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Flanker562

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Everything posted by Flanker562

  1. You gotta wait 15 days, then you'll get free mods (2 a day) then. Or if you can pay by PayPal, get a subscription.
  2. Okay right now some missions are dependent on mod updates for this Sunday. A few missions require the update, so I'll work on those during the week as it goes to get them deployed Sunday, after I upload the mods. I'm working on tweaking the units and stuff so it represents the scenario better, and not always what was originally there. I am thinking of adding more tasks to some missions, and may do so, but not sure where to go with it, and so on. Also if you originally downloaded the missions, and wish them to be back in your own game, go here and the latest missions are back up: https://steamcommunity.com/profiles/76561198016000690/myworkshopfiles/
  3. I don't specifically know if the CIA used DU rounds for their weapons during GWOT, but I figured that would be some difference between the SOF units and so on. I incorporated my M995 mod into the Taliban Fighters mod, specifically for the SAD units to use in the future. Not much else on the mind, since most things are taken care of, like me revamping the wrecks and making them placeable on the battlefield for missions and the like. They needed some work, and the majority of them are useable for missions and the like now, given some coding that I had to do, as well as some work. The MQ-17 is having issues, so I don't know what is causing what Null045 posted a few weeks ago. I can't get it working, so I'll leave it as is until I figure out what to do to fix it.
  4. No, I don't remember a Mission Editor with the game. SF2 Complete has one though.
  5. 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.
  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. Well I still like the bird, so I'll get whatever comes out though, thanks.
  11. 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.
  12. 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.
  13. 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
  14. 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.
  15. Yeah but I don;t really know if that will make a difference in the long run though
  16. Flanker562 MQ17 RC4 - Added bullet code so that the M134s actually do damage... https://steamcommunity.com/sharedfiles/filedetails/?id=3727717992
  17. 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.
  18. Well there's a GitHub that has the individual missile luas, but okay.
  19. Good point, my laptop has such software, but I hardly look at it.
  20. 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.
  21. 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.
  22. A new episode of For Whom the Bell Tolls is posted, start anew or catch up: https://bit.ly/4tbZws0
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