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Posted

Also I noticed a slight change in how the Nyx at least engaged me one day. I was able to get out of its "visibility" cone and, more or less, not get shot at as much as I used to or locked onto, so the values do help in the new configs. Right now, I have moved some files, and the NVGs are condensed into the "160th_NVG" PBO, so there's a little less need to include them in the UH-60_c. Not much reason to keep it in the 60_c folder anyway, since it's stuff people have seen, so GitHub will reflect that. As for UA-57, I moved it from the 160th to Task Force 562, where it seems more appropriate than in an aerial unit. True, you can add it anyway, and might do that to the vehicles that they have, or not, but they're more support than combat. Usually the unit will have a secure place, unless it's a FARP.

Posted

Also this came to mind sometime, but I managed to increase the rounds for the 30mm in the Wipeout. It's for the Flanker562 Wipeout pack, but overall it increases the rounds from 1000 to 1350, so some pilots will probably appreciate it.

Posted

Found an issue with the Cherokee Containers, so I fixed that (path was wrong), so then I got this to upload Sunday:

- Flanker562 Cherokee Containers
- Flanker562 MQ-17
- Flanker562 Taliban Fighters
- Flanker562 Helicopter Pack

Posted

Okay well family plans fell through AFTER I uploaded, so yeah you all got a free day ahead of schedule. I may add the M134s from the Helicopter Pack to the "standalone" MQ-17. I'm looking at nothing planned, but then again player requests and other bugs might come up, as right now I'm probably in a good spot to not work on it, but needless to say things will come up, and I'll work on *something* this week. Next week will be a Sunday upload, unless of course things happen, and I'll adjust.

Posted

Taking it easy this weekend, and I'n starting to do that, kinda walking away from people. I don't really like playing with people as much as I used to back in the day, and the group I normally play with, well, we're kinda not playing together, but if Star Citizen gets to a point, then we'll start playing. Anyway, I did some research on the CIA stuff during GWOT and don't have a good Hilux to maybe port. I know CUP has one, and thought of just using the Offroad (it's free) as the basis for the NTSV (Non-standard tactical vehicle. Why the acronym is different, I don't know, as the Director of the CIA, and have the .50-cal version and the unarmed ones. I may make the colors for the unarmed one the civilian instead of the Guerrilla tactical paint. But if anybody knows, well, okay let me know. Anyway, the vehicles have full datalink, and some basic stuff to survive, and an LMG backpack for the LMG gunner. Other than that not much has been thought of, but that's for next Sunday.

Posted

It's Memorial Day here in the US so things are kinda chill today. Had the inkling while playing a mission by myself that the RPG-7 ammo in my Weapon Pack can't be used by the BIS RPG-7, so I fixed that. Overall today I want to take it easy and be left alone, kinda one of those days of retrospection and whatnot, not so much doing things to work on mods today. Anyway for Sunday:

- Flanker562 Weapons Pack
- Flanker562 Taliban Fighters

Posted

My observance for Memorial Day is pretty much over with, so it's time to move on to other things. I'm trying (I forgot to talk to him) with Quiggs on getting the aibility to remove/show a holosight on the M134s. Right now I';m looking to put it on the MH-92 (Insertion/Sniper) and maybe the vanilla UH-92s. Right now though, I still need to get the code and stuff, so it can be hidden/shown for preference. I think the way it's setup now it's for both M134s, and not a single preference due to how the proxies are setup for the time being. More to follow when I get further into it.

Posted

Okay, after a little bit, I managed to get the hideable EOTechs working again, thanks to Quiggs for taking the time to help out with this. RHS did it on their helos and felt it would work for mine, at least for the MH-92 (Insertion/Sniper) helos. This is a test case, to see if players want it on the MH-60M or not, but I figured the EOTechs would be a nice addition to the mix for those who want more of a holographic sight for the M134s. That's going to show up Sunday of course. So:

- Flanker562 Helicopter Pack
- Flanker562 Weapons Pack
- Flanker562 Taliban Fighters

Posted

Well I found out that the system works only on one M134, which is now working on both (The letf M134 wouldn't move with the weapon, so I had to update the files, and work some magic). Now you can select the left and the right. No choice as to make the sight move as it should, I had to do both sides as a single entry, so in the Edit Vehicle Appearance you'll see toggles for each side, rather than for both at once. It might be a game limitation, but now it moves as the Lord intended, so things are working as they should now on this build. I also updated the Github, so you can mess with it too.

