Jump to content

Flanker562

+MODERATOR
  • Posts

    11,847
  • Joined

  • Last visited

  • Days Won

    62

Everything posted by Flanker562

  1. EricJ Helicopter Pack RC99 - Pilot controls the miniguns rather than the Co-Pilot for the MH-60/92 DAPs. - Fixed muzzle flash issues on the miniguns for the DAPs (MH-60/92). It should be noted that due to issues I had to remove the muzzle flash for the cannons, feeling that the miniguns were more important. In the future when I make the gun a gun pod to reduce helo numbers, I'll figure out some way to make the muzzle flash work on that stuff in the future. https://drive.google.com/file/d/1-1qraNJFbS2FJIN8oFouB3HrdHMri4Pp/view?usp=sharing
  2. EricJ Helicopter Pack RC98 - Changed material for the SOAR MH-60/92s, to reflect a better armor capability - Added more shadow LODs for the containers - Removed the two USN helos, the MH-60S M197/Pylon and the MH-60S 2-pylon birds. It's too much work for one person to convert the birds to suit the playstyle required for those helos. That and I don't think many people play it anyway. Sorry for any inconvenience. I will keep the transport birds available though. - Tweaked the MH-60/92 DAPs. I think I figured out what the issue was, given that the manned turrets were causing the issue with the pylon weapons. The game doesn't like anything more than a Co-Pilot/Pilot setup, so that was causing the issue with the pylon weapons on the DAPs. Lesson learned and so on. For now since they should be working, the DAP birds will remain as essentially attack helicopters and so on, so they should work with the custom weapons. https://drive.google.com/file/d/1--AO1frsqpv8-DzBRa70BE6jk-czgLeg/view?usp=sharing
  3. AH-1Z RC15 - Incorporated Hellfires into the pylon selection and are fully functional. - Retextured the Hellfire skin
  4. ADuke Kiowa Warrior Alpha AC8 - Tweaked Fire Geometry - Added 2x AGM-114K missile racks for the helo.
  5. I'll be honest with you the interface is overwhelming (both Max and Blender), which is why I do most of my modelling in Object Builder for the Arma games. It's not overwhelming and while not as extensive as Max or Blender, I do get stuff done, so I stick with that. Sure I'm tied to a particular game, but overall if I can make it work for that game, then I don't put much effort into Max or Blender. I mean I could sit down and try, but I just don't have that motivation anymore.
  6. ADuke Kiowa Warrior Alpha AC7 - Added some more distance LODs for the helicopter - Added basic shadow LODs for the helicopter - Added some detail to the pylons, adjusted it so it looks right.
  7. ADuke Kiowa Warrior Alpha AC6 - Installed a basic HMD for the pilot and Co-pilot
  8. PM Wrench and he should pin this topic too.
  9. ADuke Kiowa Warrior Alpha AC5 - Pylon settings field now reflect pylon positions accurately
  10. ADuke Kiowa Alpha Notes: This mod is not finished. Make sure you read that first sentence before subscribing. This is to prevent the "Needs work" comments because I at least can release it as such. What it can do: - Fly around (FM isn't the best, but it's what I got, I can take requests to work on that as I don't know the Kiowa as such). - It can laser designate and the MMS works fine. - It can use BIS weapons only right now, so until I get the custom weapons working, it will be that Things to know: - If you want to work on the helo, contact me either on my Discord: https://discord.gg/afmPJCBRbh or contact me by Steam - Right now I don't feel too motivated to work on it all of the time. Right now due to lack of interest in any help I'll work on it as much as possible without killing myself. I would really like some more experienced modders to work on it, given that they have more resources than I do, and can make it shine. But if you put up wth the infrequent updates, I can probably get it finished, sometime.
