Summary
Laser designator integration for the WCS AH-64. Fires laser-guided
Hellfires at targets marked by a SOFLAM. Requires SOFLAM Integration Core.
Description
Laser-guided weapons for the WCS AH-64D. A SOFLAM operator on the ground marks
a target, the gunner fires, and the missile follows the mark.
Showcase: https://youtu.be/J2AYNhJTFN8
START HERE - SUPPORT AND BUG REPORTS
Bug reports go to the Backblast Studios Discord. Please open a ticket there: the
ticket system is the fastest way to reach us, and a bug report in a normal
channel can easily be missed.
https://discord.gg/rd6yP5jSFa
Documentation, guides and example code: https://docs.seebie90gaming.com
REQUIREMENTS
- WCS_Armaments and WCS_AH-64D, version 9.0 or newer (tested with 9.0.1)
- SOFLAM Integration Core 3.0.0 or newer <- REQUIRED, please subscribe
- GTG Thermal Framework <- REQUIRED, please subscribe
RVX Core is no longer used. It stopped compiling with current WCS Armaments,
and one failing mod takes the whole script module down. Everything we used from
it now lives in our own Core.
Do NOT run "WCS AH-64D Upgrade" or any other AH-64 upgrade mod. It breaks the
turret down to 1-2 deg/s and throws an exception every frame, even with our
mod unloaded. Everything such mods add is already part of this mod.
HOW TO USE
1. Load laser-guided ammunition: AGM-114LDG for the Hellfire, AGM-65LDG for the
Maverick.
2. Set the same four-digit laser code (each digit 1-8) on the aircraft and on
the SOFLAM.
IMPORTANT: leave the FIRST digit alone. The aircraft can change all four,
but the SOFLAM only the last three. Change the first one in the cockpit and
the codes can no longer be matched.
3. Select the guided missile as gunner. With a matching code and an active
laser, the missile follows the mark. Without one it goes where the gunner's
sight is pointing.
Range is not limited: every character is streamed to all clients.
SCREENS
- Gunner radio screen: rounds per station, cannon ammo, current laser code,
attack mode, and whether the seeker is locked onto your code (ACQ TADS /
ACQ DESIG). Works across all four loadouts.
- Missile camera: the Hellfire's own view in flight, with day / thermal toggle
and brightness buttons. A second screen repeats the TADS picture with a
reticle, in thermal when the gunner is in thermal.
NEW IN THIS UPDATE - FOR WCS 9.0
- The gunner's night vision and thermal now come from the WCS TADS sight, with
its own modes, gain, levels and keys. Our copy and our clashing key bindings
are gone. A new key binding sets the missile attack mode
- The SOFLAM's IR beam is still seen through the WCS night vision
- The turret is a copy of the WCS 9.0.1 turret with an ID of its own
- Removed: the repair action for the gunner's optic. The WCS turret has its own
damage zones
RECENTLY FIXED
- The attack mode that flies follows the screen. HI no longer flew like DIR, LO
like HI after cycling the mode with the rocket pod or cannon in hand.
- All 16 Hellfires leave the rail. Half of every load used to fall off, because
the upper row of each M299 pod sat too close to the pod body.
- Two causes of a crash right after launch are fixed. Missiles keep a 20 m
margin over terrain until the final approach.
STATUS
Work in progress, and honestly so: missiles fly and guide, but the hit pattern
still needs work.
CREDITS
- WCS for WCS_Armaments and WCS_AH-64D
- AhiraSeki for AKI_Core
- RiverX_96 for RVX_Core - the groundwork this started from
- Red Hammer Studios for the RHS mods
SUPPORT
Please open a ticket in the Backblast Studios Discord:
https://discord.gg/rd6yP5jSFa
A good report has:
- the map, and dedicated server or single player
- the aircraft, the attack mode and the laser code you used
- what you did right before it went wrong
- the lines from script.log that start with [GTG_ and any line with
SCRIPT (E)
Putting laser guidance on your own aircraft:
https://docs.seebie90gaming.com/soflam/integration.htmlLicense
Arma Public License (APL)