and more flexible capability. Which, in this case is the the GRAU 3M24 "Uran" (translates as Uranus according to Wikipedia) or Х-35У or AS-20 'Kayak'. Under NATO parlance its know the SS-N-25 'Switchblade'. How many names can this thing have?

It is also nicknamed Harpoonski for its similarity to the AGM-84 Boeing Harpoon which lets face it is a bit easier to handle. Either way its a cruise missile with both anti-ship and land attack capability. Which makes it ideal for the Missile boats.


As with the earlier WIP entry about the SeaRAM [1] [2] this is another component system for use on our ships and other kit ultimately for IAP.

The plan is to use the BIS Artillery module to control the use of these missile batteries which will give some much needed support for the ASA forces. And before anyone cries "But this is a cruise missile not artillery." Yes we know but right now its a very good way of getting the capability ingame without a long development. Which I'm sure you will all appreciate.


Anyway thats all for this week. Its been a close run thing getting this out before midnight. I was still making the launcher at 23:30 :D

Have fun



Messiah's Foxhound is getting some "baked love" this week.

Messiah has handed over his pride and joy to me so I can bake it some blankets...Infra Red suppressing camouflage blankets to be precise. They are supposed to reduce the IR signature of a vehicle significantly. I cant really comment about how well they work in the real world but i can tell you they are a pain in the arse to draw. Especially when it comes to creating normal maps.


Which is why I tend to model things i cant draw and pray it looks OK on the bake.


So what I am doing is creating a tileable model that can be overlaid on the exiting UV layout and baking that onto existing texture. Like so:


Eventually it will cover the appropriate areas and then I can hand it all back to Messiah to finish off with some random colour variations and any extra kit on top of it.

Have fun



wk07_article.jpgOk so have you ever heard one of your friends tell a story about their day that just had a series of almost unbelievable events as an excuse for being late?

Get comfortable and listen up.

So yesterday I got roped in to helping pick up a 12ft x 6ft (3.65m x 1.85m) Slate bed snooker table by my Step-Father. My Mum and he, have a house in western France and its their dream to retire there. And part of his dream at least includes this snooker table (Its a big house). So he bought it on Ebay from a Conservative Club in a town about 30miles from where he lives.

The snag is we had to pick it up within a 3 hour window on Wednesday and we had to load it ourselves. Thankfully it was already disassembled. Well the table is made up of five, two hundred kilogram slabs of Welsh Slate and another one hundred and fifty kilos of Oak. And hes 64 and I have a bad back. Cue comedy image... nah it actually went quite well upto this point. Well it did start snowing before we left at 0930 and by the time we arrived at the club there was about an inch of ice and snow on the ground. Oh and did i mention the entrance to the club is on a big fecking hill? No, well it was. I had to get out and clear the snow off and spread some grit before we could park up.

So we loaded up, the lads in the club helped and we set off in my step-father's crapped out 15year old Ford Transit that spends at least 300 days of the year pretending to be a large rusty blue garden shed. Its snowing really hard now, thick, huge flakes and a biting wind that chills you right to the bone and the heater is blasting away. We come down out of the Pennines and get onto the motorway. All going smooth so far...

...then it cuts out. The engine, radio, heater, lights everything just dies in the middle lane climbing up a long hill. We went from 70mph to ~30mph in just a few seconds. My step-father managed to get it over to the hard shoulder and we sat and looked at each other. So I ask him, "Who's your break down service with?"
"I don't know." he replies. Good start this. I should point out that my step-father and I do not get on very well. We've never hit it off as they say.
"You do have cover though" I say.
"Yes", he says, "But its with my old bank". Oh shit I think.
So long story short I take a guess an ring Green Flag and they send a local firm to come get us. Hurray, I think. So we spent 45 minutes sat by the side of the road rapidly freezing in the cab of a knackered old van that's got more holes in it than chicken wire and a side door that doesn't shut properly. Held closed with a padlock with an alarm that permanently makes a sound like a Geiger counter ticking near a Russian nuclear power plant.

The tow truck arrives and we get out and he hooks the van up and lifts the front wheels. At this point he realises that the rear of the van is very low to the ground. He asks the next obvious question. "What've you lads got in the back of the van?"
"A snooker table" we say.
"A slate one?" he asks.
"Yes", we say.
"No fucking way" he says and unhooks us. He was very nice about it. But hes not going to take the risk towing us with so much weight in the back. We need a bigger tow truck says he. We've got to wait another 45 minutes at least. We just spent 20mins on the side of the freezing motorway in howling wind and freezing sleet and snow. Back in the van we go. An hour later the second, large tow tuck arrives. A nice big flat bed. No problem, they load the van and we hop in and off home we go.

Now as I mentioned it's snowing and as any British citizen will tell you when it snows our roads turn to ice rinks and everyone drives like a granny. It's got nothing to do with the fact no one prepares for the winter weather or knows how to drive in snow. Honest.

So it takes an hour to drive the 20-25minute journey home, arriving at about 1545. Where there is 4 inches of snow. At this point I should explain we live at the foot of a long steep and famously ice prone hill. Parked cars either side of the road and off we go (we did give he a choice of an alternative drop off spot but he said he could make no probs). A few near misses. Im talking the width of a credit card kinda misses here and we get down to the bottom of the tarmac hill and unload.

We say our thanks, and wave the Tow truck off. Only they aren't going anywhere, wheels spinning and ice and snow spraying up but no traction. They're stuck. So off I go again and get a shovel and a bag of salt grit. Thirty minutes later I've cleared and gritted about 20m of the road and they manage to get enough speed up to get moving...

... with a final wave I start to walk home. BANG, Tinkle, tinkle... I keep walking...quickly and don't look back.

Wasnt me, I didnt see nuffink guv, not a blind f'ing.

On the way past our van I check to see it locked. The rear door was open and would not lock (central locking only on this model) and with the battery flat I'm screwed. Off I toddle for some tools to liberate the battery so that I can charge it up. Only the socket wrench is too big to fit in the space available under the seat. Joy, 30 mins with a pair of pliers and a flashlight and I managed to get the restraining strap off and lift out the battery.

Its time for a brew while the battery charges.

