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Flanker562

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Everything posted by Flanker562

  1. Okay I'm going to update the Taliban Fighters this Sunday, though it is kinda too much probably for some, though its just how things go I guess, given the new update fixes an issue which I needed to fix, and get out to players. Anyway things are quiet today, so that's a good thing. I'm flying Clafghan missions unrecorded to see if the Taliban will shoot me with an RPG, and so far they haven't, just to confirm code but the test to make sure seemed repeatable, so I should just enjoy the game and such, and just go with the flow on that one. Anyway, I am trying to get the RPG-7 to accept other sights, as CUP did for theirs, and I think I had an RPG sight in my Weapons Pack as well that fit the RPG. I know I made a sight specifically for it with the Ibex line of sights, but still need to figure out what to do with that one. For Sunday: - Flanker562 Persian Islamic Front - Flanker562 Taliban Fighters - Flanker562 Weapons Pack
  2. As long as there's no eels I think we'll be fine
  3. We can translate it, so while English is stressed, it's not a hard rule.
  4. Yes, you needed to post more than two times, just fill out the Support link above and you will be taken care of.
  5. Put in a Support Ticket above and the Admins will sort you out.
  6. Nice, I got my custom round to work against helos and to get Regular taliban/whoever shoots the round to actually function for the RPG-7. I know it may piss people off, but if I were the Taliban, and I'm sure some people can relate to getting shot at by RPGs during the GWOT (and let's not forget Black Hawk Down), so it's there. Turns out the IR Lock was the culprit, and now my RPGVL-7 can also work against infantry, so yeah, I need to add some consternation and worry for the BLUFOR/INDFOR and anyone else who might fight them. Overall, I'm happy where it's at, and that makes things so that, hopefully, you plug (Or the AI) the RPG gunner first before he blows you up.
  7. Well looks like the Red Unit units fire the RPG, and not the Regular or any other unit, which is perplexing as I'm trying to get fired on by the RPG in my Clafghan missions. I reduced the cost to BIS values (along with the Weapons Pack), but the Red Unit RPG Gunner doesn't fire his weapon, he switches to the RPG and fires and hits me (just test mission, etc.) while I allow him to. Anyway so for now until you all know a trick with the AI (I can see if the cost works as 0.5 and go from there, but I don't know why that works). May be the values of the rifles, but we'll see.
  8. Did some work on the Weapons Pack, some fixes were needed (some glaring though), and shows I need to make sure things are tight and squared away. Overall I'm always finding an issue, so it's the bane of somebody who does most of the work by themself. Anyway, more will be had I'm sure, but a more thorough check of the mod has yielded some good stuff, so the fixes may be applauded or just seen as something that should have been done.
  9. I'm trying not to do too much on mods this week, it's a quiet week not filled with appointments, and the Weapons Pack can wait. I uploaded the Taliban Fighters mod because it was a critical update and not finding much to work on as of late. Unless people have ideas though... Anyway for Sunday: - Flanker562 Weapons Pack
  10. Flanker562 Taliban Fighters RC36 - Tweaked the Cost of the RPGVL-7 to enable RPG gunners to fire it more often when up against helis and vehicles. - Fixed the Zeus entries, categories (and units) show up in Zeus
  11. Just put in a Support Ticket above, and Erik should be able to help.
  12. I'm with Goob, those are amazing skins.
  13. Alas Rojas: Por El Dinero https://www.amazon.com/dp/B0HKJT5QTD
  14. Okay, addendum: C.Eagle is not bothering me about stuff; I just mistook it for something else. Anyway, not much to add this week, more or less. Right now, at least today, I don't have anything planned for any mods, other than the aforementioned silencers. I managed to tweak Weaponslotsinfo for the pistols, though, moving them toward the ASDG system, which lets them use suppressors/silencers from other mods. Right now, it's a good system, and I find it easier to configure and less work to just make the slot work, and so on. It does cause issues, though, like with other mods' equipment, so there's the disclaimer that I don't control what other modders do, and you should be aware that their stuff may not work correctly with mine. Just the nature of the beast, and beyond my control regarding accessories and the like. However, the rear sights on the pistols will be limited, as I don't think you can mount an ACOG on a pistol; it doesn't work and doesn't look right.
  15. Okay, C.Eagle has been bothering me about other people's licensed or released Aegis assets and so on. I can look into incorporating them into my Weapons Pack (I like how the suppressors for the MXs turned out, so I'm not messing with them) and so on, just to add some enhanced, quality suppressors to the mix. I'll look into the Aegis stuff since I have access to it and can filter them in and such. I have no issue using it; I just have other priorities and such, so I'll get to it this week.
  16. I can see where you're coming from and that's okay. But I didn't know that an A-7 squadron had actual blue noses until now. So just take it in stride that Stratos didn't know.
