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EricJ

EricJ Release Thread

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Did a little experiment with the MH-6J texture, and it's amazing what a 50% opacity black layer can do. It's looking better than before, as the A2 texture was just... not right.

 

http://ericjwrites.itgo.com/Arma3/wip1969.jpg

 

Overall the MH-6J is done, I'm having an issue with the Co-Pilot seat, so right now it's just a cargo seat, so you can have four shooters on the benches and one guy in the cockpit with the pilot.

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Right next up to bring into the Helicopter Pack is the AH-6J, which means it'll have no selection of weaponry. I think the MELB upgrade brought on the ability to change ordnance. So the AH-6J will have rockets and miniguns, mostly DARs and such since they're already a default weapon, and I can use the UH-1Y config setup to do it. I'm not looking to make a MELB replacement, but I'm sure the era warriors would like a basic AH-6 to mess with, rather than the configurable MELB, which is a nice build, but I like how the textures turned out on the MH-6J, and needless to say the same will be used for the AH-6. I don't have much knowledge about pylon weapons, but then again I will be removing the AH-6 listed in the Helicopter selection portion of the Eden Editor and Zeus. Overall I think it'll be good and so on to have a no-frills light attack helicopter in the pack. Again it's not to replace a well done mod, but maybe add some more variety for those who like to play early equipment, and so on.

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Got it working, at least it flies, and shoots rockets (I don't know why it gave me trouble...) but the dual miniguns is making me scratch my head. I looked at the Hellcat config, and found some entries, and it seemed to do something, like make my miniguns not fire where they're supposed to be, which is forward. Otherwise it's functional, and having issue with the co-pilot though, seems to appear in the middle rear of the airframe. I knew a way back then to fix it, but I totally forgot. Anyway here's a pic:

 

http://ericjwrites.itgo.com/Arma3/wip1970.jpg

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EricJ Helicopter Pack

 

RC68
- Increased fuel capacity of the UH/MH-60/92s and S-94s
- Increased the armor of the MH/UH-60s
- Added damage resistance from the UH-80 config to the MH/UH-60/92s
- Added a basic AH-6J, and has no pylon settings due to the old nature of the model (I think that the MELB had the ability to have different weaponry). Unfortunately due to co-pilot issues no Co-pilot will be available for the AH-6J for the foreseeable future. But if you select "ride in back" (on the right side) you can sit in the Co-pilot slot, but no functionality as of yet.
- Improved fuel economy of the H-92s

 

https://drive.google.com/file/d/11npCF83pBbCmDepRljLRyuxn6nM6Wica/view?usp=sharing

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Just a quick update: I managed to make an aiming circle for the AH-6J, like the Hummingbird, where there is a permanent marker for the people that don't use the weapon crosshair (and why should you?), that'll be in the next update, which unless I come up with anything else, maybe tomorrow I'll upload it so that could complete the features. Right now the issue with the porting of the AH/MH-6J was for the Co Pilot, of which both birds don't have right now. I keep on running into the problem of the Copilot ending up in the middle of the helicopter (even used the appropriate proxy), so for now it's just an additional cargo seat, which works fine but scratching my head at the issue right now. Overall it should be okay because of gaming groups' manning and stuff, so maybe not a priority, but will work on it sometime to see if I can't get it fixed and running right. I also tried to fit 15 people in the Blackhawk/Cherokee airframe, and not so much lucky. If you don't mind clipping issues it can be done, but maybe 14 realistically, I only have so much space to work with, and those who want the fifteen man insertions may need the V-280 Valor mod for that, I don't know, but again I guess manning for milsim is okay where it can still be relevant and so on.