Posted

So far nothing else has come to mind with mods. I saw the new rifle that the US Special Forces is going to use (in 7.62mm or 6.5mm) and may do it for Task Force 562 and the weapons pack. It won't be near exact, but for right now it's a maybe, don't know given that the MX can be used with better ammo. They're also looking at doubling the range with new ammo, so the HCAR may work out for them, who knows. Anyway not much else though on the mind, it's been a busy non-gaming week so right now the weekend is coming up, and I'll not be on as much as usual. SO there's that. Maybe something will come up between now and Sunday, but I doubt it.

Posted

Managed to incorporate the podded M134 on the standalone MQ-17, and teasing maybe removing the MQ-17 from the Helicopter Pack. Currently, the SOAR MQ-17 is the only reason why I don't remove it, but more or less, the MQ-17 (unless there are any requests, of course) is pretty much complete. I may look into more skins or retextures, but other than that, I have no other need to mess with it for the foreseeable future. So tomorrow:

- Flanker562 Helicopter Pack,
- Flanker562 Weapons Pack,
- Flanker562 Taliban Fighters
- Flanker562 MQ-17

Posted

Was looking at the MRGG program (the new SOCOM weapon for it's operators), and looks like that they're essentially looking at an MX-style rifle, with a 20-inch and 14.5-inch barrel options in 6.5mm Creedmoor. Which forced me to accept that I essentiallly have good custom ammo for the MX series of weapons. So there goes that idea, as I was thinking of doing a modded LWRC rifle in 6.5 creedmoor, and not so much a new weapon, just a "new" weapon with different ammo. I could still do one, but not in the mood just yet. Essentially I wanted to do the MRGG instead of the MX for the Task Force Black/562 weapons, and have something realistic. Since the MX essentially covers that, gonna stick with what I have for now.

Posted

It's only after a mod upload you realize that you messed up. I'm going to upload the fix to the Flanker562 MQ-17, which needed the bullet code so that the M134s could actually kill something, so people get an early upload as it doesn't look like much going on. I need to look at the 3D models of the UH-92s per that issue with the copilot stick, so I'm sure Sunday I'll upload that, but first the MQ-17 fix.

Posted

This week will focus on the sticks (looks fine on some birds), but I may have missed them. I'm not looking to do much on the mods this week, as I need to redo the deleted missions and then re-upload them per RobJ's permission to use them, so there's that. I think right now the mods are in a good spot to kinda focus on mission work, which will focus on Steam page images, and cleaning up of the tasks, now that i know generally what to do, and maybe redo some things, add and remove stuff now that i know what to look for in RobJ's code.

Posted

Okay so I was wrong... Kind of. I managed to make an LWRC chambered in 6.5mm Creedmoor, so I have to hit the range and see how it performs, but it is essentially in-game now, as well as the fixed copilot sticks for the UH-92s, so that stuff is out of the way, which is nice in a way. So then I can just shoot the LWRC and then get back to mission image fixing and stuff. So this Sunday already:

- Flanker562 Helicopter Pack
- Flanker562 Weapons Pack

Posted

Did some testing of the EOTechs on the M134s, and noticed they're not as accurate as they probably should be. I don't think (and am quite sure) that the game doesn't  account for the eye that the sights have, so I modded the aimpoint to align with the EOTech reticles when enabled. It's a minor adjustment, but I think people would like to be accurate when using them, so that's for this Sunday at least, along with the other small fixes as well.

Posted

Well, turns out the issue brought up by @null045 was a real issue, so I fixed that, RVMAT issue, so that's fixed on the Wreck. I mnaaged to figure out some stuff with the Land Wrecks, and some helicopter wrecks are now able to be placed on the battlefiled, for mission use and for stuff that I'm doing with the Pilot missions. Since it's able to be customized a bit, I can add more stuff that works for the mission, rather than just the BLUFOR stuff that has been used for months, and years. So also fixed the Wreck for the MQ-17 standalone mod, actually putting it in, so now they won't have another error to worry about when they get shot down or soemthing.

