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Everything posted by EricJ
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Vietnam Community Project Idea: Gulf of Tonkin Incident - Redux
EricJ replied to swambast's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I mean, I don't do much Vietnam stuff, but it's not going to make much of a difference because either way, a SAM is going to be shot at you. Tomato, Tomato, same thing, just looks different. I mean yeah okay I go with the dirt path, but still it's not going to save me from an SA-2 either... -
Still New Member – Locked Downloads After 24 h
EricJ replied to 3bbod_4's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Erik did have that as a post, and so on, so it didn't obviously work as a means of informing people, it's more or less now word of mouth. -
DCS Video Thread
EricJ replied to EricJ's topic in Digital Combat Simulator Series General Discussion
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Vietnam Community Project Idea: Gulf of Tonkin Incident - Redux
EricJ replied to swambast's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Still I have to give it a go (fixed the year issue already) sometime, and see how bad it can get with modern AD that's on my Install, though even the stock map I got SA-10s galore and such. Not fun at all. The bases look good too, but too bad we can't take advantage of the place though, custom parking spots, etc. -
How do I make NATO fighters less effective
EricJ replied to 1Patriot-of-many's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I thought as a writer to do a memoir, but I'm not exactly the brightest spot in some careers, so I just infuse any events with my fiction to give it some authenticy. -
Vietnam Community Project Idea: Gulf of Tonkin Incident - Redux
EricJ replied to swambast's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
That would be cool actually, so randomly you could have different locations every time you either play a single mission or campaign to reflect that. -
How do I make NATO fighters less effective
EricJ replied to 1Patriot-of-many's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Don't feel bad, I put my Humvee in a ditch in Fort Hood one time, and another in Iraq, so don't get too self-conscious. Other than those two times throughout my service I didn't crash or whatnot, so out of fifteen years I don't see that as too bad. But I feel you, convoys suck though. -
Vietnam Community Project Idea: Gulf of Tonkin Incident - Redux
EricJ replied to swambast's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Okay,. methinks that I'm asking to be wiped out with all those sites though near Hanoi and so on... Thanks Wrench -
How do I make NATO fighters less effective
EricJ replied to 1Patriot-of-many's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I guess you missed the memo that we don't do politics here. Nobody gives a shit who you vote for, only that you follow the forum rules. Nobody questions your loyalty to America because you fly opponents jets. I flew and loved the Su-27 and Su-33 quite a lot before being burned out and changing modeling of the weapons systems. Anyway, more or less you'd have to go through the various inis and modify them so you don't get shot down. Other than that good luck on the virtual battlefield and nice vehicles, but I left the Army and only kept a piece of property when I was signed for some Stryker FSVs. Other than that I don't drive, and would still drive a Hummer if I had one (not a civvie one), but that's that. But it doesn't matter as you get mobbed by flying any other Russian or otherwise jet. I don't know why but I stay away from Red jets in SF2 because of that unrealistic reason, so good luck with all of that. -
Vietnam Community Project Idea: Gulf of Tonkin Incident - Redux
EricJ replied to swambast's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Would it be possible to use this map for modern installs? or is it locked by year? -
Mobile game
EricJ replied to amariani's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I've seen pictures of it on their Discord, but I don't bother with it since I'm near my laptop quite a bit, so I don't have a need to get it. -
EricJ Helicopter Pack RC158 - Fixed the texture path on the ATACMS missile - After hours of it not working for some reason, I had to remove the Titan AA Container. It wasn't animating or working as intended, despite numerous attempts to get it to function properly. However, I am releasing the container as a standalone addon called "EricJ Titan AA" so that you can use a working version of this container. Unfortunately, I can't keep it in the EricJ Helicopter Pack if it refuses for some reason not to work. If in the future I can figure it out, then I'll re-add it, but for the foreseeable future it's a standalone mod. Also, if you just need the containers, then download the EricJ Cherokee Container mod, which has a functioning Titan AA SAM Container handy. - The Multicam Flight Suit can display Unit Insignia now. - Added a Task Force 160 (OCP) patch for unit insignia. EricJ Titan AA Launcher RC1 - First release https://steamcommunity.com/sharedfiles/filedetails/?id=3519128385 EricJ Weapons Pack RC119 - Added a Task Force Black Insignia to the mix, given that it's very easy to add. In the future I'll add more insignias though, just to add to it all and such. Also added two 1st Infantry Division patches, a colored non-subdued one, and an OCP colored patch. - Removed the non-functional Multicam Soldier. I don't know why the uniform wouldn't take, but it wasn't working out, so I removed him. - Crye Multicam (1ID) now has a blank texture for unit insignias, and the Multicam 1ID Soldier is now the "new" Multicam Soldier. EricJ Cherokee Containers RC27 - Fixed rotation point for the SAM Container - Added an ATACMS Container. It fires two missiles per container, and is useful against buildings and the like, but that's about it, as well as other targets. Better Infantry RC2 - Added a basic AAF squad.
