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Everything posted by Flanker562
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I'm getting this later on this month for my birthday. I could get it now, but I'll treat myself then and such. I've been on their Discord and looking at the online manual, so it so far weapon-wise doesn't look too terrible.
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Okay, now that's out of the way, I decided to make the EOTechs that are used available to the TF160 pilots, so they'll be able to (and you) shoot up to 300 meters, which is what most zero it for, rather than the BIS 200 meters. So that'll be in the next update. For Sunday: Flanker562 Weapons Pack, Flanker562 Taliban Fighters
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Okay, the 17th is my birthday, and I'll be turning 50. I will be getting as a present to myself the Heatblur F-4E because I think it'll be a guilty pleasure. I'll be doing some kind of Ironhand manual eventually for it, so there's that, and work on other manuals as I see fit. I don't want to do too much of them, because I do have a life, and simming isn't everything, unless you fly a lot, or something. Please don't bring up the controversy about Heatblur and its products. Save that for the official forums and Discord (it's pretty brutal with the F-14B(U) update, and I'll leave it at that as of this post) and so on, not for this topic, which is concerned about my limited modding of DCS, and the document work that I do when I do it. Thanks for your understanding.
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Okay, I'm starting to get the hang of the coding that RobJ did, and slowly integrating new Tasks in the missions. I may look into another mission where I look at some more relevant tasks for the various helicopters, other than what RobJ started out with. The more I figure out what to do, the easier of course it will be. I am looking at some missions, and like "I can do more with that". Bear in mind that do to lack of scripting knowledge, I can't create mission types so much as define things in a script, which I've been figuring out slowly. I'm not sure about requests, I'll take them of course, but the only answer I can give is: "I'll see what I can do." Bear in mind that the Pilot missions are pilot-centric, and not the other missions I have done, like the Insurgency and Assassin, or Assassins, which was in itself a simple mission to see what I can do. Don't suggest "Go behind enemy lines and assassinate this general", when you're a helicopter pilot, regardless of type. So ask and I may be able to deliver, or not.
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I do a lot of starts with the macros (Autostarts) with the DCS stuff though. I mean yeah I can learn to start it up (I learned the VRS Super Bug in FSX back in the day), but overall I just sit there and wait, and then fly. I guess that's about as immersive as I'll get with flight sims, so it is what it is right now.
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If you're wondering why I uploaded the Flanker562 Helicopter Pack today, it's because I wasn't paying attention to what I was doing, and had to upload the mod to support the mission work that I've been doing, so it doesn't look weird while playing the missions. Mainly for the wrecks and stuff support, so enjoy it early. The Weapon Pack will be on Sunday, as per usual. Enjoy!
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Flanker562 Helicopter Pack RC199 - Cleaned up the MH/UH-92s, removing old A2 geometries and named selections - Fixed the copilot sticks on the UH-92s, they are setup to look as intended when moving in the cockpit if there is no copilot. - EOTechs by default are "on", due to coding setup. They can still be turned off as needed for gunner preference - The aim point for the MH-92 (Insertion/Sniper) M134s are set for the EOTechs, and accurate when enabled. Otherwise the gunner will still have to adjust his/her fire as needed when using the miniguns without the EOTech sights enabled. - Added placeable wrecks for the major helicopters, allowing some varied gameplay for missions. - Revamped Wreck models, should now work as intended. https://steamcommunity.com/sharedfiles/filedetails/?id=667709746
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Yeah, it's murky right now, and the Staff here will do what they can to support the community within reason, so if it comes down to abandonware, we can look at options and such. For now I'm just hoping SF2: Complete will end up on Steam if they go that route, so I can delete the backup, and just use the Steam version instead. But as such, we'll see as time goes on. And good luck with BMS!
