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Flanker562

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Everything posted by Flanker562

  1. Well, turns out the issue brought up by @null045 was a real issue, so I fixed that, RVMAT issue, so that's fixed on the Wreck. I mnaaged to figure out some stuff with the Land Wrecks, and some helicopter wrecks are now able to be placed on the battlefiled, for mission use and for stuff that I'm doing with the Pilot missions. Since it's able to be customized a bit, I can add more stuff that works for the mission, rather than just the BLUFOR stuff that has been used for months, and years. So also fixed the Wreck for the MQ-17 standalone mod, actually putting it in, so now they won't have another error to worry about when they get shot down or soemthing.
  2. Did some testing of the EOTechs on the M134s, and noticed they're not as accurate as they probably should be. I don't think (and am quite sure) that the game doesn't account for the eye that the sights have, so I modded the aimpoint to align with the EOTech reticles when enabled. It's a minor adjustment, but I think people would like to be accurate when using them, so that's for this Sunday at least, along with the other small fixes as well.
  3. Yeah, some people here have bought the Steam WoE and it seems to mimic the structure like WoE did, so there shouldn't be any issues hopefully with a future Steam download.
  4. Here's beta 2 of the Hornet Ironhand document. I added the SA-15 and some observations on the internal jammer that the Hornet has: DCS Hornet- Ironhand Beta 2.pdf
  5. I'm pretty sure my laptop has that software, I remember looking at it and disregarding it when I got it, or my previous laptop though. It's new so I guess there's no reason why I should look at it now, but will look into it down the road.
  6. Well I still like the bird, so I'll get whatever comes out though, thanks.
  7. I'm not sure what would happen with a Steam install versus a standalone install, so I can't answer that question until something like SF2 comes out on Steam, and especially the Complete version then I'd delete the backup I have, and depend on Steam.
  8. A couple of hours later I finally got all the Steam Page images set for the rebirth of the missions from RobJs code. So if you're reading this and downloaded my missions before, things should hopefully be more stable and such, and no more deletions. I found a couple of missions deleted, so I deleted and backed up the reliable missions, so I may have to do some more in the furute, I don't know, but I like to play the game too, than admin tasks that take up an afternoon. But, it's finished, they all should have a basic image selling the mission, and hopefully people who downloaded it before redownload and play my missions. I may look into tweaking some missions though, some probably need some TLC and with the more knowledge I gained from tweaking a couple of related missions before. Who knows and we'll see.
  9. Okay so I was wrong... Kind of. I managed to make an LWRC chambered in 6.5mm Creedmoor, so I have to hit the range and see how it performs, but it is essentially in-game now, as well as the fixed copilot sticks for the UH-92s, so that stuff is out of the way, which is nice in a way. So then I can just shoot the LWRC and then get back to mission image fixing and stuff. So this Sunday already: - Flanker562 Helicopter Pack - Flanker562 Weapons Pack
  10. This week will focus on the sticks (looks fine on some birds), but I may have missed them. I'm not looking to do much on the mods this week, as I need to redo the deleted missions and then re-upload them per RobJ's permission to use them, so there's that. I think right now the mods are in a good spot to kinda focus on mission work, which will focus on Steam page images, and cleaning up of the tasks, now that i know generally what to do, and maybe redo some things, add and remove stuff now that i know what to look for in RobJ's code.
  11. Yeah but I don;t really know if that will make a difference in the long run though
  12. Flanker562 MQ17 RC4 - Added bullet code so that the M134s actually do damage... https://steamcommunity.com/sharedfiles/filedetails/?id=3727717992
  13. It's only after a mod upload you realize that you messed up. I'm going to upload the fix to the Flanker562 MQ-17, which needed the bullet code so that the M134s could actually kill something, so people get an early upload as it doesn't look like much going on. I need to look at the 3D models of the UH-92s per that issue with the copilot stick, so I'm sure Sunday I'll upload that, but first the MQ-17 fix.
  14. Well there's a GitHub that has the individual missile luas, but okay.
  15. Good point, my laptop has such software, but I hardly look at it.
  16. Okay looked at the AIM-174B mod from currenthill, and it's like Nightstorm's mod, so it's just as borked as the AIM-120D that I want to do. So essentially the missile mod is dead in the water, since I was hoping for something different to maybe work with, to get it moving along. I miss the AIM-120D, and I'm sure people do too. But ED either redid some things, or unintentionally messed things up, so we're in this situation. I think tomorrow I'll play with the Tor though. I do need to get confident in the IIR Mav at least, maybe I can do a shoot with an E against this one, but I expect it like the A-10C II when I tried it years ago. So we'll see how it goes, and I'll upload a version with that data, to keep things moving along.