  11. ADuke Kiowa Warrior Alpha AC4 - Basic weapon pylons are added, for use with BIS weapons only. In the future when the pylon system works for me, I'll add more custom weapons. As such given the issues with it, there will be no custom weapons as of now. It'll happen in the future. Note that for now the pilot controls the weapons. After some research I can fix that issue. - Added an RTD file using the Hummingbird for now given that they're both light helicopters
  12. Pilot MH-92 Cherokee (Coop 5) - Named positions to make it easier to assign roles Pilot UH-92 Cherokee (Coop 5) - Removed the Wipeout firing into camp, felt it was kinda dumb for it to do that. - Named all positions to make things a little clearer.
  13. Pilot MH/UH-92 Cherokee (Coop 5) Modified both MP missions with a Zeus slot, now Coop 5.
  14. EricJ Helicopter Pack RC97 -MH-92s have the correct Countermeasures Dispenser. NOTE: The 2x AGM-114K, 4x AGM-114K, 2x AGM-117, and the 4x AGM-117 pylon weapons are bugged, as for some reason it will load them fine on the pylon, but are unusable. A fix is on the way, sometime. https://drive.google.com/file/d/1-xxqv0taM7_yhAFqd8NRpzu-jqTZhF1T/view?usp=sharing
  15. Decided "What the hell" and uploaded 5.6 of the Super Hornet Package, changelog when approved: 5.6 - Tweaked ALQ-99G textures to better represent real-life pods - Tweaked ECM values for all of the aircraft, adding power to the internal jammers and enhancing capability. - Fixed [DetectSystem] on the EA-18Gs - Added more numbers for the EA-18G VAQ-140 and VAQ-130 skins, numbers go from 500 to 505. Also fixed the decals.ini file for both skins and updated the numbers.lst files too. - Added the promised VAQ-132 skin for the EA-18G. - Tweaked the Readme, doing some grammar stuff and updated some things - Added more loadout options for the Escort Jammer, Early Warning, and an OIR loadout for the USN EA-18G - Updated the "default" VAQ-130 skin for the EA-18G. - Removed carrier entries for the RAAF aircraft, so they don't spawn on carriers. - "EA-18G" folder has now been renamed to "EA-18G_BlkII" so it doesn't conflict with other EA-18G mods. - Thanks to allenjb42 the aircraft now fold wings on carriers. In a future update, the canopy will stay closed, but for now will be open. - Tweaked radars for the Block III jets, now have improved range. The search range is 137 miles, and the track range is 100 miles. - Block III jets have new cockpits modified by Coupi. Unfortunately due to the lack of a dedicated cockpit modder this is what we can do with the game engine. If Brain32 returns, I will ask him if he can do a more realistic cockpit. - Increased thrust for the Block III jets (all except RAAF) by 20%, in line with real-world engine upgrades - Added an internal sound courtesy of crisisloaner for the internal cockpit sound. - KNOWN ISSUE: Due to the lighting on the 3D mesh of the displays for the Block III cockpit, the NVG (both types) filters by simonmiller416 at night cause the various panels for the cockpit to light up to be unusable. There is no fix for it at this time, so you will have to use a Block II or Block I aircraft if you want to fly at night (Block II EA-18G if you fly it). - Used the AIM-120D texture and 3D model by ravenclaw_007 for it. - Added an AIM-174B air-to-air missile, work done by dtmdragon and original model and texture by WhiteBoySamurai - USN Growlers now can fire the AIM-9X by default - Removed internal ECM for the Growlers (including the RAAF birds)
  16. Decided "What the hell" and uploaded 5.6 of the Super Hornet Package, changelog when approved: 5.6 - Tweaked ALQ-99G textures to better represent real-life pods - Tweaked ECM values for all of the aircraft, adding power to the internal jammers and enhancing capability. - Fixed [DetectSystem] on the EA-18Gs - Added more numbers for the EA-18G VAQ-140 and VAQ-130 skins, numbers go from 500 to 505. Also fixed the decals.ini file for both skins and updated the numbers.lst files too. - Added the promised VAQ-132 skin for the EA-18G. - Tweaked the Readme, doing some grammar stuff and updated some things - Added more loadout options for the Escort Jammer, Early Warning, and an OIR loadout for the USN EA-18G - Updated the "default" VAQ-130 skin for the EA-18G. - Removed carrier entries for the RAAF aircraft, so they don't spawn on carriers. - "EA-18G" folder has now been renamed to "EA-18G_BlkII" so it doesn't conflict with other EA-18G mods. - Thanks to allenjb42 the aircraft now fold wings on carriers. In a future update, the canopy will stay closed, but for now will be open. - Tweaked radars for the Block III jets, now have improved range. The search range is 137 miles, and the track range is 100 miles. - Block III jets have new cockpits modified by Coupi. Unfortunately due to the lack of a dedicated cockpit modder this is what we can do with the game engine. If Brain32 returns, I will ask him if he can do a more realistic cockpit. - Increased thrust for the Block III jets (all except RAAF) by 20%, in line with real-world engine upgrades - Added an internal sound courtesy of crisisloaner for the internal cockpit sound. - KNOWN ISSUE: Due to the lighting on the 3D mesh of the displays for the Block III cockpit, the NVG (both types) filters by simonmiller416 at night cause the various panels for the cockpit to light up to be unusable. There is no fix for it at this time, so you will have to use a Block II or Block I aircraft if you want to fly at night (Block II EA-18G if you fly it). - Used the AIM-120D texture and 3D model by ravenclaw_007 for it. - Added an AIM-174B air-to-air missile, work done by dtmdragon and original model and texture by WhiteBoySamurai - USN Growlers now can fire the AIM-9X by default - Removed internal ECM for the Growlers (including the RAAF birds)
  17. I mean I think it's looking good, but I understand the need for it to look right, but looking good man...
  18. Pilot MH-92 Cherokee (Coop 4) , SP, as well as Pilot UH92 (Coop 4) and (SP) -Adjusted an Insert/extract point, moving it from the Kavala Castle to a more secure position.
  19. EricJ Helicopter Pack RC96 - Adjusted the Refuelling probe length on the SOAR UH-60s to be more close to the real thing - Refuel probe should work with the USAF Mod. Note that this mod doesn't require it, but will work with it. I'm not too sure about the x,y, and z coordinates, but I think it'll look like it should. If it doesn't let me know. - Increased armor of the XX-92s by ten points. NOTE: The 2x AGM-114K, 4x AGM-114K, 2x AGM-117, and the 4x AGM-117 pylon weapons are bugged, as for some reason it will load them fine on the pylon, but are unusable. A fix is on the way, sometime. https://drive.google.com/file/d/1-kVoNnDHkQsfwKe6rouFKlP4NLaqzxzE/view?usp=sharing
  20. Pilot MH-92 Cherokee (Coop 4)  - Decided to add more points, insertion/extraction, and places to drop off ammo during the Ammo Resupply Mission. Right now they're beta and seeing if the game doesn't crash when they're generated randomly.
  21. I agree, I don't use AI in my books at all.
  22. Finally figured out how to make more permanent Discord Link: https://discord.gg/afmPJCBRbh
  23. ,Pilot MH/UH-92 missions, (SP) and (Coop 4) - Removed HMGs near the western extraction point
  24. EricJ Helicopter Pack RC95 - AGM-117s by default have a Tandem HEAT warhead for penetrating attacks. - Tweaked Hellfire model, looks closer to the real thing. - Reduced damage for the Hellfires and Rattlers, in line with other mods. - Non-functioning refueling probes were added to the SOAR MH-60s. There is a thought to incorporate another mod (which wont be dependent on), if people can point me to a good sample to work with another mod for refueling, if needed. - Increased fuel for the XX-92s NOTE: The 2x AGM-114K, 4x AGM-114K, 2x AGM-117, and the 4x AGM-117 pylon weapons are bugged, as for some reason it will load them fine on the pylon, but are unusable. A fix is on the way, sometime. https://drive.google.com/file/d/1-W1Y7_uAmOW2elgZLgGymLM1nOMRW-LO/view?usp=sharing
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..