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Everything posted by EricJ
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Could it be done ?
EricJ replied to Bev's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You'd need the graphics engine code and whatnot to improve it. -
EricJ Helicopter Pack RC103 - Added a right-side firing M230 for the MH-60/92s and a right side firing M197 for the USN 2-pylon heli. - AH-96 can now use the 20mm gun pod from the A-143 Buzzard on the outboard wing pylons - The AH-6J has been upgraded with the pylon system, and can only use an M151 Rocket Pod and 2-round Hellfires. No other weapon compatibility is planned for the future. The miniguns aren't removable and remain fixed. https://drive.google.com/file/d/1-PcTWH6vwWjsQybLRf8rn8NktiaqUKy1/view?usp=sharing
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Future Plans: As I wait for the Stable version of the game to update, I came up with a plan for the AH-6J. Given that back then they had Hellfires on the bird I'm looking to make the system a pylon system. Personally, I think I can get away with a normal rocket pod, and not have to make every tube for it. I asked around and one person on Discord replied, but none of the experts, so when I can pack the files and not cause a crash due to formatting I'll look into it. If I can do it then I'll go with that, but not looking to make the pylons universal (unless there's a desire to) so it uses BIS weapons. I want to actually limit the weaponry for once, and that's the best way to do it, once I get the rockets configged and model setup so it can work with the game. I'm looking to limit it to Hellfires and rockets. While the MELB featured removable miniguns, I see no reason to do that either, so it'll be just Hellfires and the rocket pods. The minis will stay there as they are now, and be done with it. I'm not looking to expand it and not looking to make an M version, because you can't beat the MELB anyway, so there's that. Other plans isn't really much, given that there's not much to do as of yet. I am thinking of allowing the gun pod from the BIS Buzzard on the AH-96, but that's again on hold until things are good with the Tools (I use the Dev version) and the new patched Stable game. I only do it this way because the Dev Tools work fine and I like the latest updates. I keep the Stable version of the game in case I actually go on a server and play. Otherwise, I'd use the Dev version of the game, and have one, but I prefer Stable. Anyway, that's my musings for now. Of course anything I may have missed let me know and I'll see if I can't do it.
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Update: Currently have the guns available for use on both sides, both the USN and DAPs, after some double-checking and so on to make sure that they had them. Anyway they're modeled and configged, and ready until the next patch comes, which seems imminent, just don't know how long it'll be ready, as I can't verify the stuff until the game is updated so I can take a peek. I use the Dev version of the tools, so any major update and I have to wait until they update the stable game ( don't do dev as I like to go on servers every once in a while) so I can release the next update, as right now I have an older build so I can play missions with my helos without crashing. And if I release it now I'll get 33,000+ people screaming at me, so I'll hold off until things are updated for the Helicopter Pack, as well as any other mods requiring my attention.
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HELP cant access CombatACE NET::ERR_CERT_DATE_INVALID
EricJ replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I was going to be sarcastic and say "he doesn't do shit around here." But thought better of it really, as he does make sure a great site runs smooth. -
HELP cant access CombatACE NET::ERR_CERT_DATE_INVALID
EricJ replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yeah I got the same thing, @Erik needs to do some site stuff apparently. -
EricJ Helicopter Pack RC102 -Removed the "MH-60S (M197/pylon)" due to the pylon system and gun pods. The M197 is now a gun pod, so now I can remove that helo from the list. The MH-60S 2-pylon has the new M197 gun pod. - Removed the M230 armed helos (MH-60/92), and now the M230 is a pod for the appropriate pylon. While I'm sure the 160th has a dual-configured gun pod, I chose to stick with the pylon that had the gun before, to keep with appearances, and allow a wider variety of options for configurations and the like. Simply select the weapon in the Pylon Settings field of the aircraft. - The MQ-17 now has small 1000-round miniguns added to it's list of weapons it can employ. - Increased Armor for the MH-80. - Created an MQ-17 in SOAR camo. It has some enhancements such as a datalink system. - MQ-17s now have a shadow LOD. - Adjusted the MH-80 datalink system - MH-67 now has limited datalink capability. https://drive.google.com/file/d/1-M_sUyyaoZAQuFSisMtj3Rrut_cCtuHT/view?usp=sharing
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Well it's been a busy afternoon for me. I finally got the M197 and M230 armed helos gone away now permanently. I managed to figure out how to do a "gun pod" for the USN M197 and M230 armed helos. I managed to remove four models, config entries, and model.cfg entries today. That means you don't need to have a specific gun armed helo in order to do things. The good thing is that the co-pilot can now fire the gun, so if you don't have a pilot you can fire it. Note that the 240 and M134 guns are still slaved to the pilot, so you have something to work with. Other than that I'm sure I'll find something else to do with the Helicopter Pack. I may work on the Kiowa for a bit, but for now I'll deploy the update for the EricJ Helicopter tomorrow, just don't want to ruin missions that use my helos and cause issues with groups that depend on my mod. I don't think most people use my mod play on Sunday, and may move it to Monday, which was my original plan. The weapons are selectable in the appropriate slots where the gun used to be prior to the change, so there's no confusion. I'm not sure if the US Army has dual M230s, but I stuck with one gun on that specific pylon just to keep it somewhat real and should be accurate somewhat. This also helped me understand what to do with the Kiowa, as I had to eventually do the .50 cal machine gun that is mounted on the left side. Given how the model works and with the Helicopter Pack, I should be able to model everything at least reasonably. Again if anybody is interested in helping with the Kiowa let me know and we can see what we can do, but looks like modeling and whatnot.
