+Flanker562 Posted December 15, 2025 Posted December 15, 2025 Just so you know I think with this "break" it'll be less or no updates, even though I am adding stuff and tweaking things left and right it seems with a couple of mods. I'll post the changelog when I update on the 28th though, so stuff is being worked on, just kinda getting in the Christmas spirit, taking things down a notch. But I'll have some stuff for you guys then though, and so on. However, I will post some missions I have planned, mainly single-player versions of the Pilot series, and I've done some restructuring on my end to better the workflow and whatnot of mission creation/editing/upload, etc. I'd like to update people on changes, but there are so many that it would be a lot to update users, and I do apologize for that, but it is what it is, and some are just tweaks and minor edits, to full on rework, and so on.
+Flanker562 Posted December 15, 2025 Author Posted December 15, 2025 Okay I thought I could not say what I was working on, but so far have done: - IR lasers (black and Tan) for the ACP-C2 handgun. I wanted one for my own personal use, but I thought that players would like it too for their use. - Going to work on a PMC unit for the Armored SUV that comes with the vehicle, sorta something to mess with, I haven't figured out a name, but have ideas on what they should use and such, again suits and Protector SMGs and stuff. Nothing too militaristic, something like an Independent unit (for various missions and such, varying allegiances, etc.) That's it so far, I'll jjust go ahead and post updates of what I work on, but won't upload until the 28th still.
+Flanker562 Posted December 15, 2025 Author Posted December 15, 2025 Came up with a name for the PMC, and through some admittedly confusion, left it as a Civilisn entity, because they're not exactly the "enemy", nor your friend. I think that will be a good neutral thing (as most are I'm sure these days, or not), but gives some ideas on some missions, where they're armed, and not exactly hostile (unless you shoot one, etc.), here's the basic Team Leader/Operator loadout:
+Flanker562 Posted December 15, 2025 Author Posted December 15, 2025 Also found an issue with the Afghan PMC Squad, setup for the Civilians and not Independent, so the 28th I'll be uploading: - Flanker562 Taliban Fighters - Flanker562 Weapons Pack - Armored SUV - Flanker562 Helicopter Pack
+Flanker562 Posted December 16, 2025 Author Posted December 16, 2025 After some complaints and the overall dissatisfaction I'm removing the daylight red laser by Bsbe. I thought it was not part of my mod, but some realization and investigation that I forgot I added it to the mod via script. So after a complaint, I removed it, and will be of course uploaded the 28th of this month.
+Flanker562 Posted December 16, 2025 Author Posted December 16, 2025 Found out that I misconfigured the MXC for the Better Infantry pilot, but instead just gave him what the Helicopter Crew had, an MXC with a Holosight, so it's on par with the setup. And makes me wonder why the Pilot gets an SMG, when they can get an MXC for commonality. Anyway that's for the 28th, so I'll be uploading for that mod too.
+Flanker562 Posted December 18, 2025 Author Posted December 18, 2025 Added a full Datalink for the Flanker562 Wipeout skin mod, for the individual aircraft, now uploading on the 28th: - Flanker562 Taliban Fighters - Flanker562 Weapons Pack - Armored SUV - Better Infantry - Flanker562 Helicopter Pack - Flanker562 Wipeout Also I fixed the Helicopter Pack main model.cfg, as it was improperly done, and a quick fix to the flarergun model.cfg so far has fixed an error I was getting when used in conjunction with the Flanker562 Weapons Pack, given I was using the same "u100_base", and so far since removed I don't get that error anymore, so that's good.
+Flanker562 Posted December 23, 2025 Author Posted December 23, 2025 Been working on some Flanker562 Helicopter Pack stuff, mainly the TF562 units, and adding preview images (the stuff you see in the Mission Editor) for the helicopters in the pack at least. I may work on the other helicopters for a touch of class (I guess) for the mod, but it's not oriented like the BIS stuff, so it's there, it took a long time to get the images sized and so on, so I don't feel like changing it to suit somebody who might complain. Anyway have a Merry Christmas or Happy Holidays (whichever you prefer) as I'm taking the two days off (I might record but that's separate) and try to chill for a bit.
+Flanker562 Posted December 26, 2025 Author Posted December 26, 2025 Okay we have New Years left, so there's that. I'm having an issue with the loading of preset attachments on my AH-6/.15 and don't know what to do, to get them to load on the pylons for a default loadout. I managed to create some presets whoopie, but still having issues with that. Nobody's really complained, but I think for soemthing or somebody who wants to get and go and blow up shit my helos are lacking. If somebody knows how to do that, let me know please. I tried to fix a TA64 Scope for the weapons pack, it's borked right now until the 5th, but it's one optic so maybe it'll be not complained about. I fixed it and will be in the next update.
+Flanker562 Posted December 27, 2025 Author Posted December 27, 2025 Just cleaned out some code for the Flanker562 Wipeout... which is still EricJ_Wiepout as a folder name. I'm seriously considering renaming things but as such it is just a text file and some skins, so who knows, but I've been itching to. Anyway, the MASTER ARMS - SAFE doesn't work anymore, at least I think on vanilla jets, and only modded jets. I tried messing around with it, and no worky, so methinks just gotta deal with it. I may look into it on the helicopters though, more to follow. I'm teasing an upload tomorrow, since it's only the Wipeout and Weapons Pack. I don't have much on the plate, other than waiting for BroBeans to get back with me sometime on the Hatchet stuff.
