Flanker562 Posted September 7 Author Posted September 7 Looking much better, fixed the layers, now looks good enough to prevent Marines from trying to kill me lol:
Flanker562 Posted September 8 Author Posted September 8 Okay now that it's a quiet moment... The RSLF UH-60M was missing it's HMD, so I added it for Sunday, as well as removing the suppressor on the TF562 MX SW. Normally I'd leave it on an assault rifle converted (much like the M27) for an LMG, but methinks it's better to leave it off. One I like the sound of a machine gun, and figured the amount of rounds put through it would cause jams (but it's Arma so they don't model things like that, unless it's ACE3) more or less due to the amount of bullets put through it. Besides I think SF normally keeps the suppressor off their LMGs (or whatever they use) and use it since well, the enemy knows they're there anyway, so whatever. Mods uploading for Sunday: - Flanker562 Helicopter Pack - Flanker562 Taliban Fighters I'm starting to integrate the Marine complement in my missions, as I develop more tasks for them to do and such. Normally with the Taliban Fighters mod, mainly ETTs and such, not so much a fighting complement.
Flanker562 Posted September 9 Author Posted September 9 Managed to finally get the 'removable" doors on the MH-92s. I'm sure Larpers would want some doors (especially on the 160th birds) on their birds when flying, so I'll phase them in as time goes on, now that I finally got the code and model to work. By default for the MH-92s they're "off", so you just need to scroll wheel them on or off, depending on your mood.
Flanker562 Posted September 9 Author Posted September 9 Managed to get all of the relevant helicopters done. I did it for the majority (the UAS didn't bother, as you're not piloting that one in the cockpit at least). As for the rest it's pretty much done. I didn't do the early model MH-60s (the AL and A) since I believe they flew with the doors on most of the time, though I think the ref shot shows it without doors, not sure but will look for the Prime Chance version. Anyway so for Sunday they'll be ready for upload. Not much else on the horizon though, so that's good I got most of the stuff done already since I had a free afternoon, and a lot of copying and pasting, and so on. But I like it. It should be noted that the SOAR birds will have it hidden, while you can still toggle the doors on, just that they start out without the doors for the pilot/co-pilot positions. Just a thing for them. Again, you can Scroll-wheel menu them on and go fly.
Flanker562 Posted September 12 Author Posted September 12 Did some "last-minute" work on the Taliban Fighters, gleaning knowledge from CUP on how to do some categories and stuff. I condensed the Taliban units into one category and grouped the HVTs so they're easier to find among the Regulars I sub-categorized for the mod. It's good to know I can find stuff to keep it going and more usable down the line (I hope), rather than creating a lot of categories and stuff to navigate and the like. Still tomorrow: - Flanker562 Helicopter Pack - Flanker562 Taliban Fighters
Flanker562 Posted September 13 Author Posted September 13 Okay, I uploaded the mods, and you might like the organization in the Taliban Fighters Mod. I'm going over the PIF stuff now, organizing the units and mods. I noticed that the ANA RPG guy doesn't have ammo when I pick them up in my missions, so I'll need to look at that and see what the issue is, unless it's a glitch of some sort beyond my control. The RPG should be loaded when schlepping around. One thing I and some people notice is that I'm behind the times on things, and that's fair. I don't socialize that much, so I don't pick things up, or I just don't think about them in terms of mods and capabilities. The good thing is that I improve things, and that's fair enough I guess, albeit a little late sometimes.
Flanker562 Posted September 13 Author Posted September 13 Had to remove my old RPG-7 due to inconsistencies with the launcher and how it appears. I am looking at creating a special round though, so gunners can use it against aircraft (mainly helos), but as the week goes on and I'm not distracted by lunch at the moment of this post I'll work up something for the mods that are affected though, and go from there.
Flanker562 Posted September 13 Author Posted September 13 Managed to code the RPG-7 round that the AI can use against helos, so now they're implemented, and ready to rock next Sunday. I've started to redo the classnames of the preset squads, in order to not go against other people's mods, so that's going to be rolled out as I go along. Well, got some stuff already for next Sunday: - Flanker562 Helicopter Pack - Flanker562 Weapons Pack - Flanker562 Persian Islamic Front
Flanker562 Posted September 13 Author Posted September 13 Well, I had to fix a mission, and that necessitated me uploading the Flanker562 Persian Islamic Front mod, so there's that, so next Sunday: - Flanker562 Weapons Pack - Flanker562 Helicopter Pack I had to go through all of the missions and update the classnames (missions should be working fine now) so that the game would spawn the enemy as needed for the appropriate tasks. Overall the reclassnaming is going fine, just have to go over the squads to make sure that I used my custom classnames should I conflict with other people's mods. So far nobody has said anything, so I may be fine anyway, but keeping it to my own stuff probably helps in the long run. I'm hoping that they're stable ones, so it shouldn't be an issue with somebody else who's named Kim (hopefully).