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EricJ Helicopter Pack RC101 - Brought back the two Armed MH-60S's. Apparently, I was overwhelmed at the time and made a decision that didn't need to be made. They follow the same style as the DAPs, only a pilot, and co-pilot gunner. Otherwise, all is the same and so on. https://drive.google.com/file/d/1-AeulgrHedrb8AVTCfYxzPMaw74enUo4/view?usp=sharing
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EricJ Helicopter Pack RC100 - Adjusted the requested USN skin assignment so that it can be used with the SOAR DAPs, for a "faux armed MH-60S" - AH-96s now have wingtip mounted AIM-9Xs https://drive.google.com/file/d/1-6FxEK0VPK9ey_Gc-ejjcfN8n4RUu831/view?usp=sharing
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AH-1Z RC16 - Added AIM-9Xs to the wingtips of the helo.
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How i can install correctly the mod??
EricJ replied to Charles13's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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It's becoming a necessity to not always post updates to my missions, as well I am trying to attract more visibility of course, but overall the stats don't change on who uses it. I also make frequent updates and it gets a bit tiresome for every incremental update to the missions, though I like how they are performing at least on my end. Oh well, no worries, I have people playing. I just made this mission, akin to the original "Pilot CH-67" mission that RobJ did. This is my take on it, an MP version of the same mission more or less. It shouldn't require more than the Helicopter DLC, but the Jets DLC may be needed if you want to operate the ship weapons in the bay south of the main Altis Airfield. It does have a Zeus slot at least, so there can be some fun with that if needed. Pilot CH-67 (Coop 5) https://steamcommunity.com/sharedfiles/filedetails/?id=3338310978
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EricJ Helicopter Pack RC99 - Pilot controls the miniguns rather than the Co-Pilot for the MH-60/92 DAPs. - Fixed muzzle flash issues on the miniguns for the DAPs (MH-60/92). It should be noted that due to issues I had to remove the muzzle flash for the cannons, feeling that the miniguns were more important. In the future when I make the gun a gun pod to reduce helo numbers, I'll figure out some way to make the muzzle flash work on that stuff in the future. https://drive.google.com/file/d/1-1qraNJFbS2FJIN8oFouB3HrdHMri4Pp/view?usp=sharing
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EricJ Helicopter Pack RC98 - Changed material for the SOAR MH-60/92s, to reflect a better armor capability - Added more shadow LODs for the containers - Removed the two USN helos, the MH-60S M197/Pylon and the MH-60S 2-pylon birds. It's too much work for one person to convert the birds to suit the playstyle required for those helos. That and I don't think many people play it anyway. Sorry for any inconvenience. I will keep the transport birds available though. - Tweaked the MH-60/92 DAPs. I think I figured out what the issue was, given that the manned turrets were causing the issue with the pylon weapons. The game doesn't like anything more than a Co-Pilot/Pilot setup, so that was causing the issue with the pylon weapons on the DAPs. Lesson learned and so on. For now since they should be working, the DAP birds will remain as essentially attack helicopters and so on, so they should work with the custom weapons. https://drive.google.com/file/d/1--AO1frsqpv8-DzBRa70BE6jk-czgLeg/view?usp=sharing
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AH-1Z RC15 - Incorporated Hellfires into the pylon selection and are fully functional. - Retextured the Hellfire skin
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ADuke Kiowa Warrior Alpha AC8 - Tweaked Fire Geometry - Added 2x AGM-114K missile racks for the helo.
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Simple Model Request thread
EricJ replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I'll be honest with you the interface is overwhelming (both Max and Blender), which is why I do most of my modelling in Object Builder for the Arma games. It's not overwhelming and while not as extensive as Max or Blender, I do get stuff done, so I stick with that. Sure I'm tied to a particular game, but overall if I can make it work for that game, then I don't put much effort into Max or Blender. I mean I could sit down and try, but I just don't have that motivation anymore. -
ADuke Kiowa Warrior Alpha AC7 - Added some more distance LODs for the helicopter - Added basic shadow LODs for the helicopter - Added some detail to the pylons, adjusted it so it looks right.
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ADuke Kiowa Warrior Alpha AC6 - Installed a basic HMD for the pilot and Co-pilot
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Simple Model Request thread
EricJ replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
PM Wrench and he should pin this topic too. -
ADuke Kiowa Warrior Alpha AC5 - Pylon settings field now reflect pylon positions accurately
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Super Hornet Package for SF2 v4.1
EricJ replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Okay which plane? -
ADuke Kiowa Alpha Notes: This mod is not finished. Make sure you read that first sentence before subscribing. This is to prevent the "Needs work" comments because I at least can release it as such. What it can do: - Fly around (FM isn't the best, but it's what I got, I can take requests to work on that as I don't know the Kiowa as such). - It can laser designate and the MMS works fine. - It can use BIS weapons only right now, so until I get the custom weapons working, it will be that Things to know: - If you want to work on the helo, contact me either on my Discord: https://discord.gg/afmPJCBRbh or contact me by Steam - Right now I don't feel too motivated to work on it all of the time. Right now due to lack of interest in any help I'll work on it as much as possible without killing myself. I would really like some more experienced modders to work on it, given that they have more resources than I do, and can make it shine. But if you put up wth the infrequent updates, I can probably get it finished, sometime.
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ADuke Kiowa Warrior Alpha AC4 - Basic weapon pylons are added, for use with BIS weapons only. In the future when the pylon system works for me, I'll add more custom weapons. As such given the issues with it, there will be no custom weapons as of now. It'll happen in the future. Note that for now the pilot controls the weapons. After some research I can fix that issue. - Added an RTD file using the Hummingbird for now given that they're both light helicopters