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Posted

Okay there's an update this Sunday at least, I added the bits and bobs to the MH-92s and it looks better actually with more "high-tech stuff" and such. I don't think much will come after that, pending user requests and such. If I were to pursue a quad-rotor helo it'd take some time but otherwise not interested right now and see if Kitsune will come through with it.

Posted

Anyway, I redid the mount for the refeulling receptacle on the MH-92s as well. It was kinda janky and figured that in 2035 or whenever the helo was made (never made any lore for this, just made it up and such), the mount would be less invasive and such in the cockpit area. So that's something I guess.

Posted

Just a simple "TF160 Mechanic" I came up with, for the TF160 faction. Nothing special but could be a crewmember on the MH-60 DAPs anyway, so if you need to repari something, you have a facion specific unit to mess around with.

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Posted

I tried to make it an Arma 3 day since I had nothing going on, and I adjusted the UH-60 flight model to match CUP, since their UH-60M flies pretty nicely and stably when sling loading. Then I realized no one complains about the flight model, so why fix something that doesn't need fixing? Anyway, nothing else much on the horizon other than a possible automated sentry gun with a minigun. I have a rough idea of what it would look like, and I'm not sure what to use. I may use an M134 from my helo pack since it's already textured and modeled. Just need to develop the turret and base and get it UVmapped. I'm very slowly learning and trying out Blender, but I want to redo some of the items in my Flanker562 Weapons Pack. However, I'm not sure yet, as I'm planning to use the app next year with Arma 4.

Posted

I got a request from a user on Steam to animate the doorgunners and will look into that this week. I also updated and tweakd the missile fire via Chair on Quigg's Discord, he inadvertently helped me update the rocket fire when a missile is fired. And I think the update to Windows borked the Buldozer, as it no longer works, despite setting it up properly (worked fine before, unless I missed something). I'll mess with it today and see if I can't get it working again, because I do need it.

Posted

Noticed in the Ghost Hawk config that you can specify the unit that mans the door guns, so here's what I did for the XX-60/92s. It works out better since it's more realistic in appearnance when using AI units and stuff:

107410_37.jpg

Posted

Okay right now for the animation for the doorguns... I'll think on it. Right now only one person has asked and not sure if I want to go through the trouble of redoing ALL of the doorguns. It's doable, not totally unreasonable, but overall just sometihng I may think on doing in the future. I got plenty of time, just not motivated and the like, so I'll think on it.

Posted

Again, not much in the works for helos. Someone requested an SH-3, but given the game mechanics, I don't know if it's worth it, so I'll hold off on it. If you notice, I did an updated config for the EF stuff, and felt it was small enough not to worry about. The new Sikorsky Black Hawk UAV is something, and might look into something. I updated a couple of missions with the Expeditionary Forces CDLC introduction of the QAV-80, or whatever it's called, so if you like that thing, go play. Other than the update for the Flanker562 Helicopter Pack, I got nothing on the menu for mod work.

Posted

Oh I did forget to mention that I tweaked the AH/MH-15M pitch, so it's more smoother. It is pretty much something I realized when flying it for a bit, learning true NOE flight with a helicopter that size.

Posted

I've been wanting to improve the .45ACP for a long time after seeing a discussion on the Tiny Gecko Discord. I finally looked at my Jacketed Hollow Point rounds, and going to give them to the TF562 units as a better mag for ammo usage. It' s not terrible, and is from my Flanker562 Weapons Pack. I knew I had some ammo that was better than the BIS (not by much, but it works) ammo, so you'll see that next week.  It works with the stock ACP-A2 handgun only. I may tweak it for the other guns as well. And may be an update for the Flanker562 Weapons Pack too.

Posted

Okay got the JHP+ Ammo setup for the weapon and helicopter pack. I decided to give TF562 units the 4-Five pistol with an MRD sight, and JHP+ ammo as "standard", to give them more firepower and such now if you use them, well after next week's update anyway. I also worked with the Magaziine Well system to give the A2CP-A2, the 4-five, and the Zubr the ammo to enhance your loadout with better ammo than the stock ammo.

Posted

While I was doing some target shooting with a Katiba and Zubr, I thought of making a "Friendly CSAT" mod. While reading books on Iran, I learned the country apparently worked with the US at the start of Operation Enduring Freedom. This was intel assistance, mostly on the Taliban (Iran never got involved with OEF, mainly focusing on Iraq), so I may do a config-only mod based on that, maybe for missions where some "Allied" CSAT soldiers and whatnot fight alongside BLUFOR, or whatnot. It'll show up Sunday with some basic units lifted from my Better Infantry mod, or really, I can do that instead, making some Friendly CSAT soldiers and see what people think.