An hour later and I'm back out in the freezing snow and sleet shower with the battery. All connected up and the door lock securely. Just out of morbid curiosity I try to start it and it catches. Meaning we can move it the final 50m to our house.

And that my friends is why I didn't post this update last night. I was absolutely freezing cold, tired and I honestly could not be arsed.

So this week's update:

Surprise! Its a J-10A. This has been my stress relief for the last month or so. As I've said in earlier post the proxy doubling bug has been driving me nuts recently so I started this because I was so pissed off I just wanted something nice and simple to do that did not involved chasing down bugs. Which is about 99% of all the outstanding live projects.

So yes I know its yet another "new" project and why haven't you finished the Tornado etc instead but guess what kids. its my free time and I'll spend it how I like so naaaaaahh!

Besides Its not really wasted is it. So far this has been a joy to work on. i've even enjoyed making the texture for it. Which is a first for me.


So its a Chinese fighter, which is also a first for RKSL but I rather like it and I've always wanted to make one. Aaaaaand i wanted one for IAP.

The justification for the IAP thing is pretty simple.

  1. As it stands most of the African nations have older soviet era types that will probably be defunct by the IAP timeline of 2020+.
  2. Given the timeline its not impossible that China might have some spare J-10As to donate to the poorer ASA nations and FC-20s to sell to the richer ones.
  3. Few of the existing aircraft operated by the ASA nations are comparable to more modern Western types and with the Chinese connection in the story line an ex-PLAAF J-10A and the more modern export FC-20 aka J-10B seemed like a logical choice to balance Typhoons, F-35s and F-16s.


The Chinese PR machine would have you believe its a match for the Typhoon and other Generation 4.5+ aircraft. Personally I doubt it given the stated thrust rating and mass etc but I reckon its comparable with the earlier F-16C and Mirage 2000 era types. Still not a bad plane.


You can read all the specs and history for yourselves on the Wikipedia page But its got a capable suite of Air-to-Air weapons together with an equally capable if a bit limited range of Air-to-ground guided weapons. It should fit in well with the AI's ability to fly. (No hard to use weapons)


Given how well it's progressing and in-light of several recent fixes for the Typhoon I may well release this for ArmA2 as well as ArmA3. I've really only got some of external details and the cockpit to do and it should be ready to go not too long after the updated Typhoon and Helicopters are released.


As with the latest Typhoon we'll be providing plugin and texture templates for those that want to create your own skins.


Oh yeah and my step father ordered the Chinese. The Yung-chow fried rice is actually quite good with the BBQ spare ribs.

Have fun



More typhoon news this week. We're pushing on with the fixes and some final polish. Da12thMonkey has been kicking my arse and finding bugs for me to fix all this last week as well as churning out even more plugins!


Ok so these aren't exactly true to real life but Da12th has obviously had some spare time on his hands (I will be fixing that in the near future too :twisted: ) since hes managed to produce over a dozen or so "fantasy" skins for us to play with...

Skins featured are:

  • RAF
    • Red Arrows
    • No.74 Squadron "black fin"
    • Cold War-era camouflage
    • Desert Storm 'pink' (+sharkmouth nose art)
  • RAAF
  • RCAF
    • Old 3-colour green camo
    • Modern all-over dark grey
  • USAF
    • 'Hill' scheme (F-16 type)
    • 'Ghost' scheme (F-15/F-22 type)
  • Denmark
  • Belgium
  • Netherlands
  • Czech Republic
  • Rep. Ireland
  • Poland
  • Romania
  • Japan
  • Malaysia
  • Brazil
  • Oman (remnant from before I made the plugin)
  • RACS
    • Green/Sand camo
    • Grey/Blue-grey low-vis camo
  • Takistan

Ballistic09 was kind enough to take some screenshots for us:













A texture and config template will be available with the released addon... which should be available soon!

Have fun



...and all through the house all were snoring even the mouse.

Its Wednesday and we're all drunk. Or trying to recover from being drunk. So no updates today :o So not much progress going on. (apart from messiah he's just an over-achiever :lol: ) Personally I'm working my way through a 10 pack of Stella Artois and the Jack Daniels is looking very attractive right now and intend on spending the next 12-14 hours sleeping having worked most of the last 5 days solid on top of the usual Christmas drama.


I'm sorry to say that we in the RKSL house have failed in our tradition of Christmas releases this year. The unexpected floods in the UK have meant some serious time working away at very short notice for me. Not to mention being "trapped" for 4 days in a caravan in the Welsh hills while the roads were cleared and the power restored. Things got shoved further and further back. I promise we'll get the planned releases out as soon as physically possible.

Anyhoo :

All the RKSL Team would like to hope you all had a fantastic Christmas day wherever you are. And we hope you will have a a fantastic and safe New Year.

All the very best you you and yours.

UNN, Messiah, Da12thMonkey, CBFASI, BennehBoy and Rock.



... when all through the house. Not a creature was stirring, not even a mouse.


Well, its not quite the night before Christmas, but in a roundabout way, and especially as my work holiday began today, I'll happily pretend we're getting ever closer to the 24th/25th (Depending on what part of the world you are) and use this as my festive greeting and contribution this year.









Whilst no presents from me, I hope a quick update on the foxhound textures will suffice. The last update on the wheels textures went down rather well, and so today here are a selection of quick shots of the bonnet, front and front wings. There's a long way to go, and progress is slow as I'm being rather pernickety about details, and it goes without mentioning that these are early textures and that there's a whole host of grunge, dirt, dust, scratches and paint chips to add before we're even half way calling this diffuse complete (that and about 70% of the vehicle remaining to be textured)


Thankfully, given the tedious and dreary nature of Christmas at my family, and the Christmas break of 2-3 weeks, I've got a bunch of time to try and catch up a bit and make some real progress (although no promises, it all depends how boozy a Christmas it ends up being)


I guess that's about it from me for 2012. I hope everyone has a Merry Christmas and a Happy New Year, and Santa brings you something particularly delightful. See you in 2013 and another year of RKSL.




A few weeks ago we showed you the renders of the newly completed SeaRAM Launcher and I promised at the time we'd explaining more in time. Well I'm working away again so time is pretty tight. Not much is getting done to fix my main PC and last week while i was away...we was robbed guv...

