Flanker562 Posted October 18 Author Posted October 18 Flanker562 Helicopter Pack RC212 - Added a requested Royal Saudi National Guard "AH/MH-6" with the colors. Unfortunately, due to model security, I couldn't add the Arabic text that normally goes on one of the helicopters. - Added a "Royal Saudi National Guard" UH-60M, also requested, with thanks to FASFAS for the requisite images. - Fixed: Fixed the memory points for the chaff/flare dispensers on the AH-6J/15M - Removed references to the chaff/flare launchers on the MH-6J/15M
Flanker562 Posted October 25 Author Posted October 25 Flanker562 Weapons Pack RC145 - Fixed the M17, making it accurate, and fixed the sight picture of the weapon. Usually I catch such things, but alas, I missed this one, now it works as it should. - Fixed the M27 IAR third-person proxy, attached IR lasers/flashlight will now show. Better Infantry RC11 - Replaced the Tracer mags with more useful FMJBT rounds for the Recon Team Leader - Recon Engineer can deactivate mines; was supposed to, but apparently I missed that notation - Developed a new unit for the Recon units, a Recon LMG Gunner, with an RCO-scoped MX SW - Recon units now have RCOs on their MX rifles as standard. - Added a "Recon UAV Operator" for missions necessary for ops with recon. Flanker562 Raven Warfare Group RC4 - Changed the majority of Kitbags to Tan Kitbags to go with a more relatable color for the units
Flanker562 Posted Sunday at 10:40 AM Author Posted Sunday at 10:40 AM Flanker562 Raven Warfare Group RC5 - Replaced the useless Varmin SMGs for the Heli Pilot/Crew and Repair unit with SPAR-16 with a 300m zeroed Mk17 Holosight (Rifle) - UH-92 Assault has the right crewmembers Flanker562 Helicopter Pack RC213 - Condensed and reorganized the "160th_NVG.pbo" to make it more streamlined, removing the old folder structure and implementing something better. - Re-implemented the Hatchet Framework stuff. I think it (or should) work on most of the UH-60s and types with it. There is a setting in the Hatchet Interaction Framework where you can start/stop the engine only if the mod is loaded. For now, that's what I can do with my limited scripting (which was a pain to implement; Beans from the Hatchet team was about to choke me through the internet for not being script-friendly. I just don't do scripts that well) ability. Anyway, that's all you can do, and I need a dedicated script guru to implement more of that stuff. Also, I'm limited because I can't modify or implement scripting for the mod. I tried to remove it, but I re-implemented it while trying to fix a freezing issue with the game.
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