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Nobody knows except for TK
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You can only drop it on the E target for Strike missions. However, if you equip a targeting pod, you can bomb as many targets (other than that Main Target) willy nilly
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Hello everyone! New member introduction
Flanker562 replied to Erik's topic in Download Subscriptions
The knowledge base and the modders in the SF2 section -
Hello everyone! New member introduction
Flanker562 replied to Erik's topic in Download Subscriptions
Yes, do a few more relevant comments, and wait for 15 days, then you'll be able to download two downloads for FREE per day. -
SF2I Extension Pack Corrections
Flanker562 replied to eburger68's topic in Mission & Campaign Building Discussion
Bro he hasn't been here since 2020, who knows where he is, or even if he's alive. -
Yeah but we need a proper Nam map though, because you can't blow people up on an ersatz map trying to masquerade as Nam.
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IAI Lavi DATA, LOADOUT, COCKPIT & AVIONICS update
Flanker562 replied to dtmdragon's topic in File Announcements
I don't know if it's your mod, or the original, but the outer right wing pylon is visible without any ordnance loaded on my short test flight. -
View File DCS Hornet Ironhand Designed for the virtual Hornet (or CJS Super Hornet) pilot in mind, this file is a quick, short document on the smaller threats on the battlefield. NOTE: This is a game only manual, and doesn't reflect the capabilities of the real aircraft in any way. NOTE: I don't monitor my files once they're approved. Please find my topic, "Flanker562's Mods" for any requests or commentary. Or send me a PM on the forums also. Submitter Flanker562 Submitted 06/04/2026 Category DCS / LOMAC Tracks / Videos / Tutorials
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Version 1.0.0
4 downloads
Designed for the virtual Hornet (or CJS Super Hornet) pilot in mind, this file is a quick, short document on the smaller threats on the battlefield. NOTE: This is a game only manual, and doesn't reflect the capabilities of the real aircraft in any way. NOTE: I don't monitor my files once they're approved. Please find my topic, "Flanker562's Mods" for any requests or commentary. Or send me a PM on the forums also. -
Right now, I did a quick write-up of the SA-8, and may leave it to that. I'm not sure what else to add since I did the bigger SAMs, and I may look into a Modded SAM system. But I need to do the SA-9/13, and I think I'll wrap it up tomorrow. Unless somebody has a burning desire to know something, I think those two will be it for the Hornet manual. I tried looking into the High-Digit SAM mod, and I really don't feel like downloading individual files from the GitHub (why is the concept of Google Drive lost on the author of the mod?), unless there's a mirror somewhere, I don't see me messing with it, and will look more like into the Mod document than anything else, to add to what currenthill did. So yeah, I'll finish those up, and then get it published on the User Files, and again, if you need to add something, don't hesitate to ask or let me know.
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New Blog post: "The Method": https://www.ejwriting.info/post/the-method
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Yes I changed the name from Do335's original name. It didn't reflect the general nature of the thread. If it's a pain I'll put it back, but thought that this title would be more appropriate.
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Hello everyone! New member introduction
Flanker562 replied to Erik's topic in Download Subscriptions
You gotta wait 15 days, then you'll get free mods (2 a day) then. Or if you can pay by PayPal, get a subscription. -
Okay right now some missions are dependent on mod updates for this Sunday. A few missions require the update, so I'll work on those during the week as it goes to get them deployed Sunday, after I upload the mods. I'm working on tweaking the units and stuff so it represents the scenario better, and not always what was originally there. I am thinking of adding more tasks to some missions, and may do so, but not sure where to go with it, and so on. Also if you originally downloaded the missions, and wish them to be back in your own game, go here and the latest missions are back up: https://steamcommunity.com/profiles/76561198016000690/myworkshopfiles/
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I don't specifically know if the CIA used DU rounds for their weapons during GWOT, but I figured that would be some difference between the SOF units and so on. I incorporated my M995 mod into the Taliban Fighters mod, specifically for the SAD units to use in the future. Not much else on the mind, since most things are taken care of, like me revamping the wrecks and making them placeable on the battlefield for missions and the like. They needed some work, and the majority of them are useable for missions and the like now, given some coding that I had to do, as well as some work. The MQ-17 is having issues, so I don't know what is causing what Null045 posted a few weeks ago. I can't get it working, so I'll leave it as is until I figure out what to do to fix it.
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No, I don't remember a Mission Editor with the game. SF2 Complete has one though.
