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EricJ

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Everything posted by EricJ

  1. 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.
  2. 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.
  3. 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
  4. I mean us at the end user level won't know the difference anyway, as long as it works.
  5. Oh nice, nice indeed simonmiller416
  6. Seems I missed the ATFLIRs for the years, simply download, copy and paste, overwrite. Will be in the next update: Weapons.7z
  7. 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
  8. Okay thanks, I'll talk to the team and try that.
  9. 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:
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. EricJ Taliban Units RC25 - Changed the heads of the Taliban and Afghan Civilians to look more white than Persian/Iranian
  17. 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.
  18. Yeah a foreign national without clearance... Good luck with that my friend. Anyway without data you'll have to make it up I suppose, but maybe the Wiki article has approximate dates.
  19. Yeah all I found were manuals and other stuff too, so looks like Wiki is the only way to list them. I mean the beauty of ini files is that you can always update them as more info comes along.
  20. Yeah as unreliable it is sometimes, I use it because I don't know enough people to ask those kinds of questions overall. For some things I can ask, but as far as operators and the like I tend to use Wiki, but yeah I got you.
  21. I mean wiki should work for a list of operators, but yeah I've been looking for a good Patriot for a long time for SF2. But I'm sure you got that already in your searches as I don't know myself either.
  22. ADuke Kiowa Warrior RC2 - Added some RVMATs to the pylons, and M3P
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