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EricJ Helicopter Pack

 

RC69
- Added an aimpoint for the AH-6J in the cockpit, to help with aiming when no cursor is available
- Increased the fuel slightly for the AH-96
- Removed the Black River PMC UH-60
- Added a UH-92 for the Black River PMC, uses the same stats as the Raven Warfare Group version
- RWG and Black River PMC versions of the UH-92 have increased load lifting capabilities, now can lift 6000kg
- KNOWN ISSUE: For some reason the RWG and Black River PMC UH-92s can't lift the Stomper UGV
- Removed the Stomper UGV from the Black River PMC due to the inability to airlift the vehicle for the Black River units

 

https://drive.google.com/file/d/11oLakNPwg0qHUw6oxMq7FdOkj6-jvI29/view?usp=sharing

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Did some testing and found out that the UH-92s (with the exception of the MH-92 Insertion) can't lift the Stomper UGV. I don't know what the issue is as most helicopters can lift it fine, but for some reason the UH-92s can't. The UH-60s can't due to weight, but overall that's an issue to be aware of if you use the birds. Right now I don't know how to fix it (maybe delve into a config or two), and see if I can fix it, or not.

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EricJ Helicopter Pack

 

RC70
- UH-92 Cherokee for the Black River PMC named properly
- Added a Task Force 562 UAV Operator to the listing
- Changed the headset for the Civilian helicopter pilot, to a regular headset
- Added a Task Force 562 A-Team (can be found under Compositions/BLUFOR/Task Force 562/Special Forces A-Team
- Co-pilot now works with the MH-6J
- Co-Pilot now works with the AH-6J

 

https://drive.google.com/file/d/11qF6iAjJuTGVzWTLeW9W_Ja-W9VtiMEW/view?usp=sharing

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Right now I want to shift to Strike Fighters 2 and do some work on a project I'm helping with. That doesn't mean I'm forgetting about Arma 3, but need to shift gears. If more stuff comes up with the mods, I'll upload them and update them accordingly. Right now Aduke, the future  (barring real-life issues) is modeling the SA-2 Samson from Avatar (yes, that movie) for me. He's mapping and texturing the cockpit  (because I don't do cockpit areas) and producing a model for me. Then I bring it into the game. It'll be the basic unarmed (no side guns, though I may put M134s because I have the assets, of course) version. The forward pylons can mount stuff, as in the real one from the movie. I don't know how it will work out given the clearance issues and the like, but I'm thinking of doing that for some armament for the pilot/co-pilot to use. After that, I'm going to branch out into cars and see if Aduke823 can model an MRZR (I just don't need an RHS version, though well done of course) as well, and I can bring it into the game because I want to have one. I think the Samson and MRZR would end up in Arma 4 as I'm not sure what will happen with the game when it comes out how I'll respond to A3, as I might move on or stay with it, not sure. But that's where I'm at right now with modding and plans for the future. Oh yeah I made some config tweaks to some of the other helicopters, particularly the AH-1Z and the UH-1Y, but they're not significant to upload just yet.

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Posted (edited)

EricJ Helicopter Pack

 

RC71
- Made a custom icon for the map for the MH/UH-92s
- Added flares for the Flare Gun for the MH-6J and AH-6J
- Tweaked the config entries for the AH/MH-6J
- Adjusted max speed of the MH/UH-60s and MH/UH-92s
- Added a "TF 562 MULE UGV", which is a Stomper UGV able to carry some backpacks and magazines for the TF562 element. It can carry up to 100 magazines (already preloaded for the TF562 elements), and 16 backpacks. Note that this can be lifted by the MH-92F (Insertion) only, along with the other Stomper UGV variants.
- AH/MH-6J now has spotlight in the front of the helicopter

 

Edited by EricJ

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EricJ Helicopter Pack

 

RC72

- Thanks to C. Eagle, the pylon issue is more or less fixed. The pylon weapons will default to the Co-Pilot (and the cannon armed helos will still have the cannon only for the pilot) so due to manning issues for milsim units, you will be able to fire the weapons from the Co-Pilot slot.

 

https://drive.google.com/file/d/11vZ--QET2yowm9IdXx0sc7_nzMBZifmC/view?usp=sharing

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After some help on the Rotators Collective Discord channel, I got some help with the M119A3. It fires but as you can see in this pic the minimum range circle is bigger than the fireable area. It fired and didn't tip over, so that's a win for me. But need to figure that out so I can get it to where it's useful for players.

 

http://ericjwrites.itgo.com/Arma3/wip1972.jpg

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And another WIP thing. Reaction Forces had a cool Container mortar, and since I have a container lying around...

