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EricJ

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Everything posted by EricJ

  1. I'm actually glad that you're doing that GKABS, as while I'm sure it would be great, there is saturation and sometimes that's kinda bad in some ways.
  2. Yeah I can see why... Ahh gotcha, I've seen this photo in the Wiki before, just never saw it as a 3D model
  3. Hmm I just tried manually inputting the coordinates and it didn't work. I'll have to remember that for next time I have to deal with it.
  4. I don't know how GKABS fixed the issue, but he did and didn't let on how he did it, and I actually never thought to ask.
  5. I'm sure that an ATACMS doesn't exist as nobody has made a HIMARS, and ODS would have the MLRS, but I don't know if they made an ATACMS version or just the usual DPICM rockets.
  6. Yeah it's the right jet, not confused, just wondering why it won't move. I mean it should, but it won't. I messed with it again but no worky.
  7. Okay I'm having an issue moving the pilot (who's in the wrong position in the screenie) back towards the back. The problem is that the game doesn't recognize me moving the pilot and me messing with the x,y,z coordinates. I save the file of course but no movy.
  8. EricJ Release Thread

    EricJ Helicopter Pack RC118 - Added IR target and Radar size values to the helos, to include the AH-96 and S-94s, MH-67, as well as the MH/UH-60/92s https://drive.google.com/file/d/10ScOXHbDlz1E_TaRtKG-G1KM84LXylxQ/view?usp=sharing
  9. I mean us at the end user level won't know the difference anyway, as long as it works.
  10. Seems I missed the ATFLIRs for the years, simply download, copy and paste, overwrite. Will be in the next update: Weapons.7z
  11. Fixed the years for the ATFLIR (Seems I missed that on my own install). Simply unzip to the Weapons folder, and then overwrite and replace: Weapons.7z
  12. Okay thanks, I'll talk to the team and try that.
  13. Okay another help request. I don't remember the exact way to remove the HUD in the picture, not the regular HUD, but one on the original 3D model. I know there's a technique, but I don't remember it offhand:
  14. I kinda like the one in the article, with it's canards ahead of the main wing and such. But that one doesn't look too bad either.
  15. I'm trying to get it done for my own Super Hornet Pack, so there's that (didn't see this one as quick, sorry), but no ETA other than the requisite two weeks Anyway more on the F/A-XX: https://theaviationist.com/2024/11/16/u-s-navy-f-a-xx-update/ I'm more of a Super Hornet guy, so maybe somebody else will do it.
  16. EricJ Release Thread

    EricJ Taliban Fighters RC26 - Added a functioning DSHKM machinegun, currently a "raised" version. Most of the original A2 anims are not working, but I figured that you'd be being shot at rather than always using, so I didn't see the anims as a priority. If user feedback wants this, I'll see what I can do.
  17. That's why I remove warships from maps, and replace it with like a Cargo Ship or something. I mean it's cool to bomb a real ship, but that bug really gets you shot down because you're not aware of it coming in.
  18. I can see the need to limit sizes, but wouldn't this more or less matter anyway? CarrierBased=TRUE CarrierParkSpan=10.06 CarrierParkAnimationID=7 Because regardless of size, this I would think if included (Or FALSE), would prevent planes from even hitting the deck anyway, so I think the point is kinda moot (but I could be wrong) as lon as you don't have the above values in the _Data.ini anyway. I mean it stopped the Australian Super Hornets from spawning on the deck, which obviously makes sense since Australia presently doesn't have any carriers.
  19. EricJ Release Thread

    Not much going on with modding. ADuke hasn't said anything at all about the SA-2, and right now just making tweaks to the mods here and there. For the most part the Kiowa is "done", and I can look at other things now. I don't know what is next, because I haven't thought of anything. I may look into the slingload camera for the helos in my EricJ Helicopter Pack and fixing it a bit, making it more like the CH-67, which was the intent with me going over it, but still not satisfied with it. Other news I'm looking for a modder who can do a standalone DSHKA for me, for the Taliban Fighters (formerly Units, I know it's above) as I tried to make a configged .50 (raised) for the mod, but it didn't work out too well, and maybe if somebody could help with configging it, I would appreciate it though if somebody can send me a config that allows me to do that. Otherwise, I am looking for a completed model (good quality as well of course), that the Taliban can use for missions, and for a few missions I'm working on (the Pilot XX missions in Clafghan) to add some flavor, and so on. Otherwise I'm chilling out working on stories for Inkspired, and so on.
  20. EricJ Release Thread

    EricJ Taliban Units RC25 - Changed the heads of the Taliban and Afghan Civilians to look more white than Persian/Iranian
  21. After like playing games since 1993 I figured that if it was intended to work a certain way, it would work a certain way, and with some logic. I don't disagree with you as it's a logical thing, but if it's SMALL then it's SMALL. The kicker is that nobody AFAIK can't adjust it, but you gotta remember you're landing on a moving platform that is relatively small, so I figured that's the logic behind TK assiging a deck as SMALL, and not how you relate. I mean there's little room to maneuver so it does seem logical. I mean it's unlikely to change in the future as we'll be starting to beat a dead horse on that particular thread. But if you do adjust it then make sure it correlates with the size of the deck though. But I don't care as much about deck size and how it should be rated. As long as I can trap on the deck that's all I worry about.
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