Some shit broke in our caravan the last morning we were on site and stole pretty much everything. Including the seat cushions, my wellington boots, laundry, my phone charger and Richard's (Dont call him Dick) laptop and both of our cameras. They even took the toilet roll and the solitary unopened tin of beans. The Police were utterly useless but to be fair this is nothing compared to the cleanup job around St Asaph and area. I wasn't joking when I said one of the lads cars was last seen floating down the road.

I feel almost guilty that hes going to open my rucksack and find a weeks worth of wet soggy underwear and socks that can quite easily climb walls on their own. Maybe the little fuck will catch something nasty from them. :lol:

Some thoughts can keep you warm at night... or at least smiling. So back to this week, I thought I'd show you one of the craft they would be equipping.


Its another IAP creation. At least that is its intended target (pardon the pun) but you might see it sooner in one of our partner's mod packs. Or an earlier release as a standalone since it appears to be progressing far faster than planned thanks to my ongoing PC issues.

Ambassador MK III Missile Boat
The Ambassador MK III Missile Boat is originally an American-designed patrol boat. It was chosen by the Egyptian Navy (An ASA Nation) first as a patrol boat for their Coast Guard Fleet, which already have several units and later as a platform for a large modern missile boat with a small radar signature. The new boats would contain an update in design meant to make the vessels more resistant to radar detection. Its design was conducted with the assistance of Lockheed Martin.

  • Displacement: 500 t
  • Length: 60.6 m (198 ft 10 in)
  • Beam: 10 m (32 ft 10 in)
  • Draft: 2 m (6 ft 7 in)
  • Propulsion: 3 × MTU diesels, 30,000 hp (22 MW)
  • 3 shafts
  • Speed: 41 knots (76 km/h)[7]
  • Range: 2,000 nmi (3,700 km) at 15 kn (28 km/h)
  • Endurance: 8 days at sea
  • Complement: 36 (8 officers, 10 chief petty officers, and 18 ratings)


Its slightly over 60m long which makes it - just about - into the absolute maximum ArmA2 geometry envelope. This means it can be a single model and wont need any funky scripting to get it working ingame.


The real world version has a scary weapons load considering its size. Anti Shipping Missiles, 76mm Gun and a comprehensive air defence capability including the previously mentioned SeaRAM as well as Phalanx CIWS. I don't really see why we shouldn't have the same in game.

  • Armament:
  • 8 × RGM-84 Boeing Harpoon SSM Block 1G in 2 quad canister launchers
  • 1 × United Defense Mk 75 76 mm/62 Super Rapid DP gun
  • 1 × Raytheon RAM system consisting of the Mk.49 Guided Missile Launching System (GMLS) and a Mk.44 MOD 2 Block 1 guided missile round pack (supporting 21 canister-mounted missiles)
  • 1 × Raytheon Mk 15 Mod 21 Phalanx (Block 1B) 20 mm Phalanx CIWS
  • 2 × deck-mounted 7.62 mm M60 machine guns


I chose this particular ship for several reasons:

  1. It just looked cool :P
  2. With ArmA3's focus on underwater/naval warfare I thought we needed more OPFOR ships to play with.
  3. Its very simple to make, Stealthy design mean lower external details which saves on time consuming detailing. The entire hull and super structure only took 3 hours to make. It took longer to unwrap it.
  4. It fits in with the IAP 2020s timeline. And is reasonably future proof.
  5. The Air Defence capabilities - at least in game terms - make it a nice escort for larger ships and is comparable with the role of other Air Defence ships eg Type45* etc
  6. The ASA forces needed some ships to be able to balance other potential National Mods that maybe produced.

* I realise the Type 45 is a destroyer and not a missile boat but with ArmA2's game engine limitations the ships would likely behave very similarly under AI control.


Obviously its still not complete. The Phalanx and Mk-141 missile (Harpoon) launcher are still in work but should be complete fairly soon. The sharp eyed may notice that the main gun is not a United Defense Mk 75. I swapped it for a gun that I already had modeled for another project because I thought it looked a lot nicer than the MK75 I made. And the mount is supposed to be a "universal" fitting so who knows what might end up on there.

But it may revert to the Mk75 if there is a driving need.


So that's it, I have new wellies. Fur lined ones too! Woohoo, I'll be back on the Welsh hills when this goes live so think of me freezing my arse off in a dodgy static caravan while you are tucked up nice and warm at home. Have fun.



This WIP report should have gone out last night... I was nearly ready but I thought i'd just do one more little job. Which of course led on to just fixing that other niggly little thing... which predictably broke something else and before i knew it it was 2am.



So I woke up this morning, shoved the paper work off my cluttered desk and went hell for leather at the Typhoon... and at about 2000 tonight I finally finished it. Well not all of it but the niggly bits and the things that i broke last night!


What does this mean? Well the fix ends months of bug hunting and swearing, beard pulling and prevaricating over which model to bottom first. This will probably be the last big update to the Typhoon for ArmA2. I have a completely new model for ArmA3 so I'd prefer to focus on that from now on. But this is no small update.



According to my desktop bug tracker it represents 531 changes since the beta. Only a few of which have been mentioned in the updates over the last year.

  • Flight model Improvements
  • Better AI performance
  • Improved handling for both keyboard and Joystick users
  • Improved scripts - Number of MP issues fixed
  • Improved Flare system integration
  • Restructured PBO for 3rd Party Plugin support.
  • International Plugin and Weapons load outs
    • Austria
    • UK
    • Germany
    • Italy
    • Spain
    • Saudi Arabia
    • Oman (New)
    • RedFOR - Fictional force for PVP and Training.
  • Larger selection of pre-set loudouts.
  • Improved HUD with Parallax layer
  • Improved Cockpit Displays
  • Improved wreck and debris.
    And a lot more.


It also opens the door for a lot of other aircraft projects in our archive to be finished. Largely thanks to the lessons learnt on this development. Displays and HUDs can be more practical now and less reliant of animations which may (or may not) contribute to server lag.

I have the last 3 recorded bugs to fix and then its only the updated documentation to do and it will be ready for release.

Watch this space...




...and the lads step up and save the day again!

This week is bits and pieces. There has been a lot of progress behind our closed - virtual - doors this week. Messiah is developing his ongoing love of dirty rubber. Da12thMonkey is redecorating, UNN is still sat in his cupboard doing mysterious things with UAVs and the game engine. And me, well I'm pissed wet through and FECKING FREEZING!!!!!!!