 

http://ericjwrites.itgo.com/Arma3/wip1973.jpg

 

The tube doesn't animate how I want, and I've spent some time trying to figure that out for a few hours, but nothing is jiving. But I'm also having the same issue as the M119A3, the range circle and the allowable firing area isn't practical, so I asked somebody on Discord if they can help with it. Other than that it'll be in the EricJ Helicopter Pack and the EricJ Cherokee Containers mod. I know it doesn't look as awesome as the Reaction Forces version, but it's all I had on hand, and does the job, just needs some tweaking and the like.

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Update: The SUV is improved, and thanks to HorribleGoat on the Arma Discord, was able to get the vehicle to stay upright without rolling over. It drifts a bit at high speed (especially if you turn sharply), so I'm trying to get that sorted, and so on. Overall it'll be at the end of the week I'll release it, just to see what people think and how to improve it.

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Current status of the Artillery projects. A user on Discord has helped me figure out ranges for the artillery, and I don't know (I have to test it on Altis at least) to see if I have the appropriate ranges dialed in. That should take some trial and error to at least get a realistic range, got it. The issue I'm having is that the mortar for the Mortar Container doesn't have that much of a fireable area, not at least something to make it worth it. What's going to happen is that I'll probably leave the Mortar Container (and it's faults) in the next update, which isn't much (so far two things I fixed), but overall not really worth releasing for now. We'll see as the days go by, but overall not much on the Helicopter Pack as I'm working three projects, the Armored SUV, the M119A3, and the Mortar Container. So once I get stuff worked out I can release as they come along. Of note I changed the glass on the Armored SUV and got the headlights working and have yet to get the rear brake lights working. Right now I'm trying to figure out the drifting and releasing it. The M119A3 and the Mortar Container will be the problems, as there doesn't seem to be much documentation (where's a dev when you need one?) on how to do artillery. I'm sure somebody in RHS knows, but they don't talk to me anyway.

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Update: So far no progress with the Armored SUV. Right now haven't solved the drifting problem. If you keep the speed low and don't turn sharp, you'll be fine. I may release it as a beta and let the community help me fix the issue. I'm sure that it's the Geometry LOD, but I don't know exactly what I should do. I think if I give the wheels in the LOD some more weight I can solve the issue. But again I'm not an expert on cars as that's not what I do normally, seems guns and helicopters is my forte so far, not so much cars right now.

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Armored SUV

RC1

- Initial release

 

KNOWN ISSUE: For some reason it drifts a lot when at high speed. I don't know what the fix is for it, but that is it's glaring issue. If you know a fix please comment below and I'll fix it, as I have asked around and nobody has helped.

 

https://steamcommunity.com/sharedfiles/filedetails/?id=3259008447

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Update. Trying to get the PIP stuff working on my Armored SUV. So far I have the side mirrors "working" while the rear view mirror remains elusive to me right now. As far as the M119A3 and Mortar Container just waiting on responses from people in the Editing subforum on here to see if they can't help or not. I'm waiting on the Mortar Container to get working properly, then I'll release an update to the EricJ Helicopter Pack. Then when I get the PIP stuff working properly I'll update the Armored SUV.

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Armored SUV

 

RC4
- Added some side mirrors via the Samples model, and it seems to work and then it doesn't work but it's done the same way. Also added some exhaust and tweaked the steering/handling a little bit.

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Well things are going slowly, no response for the artillery question I asked in the Editing forum, and may take awhile for somebody to help. Anyway, I've run into the issue with the UH-92s and S-94s. They simply can't lift some things, which I assume is most objects, like trucks and vehicles. They recognize something as liftable and that works fine, it works. But when I try and lift anything but the containers that come with the EricJ Helicopter Pack, they violently resist and essentially forces you to unhook from the load you want to lift. This doesn't happen with the MH-92F (Insertion), which has no real problem lifting vehicles and such. I don't know what causes this issue, as I'm sure it's fairly generic to do with the game default or DLC vehicles. So if anybody knows how to fix this, I'd appreciate it, or point me to what I can do to fix it would be nice.

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This is the issue I'm having with the UH-92s and S-94s:

First aircraft is the UH-92, and then the MH-92 (Insertion). If somebody knows a fix then I'm open to suggestions.

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