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Still New Member – Locked Downloads After 24 h
EricJ replied to 3bbod_4's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yeah, I don't think Menrva came off too condescending, he was just laying the law down, which any of us would do, and I'd probably come off the same way. It's a touchy subject with people here, so I understand sometimes that we gotta be hard on people. -
Soviet Lightning
EricJ replied to crisisloaner's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
He's like 70 years old or something, he doesn't mess up that much, even though you're right. -
Simmers Paint Shop Color Chips
EricJ replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Didn't know it died but I think I knew that anyway. Thanks a lot for this, I could probably use this in some fashion. -
Better Infantry RC1 - First release. As of this moment I only have done the CSAT and NATO side. This is just to enhance the stock infantry units in a squad. In the future depending on user feedback I will do more, but for now just to make individual units better when using AI assets. https://steamcommunity.com/sharedfiles/filedetails/?id=3512703543 Persian Islamic Front RC2 - Desert Uniform correctly named. https://steamcommunity.com/sharedfiles/filedetails/?id=3495990388 EricJ Helicopter Pack RC157 - Cleaned up the UH-60M (Unarmed) - UH-60 (Unarmed) has the sides opened up to two FFV positions (left and right) for some anti-infantry protection and a slight means of defense if used. Idea taken from the Project Hatchet Discord as a way to make it relevant, and so on. - Mortar Container now has the new Illumination rounds, with a total of 16 rounds. - Light Howitzer Container now fires the new Illumination rounds, with a total of 16 rounds - Created a new Faction, called "Russian Federation", given that the Russians would use that, and also a blanket faction for other helicopters I may add in the future. The Ka-145 is already in the faction and uses custom units for the pilots and so on. This is not intended to be a comprehensive 2035 look at the Russian forces, as I'm doing it for my mods. If you want a comprehensive Russian mod, then look at RHS: AFRF - Added a UH-92 (Unarmed), with the same FFV positions as the UH-60 model. - Consolidated magazines for the Mortar Container so it's easier to use with artillery mods like Drongo's Artillery Tool and the like. - Tweaked the Light Howitzer Container a bit, tweaking details and the like. - Fixed the stabilators on the H-60 versions, since I was trying to fix that and deleted the named selections. - Tweaked the IR suppression thingamajigs on the MH-92s - Added an ATACMS Container. Rocket is so far just a High Explosive warhead that does a lot of damage. Model from Turbosquid: https://www.turbosquid.com/3d-models/lockheed-martin-mgm-140-atacms-3d-model/1036247 I ask that you test it out as it works well against buildings and the like, just need some user feedback on how it performs. It has the same range as the M5 Sandstorm rockets, so doesn't require anything new, but thought that would be a nice addition to the mix as far as weapons and the like. - Wing tanks on the MEV and the Unarmed w/ESSS can now be hidden through the scroll wheel menu. Right now they're a compromise until BIS develops wing tanks that are more configurable without a script. Use the scroll menu to hide/show the wing tanks on those two helicopters. Thanks to Lexx on the Rotator's Collective Discord for that idea. https://steamcommunity.com/sharedfiles/filedetails/?id=667709746 ADuke Kiowa Warrior RC18 - Removed a reference to a system not on the aircraft. - Added a backup compass on one of the MFDs to have "something" there instead of a blank screen. I'm looking for feedback on what would be useful, but I may put a digital horizon system on the left MFD just again so that "something" is there. https://steamcommunity.com/sharedfiles/filedetails/?id=3324552051 EricJ Taliban Fighters RC21 - Added a couple more units to the US Army side, with a Joint Forward Observer and a regular Forward Observer. The difference between the JFO and FO is that the JFO has a datalink, unlike the regular FO. https://steamcommunity.com/sharedfiles/filedetails/?id=668919514
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ECM Strength
EricJ replied to Falcon1364's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Ahh haven't done that, nor flown an F-16 in ages. I'll look into it though. -
ECM Strength