Oh and I'm going grey trying to work out what is causing the proxy doubling bug on the Typhoons...

Right now I am stuck in Deepest, Darkest North Wales on an engineering gig that, quite frankly blows. There is a long and soggy story to this but its not worth getting into now but I will say I want to go home. NOW!!!! WAAAAAAAAAAAAAH!!! :oops:

I don't think we're going to be able to get out anytime soon one of the lad's cars was last seen a week ago, floating down the road. And I've already used by 4Gb data allowance on my new 3G dongle in 5 days. It was supposed to last a month. Anyhoo, back to the plot.



Typhoon Update #3047

Since I've been a bit busy with work I havent had much time to do much more than tinker and try and fix a few bugs. Ever since Patch 1.62 some user made addons have been plagued by an odd bug that only seems to affects one or two addons.

Specifically some of FRL Mykes planes and of course our Typhoon. Now I would absolutely love to be able to blame BIS for this (Sorry guys) but I can't, well maybe just a little bit :P

So if you haven't already seen it this is the effect:


Its just a visual thing. The ammo count isn't affected but release one weapon and two disappear from the pylon. But only one drops or is fired.

The pic above is the test load out and you cant see any doubling of proxies at all.

And the conventional loadout works OK too...

As I said, it doesn't seem to affect the Tornado for some bizarre reason and I believe some of Myke's other planes aren't affected either. So it has to be something we did. But I'm buggered if I know what it is. Answers on a postcard, carrier pigeon or PM or anything... would be greatly received.

Da12th's Re-decorating.

Many moons ago I said we'd release some national plugins with the version 2.X Typhoon. Well we've done them (Mike aka Da12thmonkey has virtually done them all, I helped a little bit) and hes added another Italian squadron to the set.


Messiah's Dirty Rubber(s)

When someone starts talking about "rubber" and "dirt". Well I don't know what to say really, my mind just goes odd places. Of course we are talking about wheels and tyres. We at RKSL Studios are not publicly inclined towards discussions of a deviant nature...all the time.

Look at the wheel nuts on that! WOOOHOOO!


So you can guess whose making all the wheel textures from now on!

OK so I haven't made much progress. :( I'm bald already and I am rapidly getting greyer by the second. But at least the rest of the guys are making progress. ;)




It's off to work we go :D

So its fair to say that its been a while since I've kept you up-to-date with the Foxhound, and this has mainly been down to landing myself a new job as a competition architect and being worked to the bone for the last three months or so (that and very few us can produce work at the same absurd rate as Rock ;) ). However, now that I've managed to juggle my commitments and schedules, its about time I got on with finishing the Foxhound off.




It's off to work we go :D

So its fair to say that its been a while since I've kept you up-to-date with the Foxhound, and this has mainly been down to landing myself a new job as a competition architect and being worked to the bone for the last three months or so (that and very few us can produce work at the same absurd rate as Rock ;) ). However, now that I've managed to juggle my commitments and schedules, its about time I got on with finishing the Foxhound off.


I've spent the last week or so finishing off the last few details on the vehicle; rear step, indicators, other little odds and sods, and have been slowly unwrapping the exterior model. Its been a bit of a struggle, moslty due to being rather rusty once more with O2, and having to contend with my Black Ops 2 and Hitman addiction luring me away from finishing off the fiddly bits.


Whilst I've tried to be fairly rigid and effecient with my UV map, there's a lot left to be desired, and there are certain objects that have been spread across the entire panel all in the name of using every last scrap of space, rather than increase the texel size. This will probably result in many frustrating hours trying to find parts of the model, but regardless, she's done, and now its time to start texturing her, and that's something I'm really looking forward to. We have a few new techniques we want to try out to really give a sense of depth and texture on certain areas of the vehicle, but we'll save that for another week and another update :)


As ever (and annoyingly) all unwrapping was done (frustratingly slowly) in O2 :roll:

(and appologies for the shitty images, but I really can't seem to make bulldozer show anything nice these days)




It's been another week of computer woes. But not so bad actually. I replaced my boot drive with another 1TB Samsung I had in the cupboard and my main PC's stability improved. But it is still crashing so it's another "little bits and pieces update".

This week it's SPEARs. Not the long, sharp pointy things - although that would be interesting to see how we could get that working... might have to check out that Roman mod I saw last week but no its something a bit more modern. Selective Precision Effects At Range, SPEAR for short. It's the name for a weapons development program for the RAF.








There are 3 capability phases:

  1. Initial Development Object
  2. Brimstone 2 - The Demonstration and Manufacture (D&M) contract will increase the missile's performance "significantly", and convert the warhead and rocket motor to use insensitive munitions (A more stable explosive and rocket motor to reduce risks in handling and carriage). Brimstone 2 will have an improved seeker, a more modular design and improvements to airframe and software for "an overall increase in performance with improvements in range and engagement footprint". It is expected to enter service in late 2013
  3. Capability 3 (formerly SPEAR Drop 2). This requires a 75 miles (121 km) range missile with a 100 kilograms (220 lb) warhead to be integrated onto the F-35 Lightning II. Spear 3 may use some modules from Brimstone, and will have flight trials by 2014.


It's a 100kg class weapon powered by a turbojet engine. The exact details are still pretty vague but this is likely to be the UK F-35's main tactical air-to-ground weapon for some years to come. Potentially replacing the role of Brimstone and the already retired Maverick (The Harrier GR9 was the only UK aircraft cleared for its use) and will probably see service on the Typhoon and Tornado as well as a number of UCAV's emerging in over the next few years.

Designed for attacking high threat targets from a safe distance the SPEARs are being billed as the next big thing in weapons for 4th and 5th Generation aircraft alike.


The current requirement has the SPEAR 3 missile carried in packs of 4. Each pack designed to fit inside the internal bays of the F-35B much like the BRU-61 rack and GBU-53 Small Diameter Bomb II arrangement for the F-15 and F-22. But CGI renders/pics have also emerged of the Typhoon carrying 16 SPEAR3s and fuel tanks.


