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Posted

Here's the UH-92 "CheroHawk" that will be uploaded next week. I used the MH-92 pylons since it's newer and more 2035-ish and such. Overall the same loadtout options (will include a 30mm after removing the troop seats. I also reduced the lifting ability to 1000kg to sort of balance the tradeoff of adding weapons and the iike:

107410_40.jpg

Posted

Okay the Small containers are pretty much done. I have no desire to really make variations based on use, and I dont think the AAF or CSAT would use them, and frankly their helicopters can lift the "normal" sized containers, so no need for smaller ones. They're set and as you may have noticed, already deployed on the Flanker562 Cherokee Containers mod already because I slipped them in when making sure that the Small container would actually show the textures and stuff, and had to remap it anyway. So those who use it you all got a suprise, while those who like the small containers, well, you''ll see them Sunday.

Posted

Something I designed on a whim, will see a release this Sunday, but still has some things to work with, such as an error abvout muzzlehide for Animation Sources, which I don't know how to fix (any help?), but this is aligned with TF160 and is a remote sentry system. I'm busy Sunday seeing family so updates will be done when I get home, or Monday if I somehow forget though. But anyway here's the UA-57 Sentry Gun:

107410_44.jpg

Posted

Managed to incorporate the "Improved RPG-32" round into the Better Infantry mod, allowing RPG gunners to shoot at helicopters and other aerial targets. Mods to upload Sunday:

- Flanker562 Helicopter Pack

- Flanker562 Cherokee Containers
- Better Infantry

Posted

Okay got the miningun error on the Sentry Gun solved. Right now it's assigned to TF160 for bases. I'll change the texture, but wanted some proof of concept before I fleshed it out. It's so far not sling loadable, but could easily make it so if I wanted to. But I'm not sure if it's worth doing since it'll not weigh that much (250kg), so if people want it to be slung let me know in the comments or whatever to make it so, but right now I need to work on the model more now that it "works" more or less.

Posted

So I got most of the Sentry Gun finished right now. It's getting the minigun barrels to rotate and the muzzleflash and a few other things done, and she'll be set more or less. The muzzleflash is really the least important, but it would be nice. I have to animate the smoke better, get that fixed, and so on. I will release the mods tomorrow, as an early release as I'll be busy Sunday, so I won't have the time or inclination to upload after I socialize. Anyway, yeah tomorrow only since I have commitments and the like that day, and so on. The Sentry Gun is dependent (as it's a separate mod due to sometimes animations not working, but it's not big so it'll be swept up with the rest of the PBOs in the mod.

Posted

Okay right now it's a toss up between allowing the sentry system to work properly. Either it can move around as intended, with no gatling effect or muzzleflash, or it not move, and the gatling actuate, and working muzzleflash. I don't know what I'm doing wrong, but it's either or, and I'll stick with moving around, unless somebody can fix it so I can move around, gatling effect, and muzzleflash, as I'm not sure what I have to do, been working on it for the past few hours and that's where I'm at right now.

Posted

Fixed an error with the Flanker562 M119A3, it is on the appropriate side, for this Sunday:

- Flanker562 Helicopter Pack
- Flanker562 M119A3

Posted

Okay with today's upload it;s just this to be uploaded Sunday:

- Flanker562 M119A3

Apparently, I didn't think of the Sentry Gun, so not this Sunday, but next Sunday it should be available through Zeus. I have it setup config-wise, but it's not showing up in my Zeus, so it's not for everybody else either. So I'll troubleshoot that right now.