EricJ replied to Falcon1364's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Essentially, but it depends on a lot of factors, like enemy radar strength and so on. So pods like the ALQ-131 in game just don't work at all, while some of my pods do work. "Burn through" (When the radar's power over powers the ECM pod) is modeled more or less, so from a real life Growler EWO (I think that's what they call them) says "it depends". -
Help with creating mission using submarine to attack land targets
EricJ replied to rick146's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
@Wrench Might know, as well, I don't think it has ever been done, but I would assume that if the sub detected it, it would fire at a ship, but not land targets to my limited knowledge. -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I read that in an article I think on the Aviationist. But a quick Google said the F/A-XX by 2030, so I misinterpreted it. Anyway I make mistakes. Anyway either way I'm not putting much effort into Super Hornet stuff for now. -
My Projects (EricJ)
EricJ posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
As in the F-35B topic, FC is helping me out. He stated that he got it finished in MAX and has to map it this weekend. From FC: - F/A-18F - F/A-18G - F/A-18E (derived from F model) So right now, first will be the F model, with the G model behind it, and the E model, due to the fact that the fuselage has (the model) to be modified so it can be an "E" version. ETA is two weeks as usual. Yes FC has other commitments, and honestly I'm impatiently waiting for it, but we're on his schedule, not ours. Part of the reason he had to do a lot of fact finding so he can produce a good rendition. Components, especially the airbrakes need some research, but overall FC I'm sure has figured it out, so keep it to this topic, and keep Klavs81's "pure" -
My Projects (EricJ)
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Anyway, nothing on the horizon right now. Mostly because GKABS is having his health issues, so things are pretty much a standstill, as well... he's helping with the modeling. I think after I'm done (whenever that will be) with Soulfreak's project, I can turn to my own Super Hornets. I do have the max files for my mod, not Soulfreak's, so that's a good thing if I want to ask somebody to work on it in the meantime. I do have a list of things that do need to be worked on, but more or less with the 2030 deadline for the Super Hornet to be removed from the USN inventory (that's the best knowledge, I haven't been keeping up with most of it lately) or something like that, so I want the more detailed Block III jets and so on to be done. Other than that I've been doing a lot of Arma 3 work lately, so I'm kinda focused on some stuff for that game. -
EricJ Weapons Pack RC118 - Removed the unnecessary box for the weapons. I figure since there's Arsenals and the like, it's not needed anymore. - Underbarrel Grenade Launchers (AG36, GP25, EGLM) fire the new Illumination rounds - M252 Mortar now fires the new Illumination rounds, with a total of 16 rounds for it. - Requires game version 2.20 EricJ M119A3 RC4 - Now fires the new Illumination round - Requires game version 2.20 EricJ Cherokee Containers RC25 - Requires game version 2.20 - Adjusted magazines so that the rounds for the Light Howitzer Container accurately counts for artillery mods, like Drongo's Artillery Tool - Tweaked the Cruise Missile Container - Mortar Container now has the new Illumination rounds, with a total of 16 rounds. - Light Howitzer Container now fires the new Illumination rounds, with a total of 16 rounds EricJ Taliban Fighters RC20 - Requires Game Version 2.20 - Added some basic US Army units. They're just as capable as the Taliban (the Tban are a bit more proficient) is a bit more skilled. But the units should act better than the stock soldiers that BIS came up with, and armed with BIS weapons (mainly SPAR variants) and of course if you need to use what's in your modpack feel free to do so. Units include a Squad Leader, Team Leader, Rifleman, Rifleman (CLS), Rifleman (Marksman), and an Autorifleman, and a Grenadier. - Added a custom vest, a Carrier (US Army) for US Army units. - Reduced the Detect Skill of most Taliban units, given some veteran stories on the Regiment Discord. It turns out the Red Unit, and Al-Qeada were more better trained, and the skill level adjustment reflects that. Red Unit stays the same.
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Well that sounds like things are getting better for you man, keep up the fight...
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I update it, but haven't played it recently. Sorta working on other things at the moment, so I haven't made time to play it yet.