Flanker562 Posted September 14 Author Posted September 14 Found an error with the Cherokee Containers, and deciding to upload now, instead of Sunday since it's a minor fix and so on. However, I've been working on the Taliban Fighters Mod, so I keep on listing that as a mod that will be uploaded Sunday: - Flanker562 Taliban Fighters - Flanker562 Weapons Pack - Flanker562 Helicopter Pack 1
Flanker562 Posted Tuesday at 06:56 PM Author Posted Tuesday at 06:56 PM More on the Taliban Fighters front. I ported the Task Force 562 units to the mod and renamed them "Task Force 774." This time I kept it to a minimum, adding only the suppressor because I really can't stand BIS suppressors (other than the Stealth and the one for 5.56 weapons) as a whole, so I added my touch. The RPG-7 was removed from it, due to BIS's way of modeling the weapon, so that's squared away. More or less, the TF774 units use a lot of stock equipment, like NVGs and the like. I'm trying to keep it to a minimum so mission makers and players can tweak it to their needs, much like the rest of the mod. The RPG-7 does suck, and it even necessitated its removal from the Weapons Pack.
Flanker562 Posted Wednesday at 10:29 PM Author Posted Wednesday at 10:29 PM Well after a couple of hours going through the Taliban Fighters mod with Maddonut (he works with Peral and his mods), fixed a lot of issues that Addon Builder misses when it packs my mods. So we fixed some stuff, and he figured out how to make the Taliban less tanky and more apt to take hits from various small arms and not needing a lot of bullets to kill them, so that's good. There were some more issues to vet (the RPGs had an issue, but don't understand what the issue is, I think it's just inability to hold a round due to clothing, or something). Otherwise saw a few errors that were fixed, and RC35 should make a lot of users happy though, so that's good, given the armor I was inheriting from to begin with.
Flanker562 Posted Saturday at 10:34 PM Author Posted Saturday at 10:34 PM I had to push the Taliban Fighters because of a mission problem that I had to fix. It's fixed now, and the Clafghan missions are uploaded, which were waiting on the new Taliban Fighters mod to be updated due to classnames of the Taliban squad. Tomorrow is still on, with tomorrow being: - Flanker562 Weapons Pack - Flanker562 Helicopter Pack Overall there's not much to update with mods I'm seeing, the Samson is being slowly worked on, and what the process looks like is that the Samson will come out first, a Wreck model for the OH-58, and the Bell 406, which is a Saudi version of the Kiowa. ADuke is doing his best but realize that it's going to be a minute anyway, due to model conversion and that he's doing the Samson as a fresh build, so it'll take some time, so don't ask for a release date, it's pretty much when I release it. I hope to incorporate the Samson into some of the Pilot missions, so there's that. Overall it's looking good for tomorrow, so updates will happen as planned and such.
Flanker562 Posted 11 hours ago Author Posted 11 hours ago Okay, C.Eagle has been bothering me about other people's licensed or released Aegis assets and so on. I can look into incorporating them into my Weapons Pack (I like how the suppressors for the MXs turned out, so I'm not messing with them) and so on, just to add some enhanced, quality suppressors to the mix. I'll look into the Aegis stuff since I have access to it and can filter them in and such. I have no issue using it; I just have other priorities and such, so I'll get to it this week.
Flanker562 Posted 7 hours ago Author Posted 7 hours ago Okay, addendum: C.Eagle is not bothering me about stuff; I just mistook it for something else. Anyway, not much to add this week, more or less. Right now, at least today, I don't have anything planned for any mods, other than the aforementioned silencers. I managed to tweak Weaponslotsinfo for the pistols, though, moving them toward the ASDG system, which lets them use suppressors/silencers from other mods. Right now, it's a good system, and I find it easier to configure and less work to just make the slot work, and so on. It does cause issues, though, like with other mods' equipment, so there's the disclaimer that I don't control what other modders do, and you should be aware that their stuff may not work correctly with mine. Just the nature of the beast, and beyond my control regarding accessories and the like. However, the rear sights on the pistols will be limited, as I don't think you can mount an ACOG on a pistol; it doesn't work and doesn't look right.
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