-
Posts
13,053 -
Joined
-
Last visited
-
Days Won
64
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by Flanker562
-
Okay it seems that currently the modded missiles are still broken, as a quick check on the DCS Discord verified. It's getting close to the next patch, and hopefully they'll figure out the issue and fix it, hopefully. Anyway SkateZilla has an essential no-DM policy, mainly because he's busy, so there's that. So I'll have to wait until the missiles magically work again, hopefully.
-
I recently got this over a week ago, and for those who are on a budget, and looking for a head/eye tracking solution, this might help out: https://store.steampowered.com/app/2375780/Beam_Eye_Tracker/ It's fairly easy to use and uses a webcam (inbuilt or external, perfect for laptops and stuff) that you supply. The benefit is that it works like TrackIR, for like SF2 which doesn't have that many keybinds anyway, allows you to customize the keys and stuff, so you'll be able to use it in Strike Fighters 2. It works for other games too (I use it for Arma 3 and DCS World), and is better than trying to use some janky setup to get something to expand the horizons and viewing of game stuff. Just set it up, it auto detects your webcam and so on, so I would recommend it. The Demo is good, but the only issue I had after using it was that it didn't recognize my payment for the full version (which is 30 dollars before tax). It is Steam based, but if you're looking for a system to work with SF2, this might be the option for you.
-
- 2
-
-
-
Managed to update the M299 racks on the Kiowa, adding more geometry LODs to it to flesh it out and give it some more oomph when used by the game and such. Overall there's not much needed to work on, I think I got most of the work done earlier this week, and now it's just cruising until Sunday and go from there at least (I say that today anyway)
-
I'm not playing Arma Reforger, I play Arma 3
-
That's Erik's problem to figure out, not mine, I'm just a meek Moderator.
-
"If it's not in the system, it doesn't exist." Librarian in Star Wars. If it's not in the files, maybe somebody has one, but if it's not in the Downloads, it doesn't exist.
-
Updated the Hellfire rack on the AH-1Z, improving geometries for it, and other additions. So Sunday: - Flanker562 Helicopter Pack - ADuke UH-1Y - ADuke Kiowa - Flanker562 Wipeout - AH-1Z
-
Worked on some of the M299 models today, adding shadows and some Fire and Geometries to the models. Overall a lot of the models for the weapons (the ATACMS just exists due to it's size and stuff), but overall do have some stuff worked out for the Flanker562 Helicopter Pack. Most of the rest is complete for the other mods, so I don't need to mess with them that much as they're ready for uploading.
-
Lol what have I gotten myself into here... Just like... Okay
-
I guess the mini updates and the like are working, so I gave the Kiowa by default HE rocket pods, I may switch to the gun prior to release this Sunday, but I did fix the pylons and stores below the pylons, so that should work out better. Also added the pylon proxies to the Fire Geometry, so that's another mod to upload Sunday, so far: - ADuke Kiowa - Flanker562 Helicopter Pack - Flanker562 Wipeout - ADuke UH-1Y
-
Thanks to C.Eagle on my Discord, the "Russian Federation" faction, now renamed "Russian Armed Forces", is working on Zeus as intended, which was brought up here on Discord and Steam. Right now things are good and okay. I need to update the configs on my Discord, but otherwise it's good so far. Tommorrow I'm looking at adding some more geometries to the weapons, which need some TLC and stuff as well, even though I put it off until now.
-
With the SAFE option working on the helos, I added it back to the Flanker562 Wipeout mod, giving that additional way of safing your weapons for flying and whatnot. So for Sunday: - Flanker562 Helicopter Pack - Flanker562 Wipeout - ADuke UH-1Y
-
Also some additions, miniguns and M240s now have a SAFE function, that is toggleable with the F key on that particular gun. The AI will still fire the miniguns with this feature (it should just ignore it), after a test with a CSAT volunteer, so that is set for Sunday's update. The various CoPilot (and Pilot for the Ka-125) have this function, as apparently it's "seen" by the weapons decleration in the config. So that's some more features in for this next update.
-
Okay thankes to Dart on the Arma Discord, managed to improve some fixes on the Ka-125. Pylon weapons now work on it and the additional ghost slots are gone, so it's just a single-seat helicopter as the Lord intended. Anyway, also added Fire Geometries to the Hellfire/Rattler racks, and so far that's what's happened in-between the release of the last update, so Sunday - Flanker562 Helicopter Pack - ADuke UH-1Y
-
Right now some fixes. Apparently how you setup the config for turrets determines which ones the AI occupies, must have been a game fix somewhere, or maybe 2.20 fixed that issue, but an issue was brought up for the UH-1Y and that's taken care of, just a matter of order and it works as intended, AI gunners occupy the doorguns first before the FFV slots. Another teething issue with Zeus is that the "Russian Federation" class is not usable with Zeus when you want to put out ones occupied by units. However if you choose Empty it'll show it, and the configs are setup properly, but I don't know what is causing this issue. Maybe it's a limit? I don't know because agaain it shows up fine in Empty in Zeus, but not in the regular way of bringing units into the game during a session.
-
Wow, I didn't know that, but didn't expect that stuff to happen, thanks
-
That's a question I can't answer as I never flew a campaign (I think I did one but got killed) as long as I've been playing the game, so hopefully somebody can chime in for their recommendations.
-
You have to figure it out, but I'm sure maybe a person who flies the F-15 can tell you the ins and outs, but the IFF system is like the E key or something like that (I fly on Hard HUD, so I don't know the keybind for selecting enemies) to find out, and if you keep like the Normal settings or Easy you can see the red box around it. Though I think the E key is for ground targets, and not aerial targets.
-
Okay what's the first thing you want to know? Note that the Knowledge Base can get you started in some stuff too, but don't hesitate to ask either, if it's somehow not covered in there.
-
Flanker562 M119A3 RC6 - AAF version now on the appropriate side (AAF) Flanker562 Helicopter Pack RC191 - UA-57 now is placeable in Zeus - Fixed some entries for the basic containers, ensuring the proper RVMAT is used for rendering in-game. - MH-92DAP should spawn with four Scalpel racks - UH-92 CheroHawk will fire both guns at the same time (thanks to Null045 for bringing it up). - Pylon weapons added to various helicopter/UAV Fire Geometries - Added and fixed some Fire Geometries of the missiles and the gun systems as well. This is to support better visibility with the above fix. ADuke's UH-1Y Venom RC25 - Tweaked Flight Model, making it easier to sling load without Auto-Hover
-
Marcel's needle-nosed Bird in Nihon
Flanker562 replied to ValAstur's topic in Sci-Fi/Anime/What If Forum
Impressive skins!