+Flanker562 Posted December 29, 2025 Author Posted December 29, 2025 Managed to change the mod name folder of two more mods. I think Flanker562 will be my handle for a longer time than EricJ, but we'll see on how long I mod and if I do for Arma 4 (got to learn Blender, maybe), or not. Anyway they'll go up Sunday, and pretty much "getting back to schedule" with updates and so on. Not much planned, though I'm teasing the idea of Al-Qeada for the Taliban Fighters mod, since some service members fought them in Afghanistan. Per a gamer's comment, AQ seemed more skilled than the Taliban, so I'll probably look at a rework of the actual Taliban units I made. It shouldn't be too bad, but it'll probably be noticed by either active service members or veterans of that country and so far seems like I am doing a good enough job as it is now.
+Flanker562 Posted December 30, 2025 Author Posted December 30, 2025 Mods being uploaded Sunday: - Flanker562 Barriers - Flanker562 Helo Skins - Flanker562 Cherokee Containers - Flanker562 Helicopter Pack It seems that changing the base classname for the config broke something in the Flanker562 Wipeout, so I uploaded the fixed PBO earlier today, felt it was a breaking issue, so had to upload ASAP. That's how I get with mods. If something can wait like a normal improvement, then I'll upload on Sunday. But game-breaking stuff needs to be done as soon as possible, and yeah, it may cause some issues, but I can only do so much too.
+Flanker562 Posted December 30, 2025 Author Posted December 30, 2025 Give it some coloring, and it looks better, almost different. I may work on the turret for the CSAT version though, but haven't thought of any good designs for it, so I may just keep it like this. It's not like you'll spend most of the time looking at the piece, but either calling for fire, or sitting inside of it, shooting it. Either way I like how it looks so far.:
+Flanker562 Posted December 31, 2025 Author Posted December 31, 2025 Okay... Yeah might not do Al-Qeada after all. I got some names of HVTs, and I just don't have the assets on hand to make a believable AQ force for the Taliban Fighters. And according to some stuff, the Taliban don't want to have anything to do with anybody, much less AQ. So that's a dead end, and I can at least make the leader of the Taliban an HVT for the mod. Other than that not much, just holiday observances, and appointments and stuff right now, so I think (If I don't post anything tomorrow), then Friday, and then Sunday upload more or less. I also want to wish you all a Happy New Year. if it's been rough for you then surviving it is enough, and so on. See you next year...
+Flanker562 Posted January 2 Author Posted January 2 Was doing some practice with a Cherokee Container and saw it floating a little bit over the ground. I checked the rest and they seemed fine, but it was weird. Anyway, I fixed them all, and as well as the UNA containers as well, so for Sunday: - Flanker562 Barriers, - Flanker562 Helo Skins, - Flanker562 Cherokee Containers, - Flanker562 Helicopter Pack - Flanker562 UNA Containers
+Flanker562 Posted Friday at 07:07 PM Author Posted Friday at 07:07 PM I developed a "Titan-ER", which extends the range from 5km to 8km. I figured 8km was fairly realistic for engagement ranges, and not sure if that's even worth doing. It's not AI friendly as I'm sure that the missile is locked into the range that the AI specifically can "see" the target. Right now it's only a missile, and may sit down and tweak the launcher for AI use and stuff. Overall it's just a tweak of the base TItan AT. Not sure if I want to do an AA version, but given I have until tomorrow evening to lock it down, I may do that, or just see how the ammo performs and such firsthand with anybody who will use it.
+Flanker562 Posted Friday at 07:54 PM Author Posted Friday at 07:54 PM I also added a datalink function with the Titan-ER, so I don't know if that will actually work or not, but any enterprising person when it gets released, can see if it works or not when fired from a regular launcher. I think I can test it on my own, but yeah, it's going to be interesting if it works though.
+Flanker562 Posted Friday at 09:30 PM Author Posted Friday at 09:30 PM Okay, I did an ad hoc test of the Titan-ER and found that I "think" it might self-guide with datalink support. Thinking about it the missile did kill the target without a lock, so datalinking may work with the Titan-ER. I have to add some stuff like icons and stuff, but we'll see after some use on the user side. If so then it can make the Titan a decent weapon to use. I may make a Task Force 562 Titan gunner out of it too with these missiles.
+Flanker562 Posted Friday at 10:15 PM Author Posted Friday at 10:15 PM Okay... I think the datalink function is present, but the game doesn't know how to interpret the data. I created a "TF562 Titan Gunner", he has ReceiveRemoteTargets=1;, but didn't do anything like fire the missile at the target. I think you can get away with basic firing in the general direction with a datalink, and maybe it'll hit, or not. It's still beta but if it works I'd like to know after Sunday.
+Flanker562 Posted Monday at 11:11 PM Author Posted Monday at 11:11 PM Okay right now I'm working on trying to get the datalink to show on the UH-92, and others. I revamped the sensors and with some help from drebin052, found some errors, but the bug persists. The other variants of the helicopter shows the datalink overlay, so I'm at a loss on what is going on. It's in otherwise a good state though, so that's good, and right now just that's the only thing that is being worked on, unless you have something for the #suggestions channel. Right now no feedback on everything else, yet anyway.
+Flanker562 Posted Tuesday at 05:31 PM Author Posted Tuesday at 05:31 PM Well I managed to "update" the code, and so on, and now with a refresh as well of helicopters that I had in my Test Mission, it now shows up with the datalink system. The UH-92 sensors are better and so on, so this Sunday so far the Flanker562 Helicopter Pack will be uploaded at least.
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