  17. I'm assuming that most if not all will be able to fly from? Or are they just eye candy?
  18. Flanker562 Helicopter Pack RC208 - Organized the Task Force 562 units better; able to differentiate them from the CQB and "Regular" SF units. - Removed Horizon Ball from the cockpit of some helis that I missed. In the future, I'm planning on some sort of EGI for the helos to replace it. - Max slingload weight increased in UH-60s to 4,888 kg, as well as the S-70. - Fixed an error with "ej_Masterarms_safe" notation; now cleared. https://steamcommunity.com/sharedfiles/filedetails/?id=667709746 Flanker562 Helicopter Pack RC208 - Organized the Task Force 562 units better; able to differentiate them from the CQB and "Regular" SF units. - Removed Horizon Ball from the cockpit of some helis that I missed. In the future, I'm planning on some sort of EGI for the helos to replace it. - Max slingload weight increased in UH-60s to 4,888 kg, as well as the S-70. - Fixed an error with "ej_Masterarms_safe" notation; now cleared. https://steamcommunity.com/sharedfiles/filedetails/?id=667709746
  19. I had to push the Taliban Fighters because of a mission problem that I had to fix. It's fixed now, and the Clafghan missions are uploaded, which were waiting on the new Taliban Fighters mod to be updated due to classnames of the Taliban squad. Tomorrow is still on, with tomorrow being: - Flanker562 Weapons Pack - Flanker562 Helicopter Pack Overall there's not much to update with mods I'm seeing, the Samson is being slowly worked on, and what the process looks like is that the Samson will come out first, a Wreck model for the OH-58, and the Bell 406, which is a Saudi version of the Kiowa. ADuke is doing his best but realize that it's going to be a minute anyway, due to model conversion and that he's doing the Samson as a fresh build, so it'll take some time, so don't ask for a release date, it's pretty much when I release it. I hope to incorporate the Samson into some of the Pilot missions, so there's that. Overall it's looking good for tomorrow, so updates will happen as planned and such.
  20. Flanker562 Taliban Fighters RC35 - Removed the old A2 RPG-7 in favor of the updated and "new" BIS RPG-7 - Changed the classname for the Preset squad assignment, opting for a more unique classname to deconflict other people's classnames for the squads in the mod. - Added: A specialized RPG round that can be used against (notably AI use) helicopters and other aerial targets called the "RPGVL-7" - Fixed RPG gunners of the requisite factions, cleaning things up and making sure that their base loadouts are kosher - Due to the glitch with the RPG-7, I created a specific version of the RPG for my own use, which fires normal BIS rounds and the above round. - Taliban Red Unit can now be used via Zeus. - Created a BLUFOR ANA Infantry Squad; forgot to do that weeks ago, apparently. - Added: two new units, an ANSF LMG and RPG unit - Added: two ANASOC prebuilt squads, one a typical A-Team detachment, and an eight-man Commando squad. - Added: "Task Force 774" is a fictional Special Forces unit to display a Task Force that would be deployed again to Afghanistan. It is a port of Task Force 562 from my Helicopter Pack, but it should work well for your missions or whatnot. - Added: A Surefire MX Suppressor to equip Task Force 774 units. It can be used with MX series weapons. - With help from Maddonut, the Taliban uniform (or Afghan clothes) is less armored, making them less tanky (it was inheriting from the CSAT soldier), so it will take fewer rounds to kill an unarmored man. - With help from Maddonut, made numerous fixes to the configs. - Improved the tripod depression/elevation and traverse values for the DSHKM; now reflects real-world capabilities (Thanks to a Google search from Maddonut). https://steamcommunity.com/sharedfiles/filedetails/?id=668919514
  21. Yeah good post Menrva, I feel better in some ways when I get people helping me with the Arma 3 stuff, and get a mod by working better and such, and largely ignore the complaints, even though yeah, some of my work isn't top-notch and that's fine, I can't please everybody. Anyway, if people need it now, they should take the effort from whining to subscribing and get access almost instantaneous access to those files. It's been beaten to death on this topic, and feel that if you got the money, just pay for it (unfortunately people abused the previous system Erik had) and then just get what you want, for however long you subscribe for.
  22. What is my own gripe with this is that DID's EF2000 was light years ahead of this game (okay graphics was one thing) because you started from the parking spot, like the Lord intended. I think that while I get weird over what's immersive, I think in this case with SF1/2 that simply putting us at the parking spot is what most players like. They (as well as I do) like the feel of taxiing and so on, but yeah I would just say I'm sure Devin Horner did some magical move to the hangar, then started recording. That's what I'm sure was what he did, and the AI just ignored it or whatnot, but overall it's unfortunately not possible, but wish was implemented.
  23. Well after a couple of hours going through the Taliban Fighters mod with Maddonut (he works with Peral and his mods), fixed a lot of issues that Addon Builder misses when it packs my mods. So we fixed some stuff, and he figured out how to make the Taliban less tanky and more apt to take hits from various small arms and not needing a lot of bullets to kill them, so that's good. There were some more issues to vet (the RPGs had an issue, but don't understand what the issue is, I think it's just inability to hold a round due to clothing, or something). Otherwise saw a few errors that were fixed, and RC35 should make a lot of users happy though, so that's good, given the armor I was inheriting from to begin with.
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