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Flanker562

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Everything posted by Flanker562

  1. Flanker562 MQ17 RC4 - Added bullet code so that the M134s actually do damage... https://steamcommunity.com/sharedfiles/filedetails/?id=3727717992
  2. 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.
  3. Well there's a GitHub that has the individual missile luas, but okay.
  4. Good point, my laptop has such software, but I hardly look at it.
  5. 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.
  6. 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.
  7. A new episode of For Whom the Bell Tolls is posted, start anew or catch up: https://bit.ly/4tbZws0
  8. 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
  9. 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.
  10. 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.
  11. 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.
  12. Okay after some poking around, I finally learned how to add tasks, and remove them. That means I'll be tweaking more of the Pilot missions now that I generally know what to do, and figured out how to mod stuff. I think this will be the focus of the week right now, just mission work that needs to be done and such. Overall it looks good that I'm learning how to tweak stuff and make the missions more exciting and more related to what the airframe would be used for, rather than trying to make it work and such.
  13. Thanks, I'll look into him (subbed at least) sometime.
  14. My gaming laptop has an intergral CoPilot button, so I can't really get rid of it. Though I'm thinking I can try, but who knows with that embedded I may not be able to. I'd like to know what to safely get rid of, but overall I'm happy with what I have anyway.
  15. Now I see the correct post... Who gives a shit about modding, get well first man, that's the priority. We can wait.
  16. Managed to incorporate the podded M134 on the standalone MQ-17, and teasing maybe removing the MQ-17 from the Helicopter Pack. Currently, the SOAR MQ-17 is the only reason why I don't remove it, but more or less, the MQ-17 (unless there are any requests, of course) is pretty much complete. I may look into more skins or retextures, but other than that, I have no other need to mess with it for the foreseeable future. So tomorrow: - Flanker562 Helicopter Pack, - Flanker562 Weapons Pack, - Flanker562 Taliban Fighters - Flanker562 MQ-17
  17. Yeah there is some IFF modeling in the radar if my mind serves me correct. But as far as detailed IFF? I doubt it man. @Crusader May know though, but he may not as well...
  18. MarkEAW would probably be the guy to ask about that.
  19. Okay I've been working on some mission stuff with the Pilot series that I put out. I figured out how to increase the number of mission points for the maps. This is something I wanted to do in a long time, and feel that 10 points per task is a bit low. However, some tasks need to be done too, and I simply just increased the points per task to work out so to the player looks "normal". Most of them are the Insert/Extract points I added specifically as I wanted to use the map more. I'm also looking for map suggestions too if you have them, but bear in mind the minimum for decent flying time, is 20 x 20km at the minimum, not the max. Clafghan-sized or like the size of Altis, so if you have any suggestions, so if you have any suggestions let me know...
  20. So far nothing else has come to mind with mods. I saw the new rifle that the US Special Forces is going to use (in 7.62mm or 6.5mm) and may do it for Task Force 562 and the weapons pack. It won't be near exact, but for right now it's a maybe, don't know given that the MX can be used with better ammo. They're also looking at doubling the range with new ammo, so the HCAR may work out for them, who knows. Anyway not much else though on the mind, it's been a busy non-gaming week so right now the weekend is coming up, and I'll not be on as much as usual. SO there's that. Maybe something will come up between now and Sunday, but I doubt it.
  21. With that manual out of the way, kind of, not much else has been done. It's been a busy week unrelated to gaming, so right now I may look into the Double Digit SAM Mod (I think that's what it's called, anyway) as another way to look into the just-released manual. That'll be the next one to tackle. I tried to fire IIR Mavs on the Hornet to practice shooting at a Tunguska (had regular vehicles to get the procedure down, but it was crossed out even though I think the Maser Arm was on, so I will have to look into that sometime soon), so I think Mavs can be used on it, without getting shot at, I don't know. I also have to see if the ECM that is internal will work on it, or not. I have Smelly's script, but it's modded by somebody else to work only with the Growler, and that's more realistic, so I'll see sometime.
  22. No problem man
  23. Yeah it does, but Erik is at a wait and see process (along with others) to see what direction TK goes. Personally if they migrate to Steam I'm buying it there, and deleting the backup I have, so yeah gotta wait until... something happens.
  24. Hi, the new website is here: https://thirdwireproductions.com/index2.htm Unfortunately there is no way to buy SF2 at the moment, other than the mobile version, so just going to have to wait until they start selling, either there or on Steam.
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