Posted

Well after some coding, I can say that the mod is ready to go. Again this may put a new spin on missions, but overall may be good, or not, depending on how mod makers and missions makers feel. Also finally noticed that the CBA Muzzles also work on the Katibas, so I'm not planning (I was thinking until I found out) that my suppressos from my weapons pack work fine with CSAT weaponry, so that's saving some time. In the future when I get off my ass and learn Blender, I really want to learn how to UVMap weapons, because the M468 can finally find a  home, maybe in my weapons pack.

Posted

For the Friendly CSAT mod, I used the basic units from the Better Infantry mod as the start. If people like tis and want (or you have an idea) on what to include, it's real easy to add some stuff to the list, but I did create an "Intelligence Analyst" who is just a repurposed CSAT Officer. I may include him in the mix, but so far I want to keep it to combat units and not a redo of all the CSAT units, unless any player feedback comes through.

Posted

Okay some additions to the Weapons Pack, is the addition of extended mags for the ACPC2 handgun. It has both standard BIS ammo and JHP+ ammo. I looked online and that was like the max that was offered for the type, so I thought it would be a nice addition, even if it's just one round. Also, added pistol mags to the TF562 MULE, Offroad, and GMVs as well. I figured that would be an important addition given the use of better ammo than standard BIS.

Posted

I've been slowly adding units to the Friendly CSAT mod,  and figuring that it may not be as popular as most mods I do. Given the real world politics it may not work out of course, but then again I don't make the rules and such. Anyway I will add the Special Forces units later on, once I figure out the classname and such. Overall I like the concept, even though right now US and Iranian relations aren't the best right now. But I have faith in the mod, so it'll just be a matter of time before somebody gets interested in it.

Posted

Managed to figure out a way to differentiate a way for players to know who's actually a friendly CSAT by coloring in the arm patch, as such in the image.  Right now i'm keeping it black for tactical reasons more than anything else. I may change the color before this Sunday since I can get away with it I guess. There's not much feedback on the mod, if anybody as I'm typing this actually got the mod. Once I get it out this Sunday it'll return to the weekly update schedule and such.

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Posted

I also setup the recon units in the next update with this uniform configuration, so it's easy enough to tell who's on what side. Overall I like the mod, even though I don't particularly play CSAT stuff, other than being shot at by them.

Posted

As for new helicopters, I am working on a "Battlehawk" for the UH-60M files. Right now it's functional at the moment of this post, but should fill in a gap between the UH-80 Stub Wing and the UH-60M. Right now no cargo positions for troops, but given the fact that BIS made some sort of UH-80 that can blow things up, and carry troops who knows. The seats are still there, but it'll be a variation on the model. No plans for a belly mounted cannon, you have to use the default 20mm gun pods for now.

Okay the Battlehawk is set, finished and ready for use by players. Note that if you have Reaction Forces CDLC, you can use those gunpods too.

Posted

Apparently my Cherokee (thanks to a Steam User) Containers had an error and now fixed, so this Sunday:

- Flanker562 Helicopter Pack
- Flanker562 Weapons Pack
- Flanker562 Friendly CSAT
- Flanker562 Cherokee Containers

Posted

Also with the future drop tank system that the game is introducing (albeit slowly) drop tanks, the UH-60M MEV is getting the pylon system, for all four pylons. Right now it's strictly limited to the drop tanks only, given that's all lit uses for external stores. If the drop tank system makes it's way into the next patch, then I will code it (I've seen some stuff via another Discord) the fuel tanks so it works with the helos and stuff like that. And give the AH-96 and other helicopters some longer "legs" for ops and stuff.

Posted

Started this as an addition to the other containers. This is a "small" container (about half the size of the regular containers), and is liftable by a Hummingbird. I'll reduce some things but overall it's good for the small units that can't lift the normal containers. I had bought a pack off of TurboSquid to make better containers, but it didn't pan out so I'm stuck with my own model that I'm currently using. All in all it'll have the same variants, just liftable by smaller helicopters and such. This will be in the Cherokee Containers Mod too.

107410_40.jpg

Posted

Also working on a UGV for Task Force 562, not sure what I'll do with it yet, as I'm working on it here and there. The intent is to bring it into Blender and UVMap it myself. So when I get to it, I'll actually learn how to UVMap an object, so I'll see what happens. Here's it so far:

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