  17. Was looking at the MRGG program (the new SOCOM weapon for it's operators), and looks like that they're essentially looking at an MX-style rifle, with a 20-inch and 14.5-inch barrel options in 6.5mm Creedmoor. Which forced me to accept that I essentiallly have good custom ammo for the MX series of weapons. So there goes that idea, as I was thinking of doing a modded LWRC rifle in 6.5 creedmoor, and not so much a new weapon, just a "new" weapon with different ammo. I could still do one, but not in the mood just yet. Essentially I wanted to do the MRGG instead of the MX for the Task Force Black/562 weapons, and have something realistic. Since the MX essentially covers that, gonna stick with what I have for now.
  18. A new episode of For Whom the Bell Tolls is posted, start anew or catch up: https://bit.ly/4tbZws0
  19. Flanker562 Taliban Fighters RC29 - Added Special Activities Division NTSVs, which are simply repurposed Offroad vehicles. I don't know if they had the capability during the Global War on Terror, but these vehicles have full datalink enabled. https://steamcommunity.com/sharedfiles/filedetails/?id=668919514 Flanker562 MQ17 RC3 - Added a podded M134 minigun for the drone. https://steamcommunity.com/sharedfiles/filedetails/?id=3727717992 Flanker562 Weapons Pack RC133 - Fixed some magazine displaynames to accurately reflect the real ammo count - BIS RPG-7s can use my RPG-7 ammo - Reorganized the U100_c.pbo file structure, removing the "NVG" folder and putting the NVGs in the Gear folder https://steamcommunity.com/sharedfiles/filedetails/?id=667711976&tscn=1730224266 Flanker562 Helicopter Pack RC198 - With special thanks to Quiggs, managed to enable toggleable EOTech sights on the MH-92 (Insertion) and MH-92 (Sniper) helicopters. Due to possible engine limitations, you have to toggle each side if a particular gunner may prefer a side with or without the sight. In any case it's toggleable in the Edit Vehicle Appearance/Components menu in the Editor, not a scroll wheel option. By default, they are not visible and have to be toggled to show. - Fixed the copilot stick in the Cargo LOD for the base UH-92, now the whole stick moves with the movement, not just the grip area. https://steamcommunity.com/sharedfiles/filedetails/?id=667709746
  20. Well I did an oopsie, and it well, worked out in the end. The Pilot missions weren't authorized by RobJ, who wrote all of the missions and the like, the original ones. So I had asked on his forum on the Steam page, and apparently some dude, "allen.l.huber", "authorized" me to upload the missions, so I thought "okay", and so on. Yesterday RobJ is decidindg to redo his missions with new code, and was like "Take them down", and I was waiting on allen.l.huber to respond, but RobJ didn't know this dude, so I honored RobJ's takedown request. Well fortunately RobJ realized that I wasn't trying to steal his work, I just was a fan of his stuff, and thought it was kosher. So now, I'm authorized to make more Pilot missions on the old code (which is what I spent an hour reuploading because it's easier to delete than upload), which is what the current missions I uploaded are on. He's doing new stuff, so look out for that, but I am in the clear and it's okay by him to make these kind of missions still.
  21. SSDs are touted to be more reliable, but don't reportedly last very long (like a few years or so), so my laptop has two drives (both 2TB), one for some games, and the D Drive (the other 2TB), has DCS World on it exclusively, since it takes up some space, though they are working on map download sizes.
  22. I managed to fire up DCS today, and got the Tunguska covered more or less. I need confirmation if it can shoot down missiles, but I don't expect it to though, never heard of it, but this has been updated maybe, so if it does, I would appreciate the knowledge for the write up, which is done now. I won't upload until I do the Tor next (SA-15), so right now I'll chill out and work on the Tor in the upcoming week. I remember from the DCS Ironhand guide that the Tor at higher skill would shoot the Mav down, and pretty sure the JSOW would be shot down due to the slow speed and so on. Not much in the future. I may look at currenthill's AIM-174B and see if he does things differently than what NIGHTSTORM did, maybe it's just file structure, or maybe it's truly borked mod-wise for the foreseeable future. Other than the future patch update, I'll see what happens when the next patch and see if that's going to work now. Other than that not much planned.
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