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Flanker562 last won the day on June 14
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So right now nothing has come to mind for mods, and I think maybe that it'll be an easy week. Since I'm not recording that much, I can take a breather with mods too. But there isn't much going on so I think I'm good, at least for today. I may create a sniper unit for the Task Force 562, been thinking about that, but it won't be much different from the stock one, maybe an MXM variant, or something like that, since SOCOM is moving toward the 6.5mm platform. I may just move a rifle from the Weapons Pack, but I don't want to turn the Helicopter Pack into a Weapons Pack, Task Force 562 was just a config, and nothing special, just "customers" (in TF160 parlance) for the operators anyway, and it would keep things easier if I did that instead of incorporating a rifle and the logistics of adding a new weapon to the pack. I may be able to incorporate the M468 into the Weapons Pack this week, and then move on to more projects as well.
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Open the _Data.ini of the aircraft and find this line: [Sound] EngineSoundName=JetEngine IF the sound name in those files are the same as above, then they're pretty weak. Failing that check the Sounds folder, then extract the Soundlist.ini from the cats (Don't know which, just extract them all, and then put that in your Flight folder in your mod folder. Then find the readmes and add that sound to the soundlist.ini in sequential order. If you do that then the sound should show up, but if it's JetEngine, then it's just a shit sound anyway.
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A new episode of For Whom the Bell Tolls is posted, start anew or catch up: https://bit.ly/4tbZws0
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My New Poetry book, "The Battle", check it out!… https://amzn.to/4elTpMO
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Flanker562 Helicopter Pack RC201 - Added detail to the CompM4 - Tweaked dispersion of the Light Howitzer Container, matches that of the M4 Scorcher - EOTechs and CompM4 has appropriate RVMAT for the red dot. https://steamcommunity.com/sharedfiles/filedetails/?id=667709746 Flanker562 Weapons Pack RC136 - Added detail to the CompM4s - Added the M576 and M433 HE grenades to be used by vanilla grenade launchers - Added 3GL versions of the M576 and M433 HEDP grenades for 3GL launchers - Added a "ROS Sight" for the optic library of the mod. It is from the public Aegis mod GitHub, so credit goes to either Grave or the modder who made the sight. All I did was change the classname and model name to fit my structure, so there's that. Eventually, I may add a GitHub for the Weapon Pack, since most models are from the A2 Samples, and it would probably be a good idea for some weapons if you tend to like them and such. - All red dot sights (regardless of how they're mounted) now has the appropriate RVMAT to make them work as intended. - Added an Ibex IR Flashlight, from code from the Aegis mod GitHub. It requires standard NVGs to work properly, but does work as intended. - Made an IR-capable M5 Module for the Ibex system. Note that I know it's an IR laser, but I had to differentiate it for loadout reasons, and MRT functioning, so it is a known issue/designation. - Made a standalone (as far as no magnifier) Black EOTech 553 optic, zeroed for 300m. https://steamcommunity.com/sharedfiles/filedetails/?id=667711976&tscn=1730224266 Flanker562 Cherokee Containers RC38 - Tweaked dispersion of the Light Howitzer Container, matches that of the M4 Scorcher https://steamcommunity.com/sharedfiles/filedetails/?id=776690780 Flanker562 M119A3 RC7 - Tweaked dispersion to make them accurate like the M4 Scorcher https://steamcommunity.com/sharedfiles/filedetails/?id=3266568334
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I mean like I said, you can do that but getting them to shoot at other ships isn't something the game is known for. But, if I'm wrong KJakker may be able to shed some light on the subject. I never once since like 2004 or so ever tried it, so I could be wrong, but I don't recall anybody successfully doing ship to ship combat.
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I mean the Strike Fighter series isn't known for ship battles my friend. It's more of blowing up ships with Anti-Ship Missiles hung from a pylon of your favorite jet. I honestly don't know of anybody actually having a ship to ship battle that something like DCS can do. I mean I could miss something @KJakker might know of a trick, but if not, then well... no joy.
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Starting to do some more Kidal-based missions, starting off with a CH-67 mission that is set for MP missions. I don't get much feedback from people on whether they prefer SP or MP, so I usually do the MP missions first, then modify them later for SP play. If you'd like to see more of a certain type, I'm all ears and would like people to say something on what suits them, but otherwise I'll churn out the two types just for giggles.
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Well, needless to say, the AMRAAMs are still broken, as a recent test had confirmed (somebody made a quick fix to the CJS Super Hornet Mod, and I was able to test the Ds, again) against yet another unnamed Iranian F-4E. I mean, yeah, okay, I am slowly working my way around the F-4E, but it's easy to shoot down because it has older model 'Winders, and I can take it out easily. I don't need a challenge when testing stuff out; I'll leave that for a mission I might play or whatnot. Anyway, no motivation to do a manual, though I did tease the idea of redoing the generic DCS Ironhand file, since I can just copy the text and fix it that way, we'll see if that happens. I also turned 50 yesterday, so I've been around the flight sim scene for a bit. Anyway, more stuff will happen, and hopefully ED will fix the AMRAAMs.
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Well I didn't do much for my birthday, and frankly that was something I needed to do: Nothing. it was kinda dull but looking back at yesterday it was quite fulfilling and needless to say got through it. Now I did code (but did not test) the IR flashlight that the Aegis mod produced, so I did test it before typing this, and it's a nifty little thing, so I'll try and incorporate the IR system into other flashlights if possible, and see how players like this. It's only downside is that it lights up the barrel due to the cone settings, but overall it does work as intended, so the lights will show up this Sunday.
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@Erik can do that or maybe @Wrench, but unfortunately I don't think I can do it, but in respect if I could I would though. I mean I don't know of him, and the site seems to be the guy, but yeah one bright star in the community has left us.
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Yeah man, I mean there's like as said, a lot of files there, and a specific timeframe would help that, as they're more or less organized by era, like Vietnam, Cold War, etc. and by aircraft type (generalized and so on).
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Well apparently all this time my optics in the Weapon Pack have been messed up, particularly the red dot sights. I found the right RVMAT and fixed all of the red dots in the mod (as well as the ones in the Helicopter Pack), so that wil happen this Sunday. Also, I enabled the 40mm grenades able to be used by the vanilla grenade launchers, as well as 3GL magazines (3 per magazine), using the Wells system now. Tomorrow or Thursday after my doctor's appointment I'll work on some IR flashlights, apparently you can set tham to IR lights if you config it right, and Aegis had the code so I'll use that for some of the flashlights in my Weapon Pack as an additional system. Also tomorrow is my bithday, I'll be turning 50 if you're curious, so I don't know what I'll do tomorrow, but maybe a lot of playing A3 or DCS, I haven't figured it out after having to do a necessary errand though.
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C.Eagle showed me some resources online from the Aegis mod. I didn't find the ACOG they have (must not be too excited to share that, though they do have the textures for it) for the mod, but I found this nifty little sight. The only issue is that you can't, as of this post, use the Kolimator RVMAT to highlight the reticule, which seems weird considering that the Holosights have a modeled reticule, may take from that given that it looks about the same as one, just different. Anyway, the work is probably done by Grave, so all credit is his, or whoever did the sight (Called the "ROS Sight" since I don't know the actual name of the optic from the mod) I decided to incorporate it into the Weapon Pack at least, and full credit will be given.