Just to give you an idea of scale the image below shows the Tornado GR4 lower weapon pylon. Each SPEAR is less than 2m long and 0.18m diameter plus the wing pack obviously. Much smaller than the Maverick it would arguably replace.


Mounted 'upside down' the weapon is dropped like a conventional bomb. Internal gyros and control surfaces then spin the weapon 180 degrees as the wings and tail planes deploy. Unlike the GBU-53 SDB, the spear actually has its own jet engine which can propel it at high-subsonic speeds for up to 75km before striking the targets. The SPEAR3 is either GPS or INS guided and can be used to attack fixed and moving targets. With the coordinates updated via the parent aircraft or by an observer UAV or AWACS aircraft enroute.

If the claimed performance actually turns out to be true it's rather cool and a little scary when you think about it properly.


So that's it for this week. Another short and sweet one but hopefully next week should see a return to the planned schedule.

Have fun

PS On the issue of scale:


The Stormshadow is a bit like a sledgehammer. Meant for killing large buildings and hard strategic targets.

  • Weight 1,230 kilograms
  • Length 5.1 metres
  • Diameter .48 metres

SPEAR3 is more of a scalpel. I surgical strike weapon for taking out individual vehicles and objects like radars etc. Its more in the Maverick class of weapon.

  • Weight ~100 kilograms
  • Length ~2 metres
  • Diameter .18 metres




So my technical woes continue. Random lockups, CTDs, BSOD, audio and video glitches noises and general witchcraft and vodoo are common now so some of the larger projects are being dramatically slowed since I cant get to my Storage array. Apologies to those wanting Part 3 of the Tut or the incredibly long over due and much promised Tornado update but they are all on my main workstation which is currently un-servicable.

Recently, WLD427 and I have been discussing common areas of interest for ArmA3. WLD427 has some areas of PRACS he would like to modernise for both ArmA2 and eventually ArmA3 and I have some things I would like to use for IAP and ArmA3. So I've dragged out my old laptop and I've been adding to the IAP library and my own Portfolio of models. Right now Eddie is doing the research and I'm cherry picking from his wishlist. This has led to some interesting possibilities, mostly Naval this week though.

I've come across a few ships and watercraft that I would like to include in IAP and WLD427 would like to co-opt for PRACS. Quite a few of them seem to share common weapon systems and equipment so while I cant access my projects drive I've been gainfully employed making common parts.

Mk49 GMLS and RIM-116
The plan is to build up a library of these common component to fit to future RKSL, IAP and Partner projects. This week's out put is a Mk 49 Guided Missile Launching System (GMLS) for the RIM-116 missile system.




Phalanx CIWS and SeaGnat are next.

Its currently used by Egypt which is an ASA (OPFOR) nation within the IAP-verse so will see use in a number of their ships etc. I've also given the model show above to WLD427 for use in PRACS so it might be worth keeping an eye on the PRACS website too. ;)

Thats all I have this week. I'm going swap out my motherboard tomorrow with a borrowed one to see if I can resolve the problem so hopefully next we'll be back on plan.




I'm not ashamed to say that when the last Harrier flew out of Cottesmore after the MoD axed them I cried a little...*sniff*

So this week is late and it's not according to "the plan". It seems I have a random Audio/Video/Hard disk fault that is causing my system to lock and occasionally CTD. Really frustrating; so I have to rebuild the PC over the weekend. I've been trying the last few days to complete the Tonka and KC390 Tutorial but I can't run the PC for more than an hour without a lockup or crash. This makes doing any serious work a bit impractical.

Obviously I'm struggling to get either the Tornado or the Tutorials finished this week, as a small consolation prize. Now for something completely different:






Harrier GR9A - Fallen Hero

I'm not ashamed to say that when the last Harrier flew out of Cottesmore after the MoD axed them I cried a little...*sniff*. For an aircraft with such a history to be so abruptly killed off was a crime. It really was. The forced retirement of the Harrier left a large capability gap in the UK Armed Forces, one that the government assured us did not exist nor was anything to be concerned about. I know several RAF and RN aircrew that thought otherwise.


If anybody remembers reading an early post about Harriers then you may remember that as a little boy the Harrier GR3 was the first plane I ever saw up close. Its stuck with me ever since. And much like the Tornado its a bit of a love/hate project. The Harrier is an iconic aircraft, you can judge that from many different viewpoints but its iconic to me for some very personal reasons.

  • As I said above, the GR3 was the first aircraft I saw up close and personal
  • A GR7 was nearly the cause of 'little Rocks' as it flew over the Vale of Pickering in the early 90's at 50ft. The "rhythm method" is not recommended.
  • The GR7A was one of my first military aircraft projects when I went to work for BAe. I was working for a small sub-contractor initially making small replacement parts for various aircraft. During my first visit to BAe Warton in a professional capacity i was greeted by two Harriers taxing out of the hangers. I stood and watched the planes roll down to the runway and then lift until they were out of sight. I thought I might look a bit daft stood there with a big grin on my face unitl i looked round and saw about 20 other people grinning like idiots too.

There are other stories I could tell but I'll just say that much like the Typhoon the Harrier was and is still a milestone in my life. I want to do it justice, if ony in a 3D model form. But at the same time I cant wait to get rid of it... its hard work to keep going on something like this. But it is a lot of fun to fly ingame. Too much fun to be honest. I seem to spend more time testing than working...as usual these days.


The Harrier has been on the RKSL project list since OFP days and the model has been remade countless times. This is the 23rd version according to my notes. A fact that I am as much surprised by as I am ashamed its not finished yet.


You'll have to excuse the horrble normal map. The panel lines are obscenely thick. Trust me it wont stay like that.

The model is currently being what my office monkey fondly refers to as "Modo'd". His not particularly original way of describing my method of generating spec maps and tarting up old models and textures.


But it is already in game and flying, which is part of the problem. I just cant seem to stop playing with it... :(

And as with other RKSL aircraft, the amount of work to get the cockpit finished is rather daunting. Just like the ver2.5 Typhoon (hopefully the final build in ArmA2) the majority of the cockpit displays will be driven by the class MFD command rather than animations. We recently discovered - thanks to a a really crappy steam age gameserver - that the number of animations may have an impact on the MP game performance in ways we hadnt anticipated. Looking back its now rather obvious but at the time, not so much. :lol:


Anyway, cockpit detail will be a high priority as will functionality and reality.

