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Everything posted by Flanker562
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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
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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)
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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)
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how to make 4096 x 4096 textures
Flanker562 replied to ravenclaw_007's topic in Mods & Skinning Discussion
I mean I think it's looking good, but I understand the need for it to look right, but looking good man... -
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.
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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
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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.
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I agree, I don't use AI in my books at all.
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Finally figured out how to make more permanent Discord Link: https://discord.gg/afmPJCBRbh
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,Pilot MH/UH-92 missions, (SP) and (Coop 4) - Removed HMGs near the western extraction point
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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
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Crash at 80% - Core\GraphicsEngineDX10.dll
Flanker562 replied to madvad's topic in General Discussion
Yeah I don't get black skins unless it's what DA described. I never gotten that error on a regular basis. -
After years of not doing it... http://ericjwrites.itgo.com/Arma3/wip1995.jpg Right now it doesn't have any functions, and just is there to complete the model more or less. I may look into making it work for another mod, but the only one I'm tracking is the USAF Mod, and with around a two and half (or around that area anyway) flight time and fuel, I don't see any reason to make it compatible with other mods as of yet. I mean most ops last a few hours so I'm on the fence about making it compatible with another mod right now. Again it's just there to finally put them on the birds. I have to figure out something for the MH-92s, but I think a shorter length and no emphasis on extending it given that the ducted fans shroud the blades, and so on.
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ADuke Kiowa Warrior Alpha AC4 - Added an RTD file using the Hummingbird for now given that they're both light helicopters
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Per a Discord question from simonmiller416, the Super Hornet mod is pretty much "ready". I'm waiting on GKABS to do some requested model work and so I can sort of "walk away" from the mod. The AIM-174B is included, as well as any other fixes. Overall I want to hold off on releasing it because it's "unfinished". I mean if you want me to release it as such I can no problem, but I'd rather wait until the additions that I asked for are complete. But yeah that's pretty much how things are right now with the Super Hornet stuff.
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UH-92 Cherokee Pilot (SP) - Changed an Extract Location, as well as a Search and Rescue location. Also added two Nyx AA sites, with 40% presence, and some other changes in line with the MP version
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Pilot UH-92 Cherokee (Coop 4) - Adjusted a couple points, an Extract point, and a Search and Rescue area in line with other missions similar to this.
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Hmm try this: https://discord.gg/5vKcCpEX
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That does look impressive, and thanks for the article! Currently the SH's are setup the same way, with the pylon information taken from dtmdragon so it works with the birds.
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Yeah usually the sub pylons are built into the model, which affects loadouts sometimes, but yeah I didn't know you did that.
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ADuke Kiowa Warrior Alpha AC3 -Fixed more of the FM, removing the bobbing when using Auto-Hover
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Well I sat down and tweaked the FM of the Kiowa anyway, because it was jerky. This is the current state of the FM right now, which is going to be in a next update, either in a few hours or tomorrow. Anyway I figured out how to fix the bobbing in Auto-Hover, so there's that, as some pilots will like that
