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Flanker562

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Everything posted by Flanker562

  1. Okay got the miningun error on the Sentry Gun solved. Right now it's assigned to TF160 for bases. I'll change the texture, but wanted some proof of concept before I fleshed it out. It's so far not sling loadable, but could easily make it so if I wanted to. But I'm not sure if it's worth doing since it'll not weigh that much (250kg), so if people want it to be slung let me know in the comments or whatever to make it so, but right now I need to work on the model more now that it "works" more or less.
  2. Managed to incorporate the "Improved RPG-32" round into the Better Infantry mod, allowing RPG gunners to shoot at helicopters and other aerial targets. Mods to upload Sunday: - Flanker562 Helicopter Pack - Flanker562 Cherokee Containers - Better Infantry
  3. Something I designed on a whim, will see a release this Sunday, but still has some things to work with, such as an error abvout muzzlehide for Animation Sources, which I don't know how to fix (any help?), but this is aligned with TF160 and is a remote sentry system. I'm busy Sunday seeing family so updates will be done when I get home, or Monday if I somehow forget though. But anyway here's the UA-57 Sentry Gun:
  4. Yeah sometimes it selects like the Integrated chip and not the video card, and compability may be needed, as mine works fine on my laptop.
  5. Did you try compatibility mode? Or check what GPU you're using, that may be the issue too.
  6. Well I implemented the mod in the file structure i want, but it didn't seem to affect the 120Cs... I guess it depends on the next patch or so, as it didn't affect the 120C at all, and nearly got blown up in my Growler by an AIM-9B. Anyway I think I need more confirmation on the new patch and how it affects missiles. I am hoping that I can just "replace" the AIM-120C and B ranges with my own, so they don't suck. Anyway still waiting on file confirmation though.
  7. Again it sucks that you can't take advantage of airports since you can't take off from parking spots. Maybe with some tinkering by Eagle114th you'll be able to do that.
  8. Flanker562 Cherokee Containers RC35 - Fixed mapping issues on the Small Containers - Added ONLY BLUFOR themed Small containers, such as Repair, Fuel, Ammo, and Medevac https://steamcommunity.com/sharedfiles/filedetails/?id=776690780
  9. Okay the Small containers are pretty much done. I have no desire to really make variations based on use, and I dont think the AAF or CSAT would use them, and frankly their helicopters can lift the "normal" sized containers, so no need for smaller ones. They're set and as you may have noticed, already deployed on the Flanker562 Cherokee Containers mod already because I slipped them in when making sure that the Small container would actually show the textures and stuff, and had to remap it anyway. So those who use it you all got a suprise, while those who like the small containers, well, you''ll see them Sunday.
  10. @GKABSyou planning on releasing templates for the C Hornet?
  11. There's a possible tease of a Vietnam map, and the F-4E, Mig-15, Mig-21, and the Huey all fit in the time range, and there is Cold War Germany map too. So while not completely supported, and TeTeT is making AI assets too. Just gotta look on the ED Forums for the stuff. Unfortunately it's not that active on this forum site to really push it, so check there and you'll find some stuff. And Heatblur released an A-6E for AI (and a future module) use right now.
  12. Okay I sent the mod to SkateZilla on Discord, and maybe he'll look over it and either tell me I'm wrong, or good. Then it's just a matter of waiting for the AMRAAMs to work, and figure out if it'll work or not, and how to add them to other aircraft as well.
  13. Here's the UH-92 "CheroHawk" that will be uploaded next week. I used the MH-92 pylons since it's newer and more 2035-ish and such. Overall the same loadtout options (will include a 30mm after removing the troop seats. I also reduced the lifting ability to 1000kg to sort of balance the tradeoff of adding weapons and the iike:
  14. Flanker562 Cherokee Containers RC34 - Thanks to a Steam user, fixed an error message with the name for the Containers - Added an AAF version of the Light Howitzer Container - Added a Small Cherokee Container, which is half the size of the "normal" container I use. SO far it's done in civilian and a BLUFOR Cargo container. Right now there wasn't time to upload more versions, they will come out next week. It can be lifted by a Hummingbird Flanker562 Friendly CSAT RC2 - Added the basic Officer, and Heli Pilot. - Added some Recon units (Special Forces) to the mix, for scenarios where you have to work with Iranian SF for a particular mission. - Added black hex marking in lieu of the standard patch. This is to differentiate the good guys from the bad guys and such. It's limited to the combat soldiers (Men and Special Forces). Flanker562 Helicopter Pack RC188 - Task Force 562 units now use the 4-Five .45ACP handgun with Jacketed Hollow Point rounds to be more lethal - Added a Jacketed Hollow Point magazine for the 4-Five handgun - TF562 Offroad, MULE, and GMV now have pistol mags for the TF562 units - Added UH-60M "Battlehawk". It is like the old OFP or A1 or A2 version, with the pylon system. It won't feature a belly-mounted cannon as per some version of the helicopter, but the pylons feature gun pod mountings, using the pylons as a means of using a gun. I know some versions mounted the M230, but as of this build it allows only gun pods. A UH-92 version is being considered possibly in the future. - Added a Small Cherokee Container, which is half the size of the "normal" container I use. SO far it's done in civilian and a BLUFOR Cargo container. Right now there wasn't time to upload more versions, they will come out next week. It can be lifted by a Hummingbird Flanker562 Weapons Pack RC130 - Added JHP+ magazines for the 4-Five and ACP2-CP handguns using the Magazine Well system. - Added 10-round extended mags for the ACP2-CP, in standard BIS ammo, and JHP+ - Removed Improved RPG-32 and allocated the Improved round for the standard RPG-32 due to the Magazine Well.
  15. Also working on a UGV for Task Force 562, not sure what I'll do with it yet, as I'm working on it here and there. The intent is to bring it into Blender and UVMap it myself. So when I get to it, I'll actually learn how to UVMap an object, so I'll see what happens. Here's it so far:
  16. Started this as an addition to the other containers. This is a "small" container (about half the size of the regular containers), and is liftable by a Hummingbird. I'll reduce some things but overall it's good for the small units that can't lift the normal containers. I had bought a pack off of TurboSquid to make better containers, but it didn't pan out so I'm stuck with my own model that I'm currently using. All in all it'll have the same variants, just liftable by smaller helicopters and such. This will be in the Cherokee Containers Mod too.
  17. Yeah, I did that already, just need to find the respective pylons and files to edit it. The Modern Missiles Mod I think did that with a .bat file, but I don't know where to look in the aircraft files.
  18. Okay did some more research and wiil set the D to 180km, which seems a "safe" range for now. Just need to know some more things and figure out some other things.
  19. Okay I assume that if you add a mod you can replace the distances of missiles with your own? If so I gave the AIM-1120C (as a C8) a range of 160km, so somebody mentioned on another forum that the D has a range of 200km, so not sure if that's classified data (I hope not) or whatnot, since I don't deal with the ranges other than what I get from Wikipedia. I mean the B has a range of 32km, and that's modeled in my mod. I need to know how to add them to planes though,, as I'm looking at what the Modern Missiles Mod did, the F-16C, F/A-18C, F-15C, and support the CJS Super Hornet Mod. I just need to learn how to add them to planes.
  20. From what I noticed only those who were lurking and not using their accoutnt for more than just to download things. Some people who returned had to have their accounts redone so they could at least download two downloads per day due to being on the site for a long time. As far as I know (you'll have to ask Erik) no accounts were dramatically affected. It could simply be he decided to stick to his own site than come here again. I personally have had no commuinication in PM with Spinners, so if he decided to leave this site, then that was a decision he made on his own.
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