So thats all for this weeks "not-on-the-plan-update" apologies for those eager for the next installment of the tutorial or Tornado update but it really has been unavoidable.




Yet another late one and still not a Tornado. I'm sorry (hangs head in shame) but the unwrapping is proving to be rather unpleasant and I've been prevaricating about getting it finished so I'm writing some tuts instead. And I'm running later than planned thanks to four bags of gravel, 2 of sharp sand and "Housemaid's knee" (It actually really hurts!). So here I am the last minute again, re-writing (again) a tut I wrote earlier int he week because my Laptop is now on its way to Southampton in the back of my former office monkey's car.

So making a Lifter in O2... well setting it up anyway. Today I'm going cover the basics of setting up to make a model in O2. These days you are probably more likely to make a model in pretty much any other tool, Max, Maya, Blender, Modo. But at some point you are probably going to end up in O2 and some basic knowledge is going to help. Let me be perfectly clear this is not going to be a complete start to finish tutorial for O2. While it is a pretty simple program it does have its dark murky secrets and I'm not sure I have the time to cover everything.

So I'm going to assume you know a bit about CAD/3D modeling but are new to O2 so If I loose you at any point feel free to post a question and I'll try to improve the tutorial. There are a few other things you'll need but I recommend a case of Beer, Stella Artois for preference and a large pack of Jaffa Cakes. Chocolate Hobknobs in a pinch if the jaffa cakes aren't available. Pizza is also acceptable but not anything with anchovies. YURRRGHHHH, evil horrible things.

Back to business, O2 is what is sometimes called a vertex modelling tool. It differs from "polygonal" modeling tools like 3D Studio Max, Maya etc in the way you create objects and faces. In O2 you create faces by placing vertices or points and "joining the dots". Where as in polygonal tools you place a a face or primitive (box, cylinder etc) and sculpt from there. For some it a small distinction but the work flow is different. If you have been formerly taught a poly driven tool then it might come as a shock.

Step 1 - Reference Images.
For the KC-390 I went surfing for pretty much any picture or document I could find. I tend to raid the news sites, Flickr, Youtube and the Manufacturer's website for any and all pictures and info i can. Mostly looking for any high-res 3 view drawing I can. Once you've found something good. You want to ensure that each view is all in the right proportions. I use Photoshop but GIMP or similar should work just as well.


Create a new 2048 x 2048 RGB image. I use 300 dpi since it mipmaps nicely but you can use whatever you want. So we need to make sure the reference image maintains scale and proportion. With most 3 views you will find that they are all the same scale. The trick is keep them that way. I've developed a simple method for doing this.

  1. Find the largest dimension, in this case the wingspan and copy and paste the reference image into the new one.
  2. Scale the image so that the wing tips are at the edges of the image and center it.
  3. Duplicate that layer, and move the image around until you get another view in the window.
  4. Change the transparency so you can see the image below it and line them up on the center line
  5. Duplicate the layer again and repeat the process for your third view.
  6. Change the transparency back to 0 and save each image indiviually as 32bit .TGA files

You should end up with 3 images:

  1. Frontview.tga
  2. Sideview.tga
  3. Planview.tga

Now we've got the reference images we need to get them into O2. Its surprisingly simple.

On your P: drive create a folder for your project. Lets call it MYPROJECT. Now I like to keep things tidy and easy to find so I'm going to create another folder called REFS inside the first folder.




Drop the reference images we created earlier into your REFS folder. So you should now have 3 images like this:

  • P:\MYPROJECT\REFS\Frontview.tga
  • P:\MYPROJECT\REFS\Sideview.tga
  • P:\MYPROJECT\REFS\Planview.tga

Step 2 - Your first breath of O2. (Too cheesy? Meh)
I'm going to assume you've installed O2 and have buldozer etc. There are plenty of tuts on the forums and Biki for that some I'll let someone else take the load. So once you open it up you'll probably see something like this:


Probably a single view, we need a 4 window view to do this next part so if you already have it, good for you. If not, goto your Window Menu and Click the "Four Views" option. And you should get this:

Little tip #1: You can change the size of these windows by dragging the "window frames".
Little tip #2: You make a window active by clicking in it. BUT be aware that you make accidentally move geometry if you use the Left (Select) Mouse button. So use either middle or Right buttons instead.

    • A quiet word from the Author.


  • Before we go any further, lets clear up some of my preferred language. Vertex = Point = Vert = "thatfeckinglittledotthatimtryingtoselect". Some people get all pedantic about the language used, I dont. I've been making 3D models and working in CAD related areas for 24/25 years now (since I was 15/16) and its always been called a "vert" for short. Don't like it? Tough titty my friends thats what we're calling it in here.

Through out these tuts I use the "pin" and "center on pin" a lot so I'm going to explain this a little bit first. It is important and you will use it a lot. Sooo, look carefully in the last screenshot. In the center you will see a darker + sign. A cross if you like. This is the pin. You can move it and make things rotate around it etc. And when it comes to placing primitives and verts It also has two modes:

  1. The plain + sign is ... well lets call it 'inactive'. You can still pan around the origin (0,0,0) in this mode but when you place a vert/point it will appear where you mouse cursor is. If you have anything in the model window and you press the C Key it will center the pin at the average point between all the vertices.
  2. "Active" - which is signified by the + overlaid by a circle. This is the most useful mode and is turned on by using Shift+C Keys (Also activated from the "EDIT Menu > USE PIN" option). With this mode active, the pin can be centered on any single vert or selection. But will also cause the camera to rotate around that selection.

So if you want to try it, you can create some verts by using your INSERT Key or by going to the "CREATE Menu > POINT".

Anyway... back to setting up references.
If you have created any point or faces, delete them or start a new model.

We're going to create a single plane at the origin 0,0,0. In O2 1unit = 1m in the real world. Well that is the convention anyway, one established from OFP times. but various people over the years have said its not quite true but lets just stick with community convention right now.