Posted

Okay, the Zeus issue was a simple CfgPatches fix, so there we have that more or less. Other things are redoing the RVMAT assignments for the containers (already done on the Flanker562 Cherokee Containers), but somehow didn't do it on the main Helicopter Pack ones. That stuff is done, and now I can maybe look into getting those barrels and muzzle flash to work on the Sentry Gun. I was going to name it "UA-571-C" with a nod towards the Aliens: Special Edition movie, but decided on UA-57 of course, so it's a slight homage to that movie. Anyway, I'm sure more will come up as the week goes on, though

Posted

Thanks to Null045 who persisted when I thought the issue was fixed, the guns on the Battlehawk and CheroHawk now both fire due to a Priority issue that came up somehow. Anyway that's fixed, and I'll update the Flanker562 Helicopter Pack on Sunday since it's an important fix. I know milsims (and my own self) gets tired of the dual updates this week, but it's a significant issue, and will be uploaded, so this Sunday:

- Flanker562 Helicopter Pack
- Flanker562 M119A3

Posted

After what happened in arma-3-videos, I tweaked the flight model of the ADuke's UH-1Y to something more stable, which turned out it needed some flight model changes to make it easier to sling load stuff, making it drift less and more stable so when you enter an ersatz "hover", you can hold it for the rope to hook on the cargo (for the Helicopter DLC system). So this Sunday:

- ADuke's UH-1Y
- Flanker562 Helicopter Pack
- Flanker562 M119A3

Posted

Okay got the Fire Geometry LODs for the guns and missiles done for the Flanker562 Helicopter Pack. I'll be going through other mods this week though, as I'm waiting for a package to be delivered, and possibly play some DCS with somebody. Overall it's good to know that there are still (in a way) things to do with the Helicopter Pack, so it doesn't get too stale, and so on.

Posted

Right now some fixes. Apparently how you setup the config for turrets determines which ones the AI occupies, must have been a game fix somewhere, or maybe 2.20 fixed that issue, but an issue was brought up for the UH-1Y and that's taken care of, just a matter of order and it works as intended, AI gunners occupy the doorguns first before the FFV slots. Another teething issue with Zeus is that the "Russian Federation" class is not usable with Zeus when you want to put out ones occupied by units. However if you choose Empty it'll show it, and the configs are setup properly, but I don't know what is causing this issue. Maybe it's a limit? I don't know because agaain it shows up fine in Empty in Zeus, but not in the regular way of bringing units into the game during a session.

Posted

Okay thankes to Dart on the Arma Discord, managed to improve some fixes on the Ka-125. Pylon weapons now work on it and the additional ghost slots are gone, so it's just a single-seat helicopter as the Lord intended. Anyway, also added Fire Geometries to the Hellfire/Rattler racks, and so far that's what's happened in-between the release of the last update, so Sunday

- Flanker562 Helicopter Pack
- ADuke UH-1Y

Posted

Also some additions, miniguns and M240s now have a SAFE function, that is toggleable with the F key on that particular gun. The AI will still fire the miniguns with this feature (it should just ignore it), after a test with a CSAT volunteer, so that is set for Sunday's update. The various CoPilot (and Pilot for the Ka-125) have this function, as apparently it's "seen" by the weapons decleration in the config. So that's some more features in for this next update.

Posted

With the SAFE option working on the helos, I added it back to the Flanker562 Wipeout mod, giving that additional way of safing your weapons for flying and whatnot. So for Sunday:

- Flanker562 Helicopter Pack
- Flanker562 Wipeout
- ADuke UH-1Y

Posted

Thanks to C.Eagle on my Discord, the "Russian Federation" faction, now renamed "Russian Armed Forces", is working on Zeus as intended, which was brought up here on Discord and Steam. Right now things are good and okay. I need to update the configs on my Discord, but otherwise it's good so far. Tommorrow I'm looking at adding some more geometries to the weapons, which need some TLC and stuff as well, even though I put it off until now.

Posted

I guess the mini updates and the like are working, so I gave the Kiowa by default HE rocket pods, I may switch to the gun prior to release this Sunday, but I did fix the pylons and stores below the pylons, so that should work out better. Also added the pylon proxies to the Fire Geometry, so that's another mod to upload Sunday, so far:

- ADuke Kiowa
- Flanker562 Helicopter Pack
- Flanker562 Wipeout
- ADuke UH-1Y

Posted

Worked on some of the M299 models today, adding shadows and some Fire and Geometries to the models. Overall a lot of the models for the weapons (the ATACMS just exists due to it's size and stuff), but overall do have some stuff worked out for the Flanker562 Helicopter Pack. Most of the rest is complete for the other mods, so I don't need to mess with them that much as they're ready for uploading.

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