Posted

I don't specifically know if the CIA used DU rounds for their weapons during GWOT, but I figured that would be some difference between the SOF units and so on. I incorporated my M995 mod into the Taliban Fighters mod, specifically for the SAD units to use in the future. Not much else on the mind, since most things are taken care of, like me revamping the wrecks and making them placeable on the battlefield for missions and the like. They needed some work, and the majority of them are useable for missions and the like now, given some coding that I had to do, as well as some work. The MQ-17 is having issues, so I don't know what is causing what Null045 posted a few weeks ago. I can't get it working, so I'll leave it as is until I figure out what to do to fix it.

Posted

If you're wondering why I uploaded the Flanker562 Helicopter Pack today, it's because I wasn't paying attention to what I was doing, and had to upload the mod to support the mission work that I've been doing, so it doesn't look weird while playing the missions. Mainly for the wrecks and stuff support, so enjoy it early. The Weapon Pack will be on Sunday, as per usual. Enjoy!

Posted

Okay, now that's out of the way, I decided to make the EOTechs that are used available to the TF160 pilots, so they'll be able to (and you) shoot up to 300 meters, which is what most zero it for, rather than the BIS 200 meters. So that'll be in the next update. For Sunday:

Flanker562 Weapons Pack,
Flanker562 Taliban Fighters

Posted

I wanted to give the US Army Helicopter pilots a better way of defending themselves on the Pilot missions, and this is what I came up with. It's an Aimpoint model I got from TurboSquid, so it actually looks good for once, compared to my other older models. It's not affecting framerates, so it's a pain in OB, but as far as using it in game I haven't so far noticed any difference in framerate hit:

107410_103.jpg

Posted

Okay, managed to convert the desert EOTech 553 (Rifle) into a Khaki (BIS version) colored optic. I noticed that the "SMG" variants were actually zeroed for 300m, not 100m like i'm going to do (they were in the config, now they're not, but I'll put them back in) soon. Overall not much for the Weapons Pack or the Taliban Fighters. I'm debating uploading (again) the updates to the Helicopter Pack, but going to really hold off, let server maintainers get a break from me this week. Next week:

- Flanker562 Helicopter Pack

Posted

Okay, I realized that the ARD (Anti-Reflective Device) on the new CompM4 isn't ideal for shooting. I replaced it with one I made and reduced some polys with it, though the optic isn't doing much for framerates so far. So next Sunday, I'll upload it, and shooters can relax and kill their favorite unit with it, should they choose to. For the Weapons Pack, there will be a non-ARD version of the CompM4. I just really need to do the inventory image, and that's it on that. I'm looking to do other stuff with the mods, don't know what yet, but the non-ARD scope won't show up in the Helicopter Pack; it's not a weapons pack, and the Army issues out the ARDs (you can, however, screw it off based on preference), but I want to keep it free of a weapon pack influence. Again, not sure what will come up for A3 this week, but next Sunday, as a reminder:

- Flanker562 Weapons Pack
- Flanker562 Helicopter Pack

Posted

Was doing some testing, and realized I never made a laser-guided round for the Light Howitzer Container, so I made one real quick. I mean it's accurate, but don't knowiif it was my poor lasing, or just how the round acted, but it fell short of the target, just right near it, so that's something to worry about. Anyway I did some balancing with the amount of rounds for the container, reducing the amount of Guided rounds to 20 rounds, and 12 rounds for the Laser Guided rounds, both in the Helicopter Pack, and the Cherokee Containers. So next Sunday:

- Flanker562 Cherokee Containers
- Flanker562 Helicopter Pack
- Flanker562 Weapons Pack

Posted

Some news for a change, since it's been slow this week. Not much going on thankfully so I'm taking it easy for a bit, maybe focus on DCS some. Anyway, a longtime friend is doing some model work for me, so here's what is upcoming:

- Barrett M468, it's been the black sheep of the weapons pack, and he's going to get it setup texture-wise for some textures. I will try and do a Desert version when he completes it, sometime this week. This is the first project that will be completed.
- SA-2 Samson from Avatar. It's been a requested helicopter, and it'll be a week or two before it gets completed (when he starts, I'll let you know when)
- MQ-1 Grey Eagle. I bought the model to finally try doing a plane (so far the current build doesn't work well) and he'll get it UVMapped and then eventually it'll be brought into A3.

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