Make the FRONT window active by RIGHT CLICKING in it. You'll see a black line appear around the window. This show the active view port. Since we're going to be switching between view ports this is important to watch out for. Next goto the CREATE Menu > PLANE. A dialog box should appear. You are asked for:

  • Size X - Size along the X axis in metres.
  • Segments X - Number of pieces the face should be split into along the X axis
  • Size Y - Size along the Y axis in metres.
  • Segments Y - Number of pieces the face should be split into along the Y axis

For the KC-390 my largest dimension is 35.05m so I'm going to put that in the Size box for both X and Y axis. We only need 1 face, so leave 1 in the segments box for each axis. You should end up with something like this:


The next stage is to add and map the reference image to this face. We're going to start with the Front image.

  • ANOTHER NOTE:I use something called a Namespace for all RKSL projects, its a bit complicated if you are new to all of this so unless you are into island creation or a full mod making it probably wont be necessary. But it is considered "good practice". So you might see an extra folder in the path in some images eg: IAP\IAP-KC390\REF\filename.tga. Don't worry about this for now and just follow the instructions.


So in the FRONT viewport we want to load an image that we can 'background map' onto the face we just created. To do this:

    1. 1. Select the plane/face we just created. It will highlight as red.


    1. 2. Press "A" or (SURFACES menu > Set Background Texture)


    1. 3. In the FRONT view port, LEFT CLICK, hold it and drag a box roughly square over the plane/face we just created. Release the mouse button. You should now have a black edged box with four small black grip boxes at each corner.


  1. 4. Now RIGHT CLICK to bring up the context menu. Then CLICK "LOAD IMAGE" and find your Front Image: P:\MYPROJECT\REFS\Frontview.tga and CLICK OK


    • 5. The image will appear in the view port. (See Image 6) Dont worry if its not the right size or the right proportions. We'll fix that in a second.


  • 6. Now on the top menu and goto SURFACES > "Fit Bgr to Selection" (See Image 7) This will fix the aspect ratio and stretch it to fit our 35.05 square plane.


  • 7. Now we have an image, its the right size. But its not actually mapped onto the face. So we have to stick it on. PRESS B (or Top menu > SURFACES > BACKGROUND MAPPING). This has now applied the texture to that face.

Now we have to create 2 more faces for the Side and Top/Plan views. We could just repeat the whole process, steps 1 to 7 again for each face but that takes time. There is a quicker way ;)

    • 8. With the face still selected, copy it to the clipboard (CTRL+C or EDIT > COPY)


    • 9. Paste it straight back in. (CTRL+V or EDIT > PASTE)


    • 10. Now we have two faces ontop of each other. So we have to switch viewports now. So RIGHT CLICK in the "TOP" viewport and check its active. Look for the thick black edge around the viewport.


    • 11. The face you pasted in should still be active, so got the top menu again. Click POINTS > TRANSFORM 2D > ROTATE from the menu.


    • 12. You'll get a little dialog box appear. Type "90" into the box. This will rotate the face through 90 degrees and it will now become our SIDE view.


    • 13. Go back to the FRONT Viewport and make that active again.


    • 14. With the 2nd face still active, copy it to the clipboard (CTRL+C or EDIT > COPY).


    • 15. And again paste it straight back in. (CTRL+V or EDIT > PASTE)


    • 16. Again the face you pasted in should still be active, so got the top menu again. Click POINTS > TRANSFORM 2D > ROTATE from the menu.


  • 17. Your little dialog box appears again. Type "90" into the box. This will rotate the face through 90 degrees and it will now become our TOP/PLAN view.


You'll end up with something looking like the pic above. Three faces all mapped with the same image. Well we dont want that so we need to change the image mapped to each face.

    • 18. Make the PERSPECTIVE viewport active.


    • 19. Make sure the "SELECT OBJECT" tool is active - this will select any geometry connected to the vertex you select. Its just an easy way of grabbing bits you need.


  • 20. With the mouse select the TOP/PLAN face in the PERSPECTIVE viewport. It will turn red.


    • 21. PRESS the "E Key" (Top Menu > FACES > FACE PROPERTIES) and the Face Properties dialog box will appear.


    • 22. In the TEXTURES & MATERIALS section, at the end of the TEXTURE box is a little folder icon. Click it.


    • 23. Browse to the texture you want, the top/plan view in this case. Then when its highlighted click OK. You will return to the Face Properties dialog. Check your file path in the TEXTURE box and then Click OK.


  • 24. Repeat the same procedure for the SIDE view's face.


Eventually you will end up with 3 faces and 3 unique textures. One per face. SAVE THE FILE NOW!!!! :o

If you turn on the DX Render and the Face culling etc on for the active view port you get a view like this:


Finally...close down O2. Open it again and load your refs P3D file. You'll notice that the images are no where to be seen. DON'T PANIC! If you have followed the tut properly restoring the background images is very very easy.

Select the face you want. start with the Front Face. Goto the Menu > FACES > BACKGROUND FROM FACE


Repeat for each viewport and there you have your reference images.


Next we need to create a new LoD and start modeling...but not today. Maybe next week :mrgreen:

I'm not going to go much further today. I'm tired and its late, my leg is killing me and i ate the last jaffa cake about 2 hours ago so I'm going call it quits soon but just to round off this part of the tut let me explain why setting up the reference images this way is a good thing.

First of all. You can leave this reference object in the background of your model all the time and reload the images at will. O2 is not the most up to date tool out there. The Viewports don't automatically refresh or scale on the fly. So every once in a while its better to reload your background image to ensure you are working to the right scale and proportion.

Secondly, it means you only ever have to set up your images once. If you hadn't mapped these images to a face next time you come back into O2 you would have to set them up all over again. It saves you time but it also ensure that your references consistently stay at the same scale and proportion over the duration of development.

Two pretty good reasons to do it this way i think.

Anyway, I hope this helps some of you. As The tut proceeds/grows/evolves etc I'll get more into the nitty gritty of making models. I am going to skim over the laborious bits of making faces and creating complex shapes and bits but I hope to give you a good foot hold into O2 where you can jump off from to either more advanced packages or more advanced projects.

OK thats if for today. I'm off to cry in a corner this has taken about 6 hours to write and I ate about a week's supply of Jaffa cakes. I feel slightly sick... :oops:

Have Fun



OK so this isn't a Tornado. Maybe if you squint... nah not even then. For reasons out of my control I've not done as much on the Tonka as i hoped so I'm going to show you something a little different.

This is something for ArmA3, IAP was planned for ArmA2 originally. It was intended to be a very long term project but even the best laid plans of mince and men change (Well it just got longer). So, ArmA3 here we come...


I've been planning a project called IAP for a while now. At least 2 years and you've seen bits and pieces of the prep work for a while now. This week, much earlier than I planned to may i present something new in almost every sense of the word. The Embraer KC-390, I'm going to split this update into 3 or 4 pieces and make it a bit educational since people keep saying they like it when we explain our work flows. This week though is a bit of introduction to the concept and project.

Embraer KC-390 - The South American Lifter

When I first saw this on Flight Global last year I thought "I'd like to make that". I didn't have the time then and I probably don't have the time now either but I recently had the chance to give it a go.

This all came about thanks to a pain in the arse commercial client. I was asked to make a Proof of Concept model for a part supplier, contracts written and awaiting a signature. I was told it was delayed in legal but it was a done deal so I started on the model. A week later, its turns out that the deal was dead. So sod it, an IAP/ArmA3 project was born.

The KC390 is intended to be a replacement for the C-130 serving in Brazil and other South American nations. Embraer has a history of making some pretty good cost effective aircraft so the probability of this airframe making it into service is pretty high. And It looks kinda cool too. We havent seen too many none C-130 transport in-game so I thought it would look good in IAP colours.

Not my model BTW!

Embraer have already gone through several configuration and design reviews and the general airframe design has changed over time maturing to the final config shown below. But if you are a "rivet counter" like me you'll notice some differences between the refs used and the models over the next few updates.


All through ArmA1 and ArmA2 I've been wanting to making decent transport aircraft but the game engine has always defeated me. By that I mean you couldn't ever really use them properly. The AI wouldn't fly them properly, you couldn't load vehicles into them without heavy scripting etc. I've held off finishing several of our heavy lifters, even cancelled some projects but now with ArmA3's use of PhysX cargo handling and logistics have become a really practical proposition. The ability to drive right into the back and fly to the other side of the island, land and drive right out again without scripting as seen in VBS2 some time ago. It also presents some nice logistics scenarios, force protection etc. Certainly it opens up some really nice ideas for me at least.

Below are some O2 grabs show with the RKSL C-130 in the background for comparison:

Next Time in Part 2
Over the next few updates I'm going to explain how I set up the references and started to make model, add wings etc. A few O2 tricks and the odd bit of Modo thrown in.





wk4_article.jpgAnyway, i haven't wasted the last 3 weeks. Despite spending way too much time playing Minecraft with Eddie and Sekra - waaaay too much time - I've managed to get quite a lot done. But very little of it is really visual.

My Hardware Woes

I've largely solved my PC issues. For that last 3 weeks I've slowly been rebuilding my PC. Well to be precise I've rebuilt it about 6 times from the ground up. Swapping out either new or borrowed components in the ever more desperate search for the cause of my CTD and Random Restarts. I'll be honest I'm still not 100% certain but it looks like it was down to a combination of video and audio drivers clashing and just locking the machine. After the last OS install and slightly out of date driver setup the PC has been quite stable for the last few days. Fingers crossed it will stay that way.

Loss of Comms

You don't realise how much you rely on something until it's gone. I've been having Skype issues for a while now. I thought it was only a month or so but it turns out - according to Skype's customer support - it's been going on since last July. As I type this I'm waiting to hear if my normal Skype account can be saved. Its supposed to be something to do with the MSN > Skype migration. It became 'corrupt' at some 'unknown point' and has been causing problems not just for me but pretty much every server its touched. So if you have sent me a message or contact request in the last few weeks/months and not heard back from me please be patient and I'll try and get back to you asap.

Progress of a sort

As I said at the start my progress so far this year isn't really all that visual. I've been forced to run windows in a Virtual machine on my ancient SGI 02 workstation. Which rather ironically can't run BI's O2 modelling tool. It does run Minecraft though despite the horrifically slow CPU speed by modern standards.
So progress has been more config related and more bug fix related. Work has covered about 20 projects. Mostly fixing my dodgy config and coding errors. But several SAM systems now work at least as well as the BIS ones do and should be future proof in terms of patches and updates. As long as BI doesn't change too many class names :)

Quick fire Updates

  • Tornado - Slow and very hard going but I have managed to make some progress with the cockpit unwrapping. I have realised that I need to re-nest the UV layout but once I get back into Modo that wont take too long.
  • Typhoon - Everything is fixed apart from the proxy doubling bug. Since I haven't been able to run ArmA its been hard to test this but it would appear - at least its logical - that its down to a model corruption and I'm going to attempt to export and re-import that mesh a new this weekend.
  • Christmas UAVs - There should have been a "family" of BIS-Standard enabled UAVs released on Christmas day. The reason they weren't is largely down to me having to work away in the 4 weeks run up to Christmas but my ongoing PC issues made them impossible to complete and release until now. About of a week's worth of evenings should see these done. Its mostly just textures and rvamts left.
  • SAMs - Rapier FSC and I-HAWK should both see a (BIS standard - ie not scripted) release. Again they lack some texture work and a bit of polish. The configs are now OA compatible and should inherit all the new features as and when they get patched in by BIS.
  • Lynx & Puma updates - As with a few other projects these now have new configs and slightly tweaked models. Folding in some of the new OA features that were missing before and making 3rd party plugins easier to use and make.
  • Merlin HC3 - I've decided, largely due to workload that I wont update the Merlin HC3 for ArmA2. The BAF Merlin seems to be perfectly adequate for most people and the Haters seem to think its better so go for you life. The updated RKSL model will now be releasing in ArmA3.
  • IAP for ArmA3 - Quite a lot of interesting stuff is going on here. Quite a lot of progress in the Core addon sets. But more topical is the situation in Mali. The insurgent activity and the French (in the IAPverse EU/NATO) intervention in Mali closely mirrors part of the existing story line we had planned so both Rob and myself are closely watching events with a view to some story updates and new equipment etc. Several new items have been added to the queue and we're seeing a lot of interest in partnerships for ArmA3. Which is really rather cool so early in the mod's life.

So that's about it. Messiah is off Skiing. I've been incommunicado so I have no real idea what the other lads have been up to. Hopefully we'll get a more interesting news package out next week.

Have Fun