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Flanker562

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Everything posted by Flanker562

  1. Flanker562 Helicopter Pack RC202 - Added a Ghillie Sniper for the Task Force 562 faction - Removed a chemlight from the MAR10 Sniper, and adjusted the actual magazine count based on what the unit actually can carry - Added a Ghillie Spotter for the Task Force 562 faction - Tweaked MX Suppressor values to induce less recoil due to weight and such Flanker562 Weapons Pack RC136 - Aimpoints and EOTechs have the correct kollimator RVMAT now. - Tweaked MX Suppressor values to induce less recoil due to weight and such - .50BMG Suppressor has better recoil reduction - Tweaked suppressors across the board (to a certain degree, some are unchanged) to have less recoil and effect on the shooter when mounted on a weapon. Mostly when firing prone you will have less recoil affecting your shots. Persian Islamic Front RC3 - Requires Game version 2.20 - Author name changed to Flanker562
  2. Well, as you probably noticed, not much is going on this week. It was kinda busy for me, which is a turn for the normal, I guess, but busier than normal anyway. Anyways, I tweaked the recoil values on the suppressors for the Weapons Pack and the two Suppressors in the Helicopter Pack for TF562. They should reduce felt recoil more, and for the Weapons Pack, emphasis on recoil reduction is focused on the prone firing position (more body mass counteracting recoil, more stable, etc.), so when you're prone, you have less recoil. Some of the suppressors weren't touched, for they had decent values, and reflected a more knowledgeable approach (mainly the ones I got from Warlord554 so many years ago) to coefficients and the like. I do want to look into whether a suppressor helps with range, but that's for later, after I post. Suppressors don't increase range, so no I won't be tweaking that.
  3. Yeah once I got a good head tracker I gave up on using keyboard commands to look around and such. The one I use works with SF2, so I got my stick and good to go with the head tracker as well. I just find that a crutch if you don't find the good stuff to take the place of that.
  4. Yeah unfortunately we try and not do much drama with that site. Some people still do and get along with him but for most of the people and Staff, the bridges are pretty much burned by now. I personally never bothered due to the politics of his site, and so have been largely spared the BS that he has with the site. I figure that maybe I'm better off here at CA, and frankly don't regret that choice either.
  5. We'll consider a warning point if he doesn't do it again lol
  6. I did that before replying, it seemed to come off it wasn't flyable. Old age I guess.
  7. From what I understand it isn't flyable, just for static display from what I can tell.
  8. If there's a way I'd like to know too, but I don't think there is a way, unless it's a hidden feature for the game
  9. I mean you can try Google, but column5 himself hasn't been around for ages. Wrench might know of his whereabouts, but overall no joy I'm afraid.
  10. They used to back in the day, http://www.column5.us if it still works. Other than that no idea.
  11. Um you're on your own basically when it comes to dealing with Capun. I personally don't want to get involved with his (and I'm sure the rest of the Staff doesn't either) as we don't regulate A-Team policy or (at least I don't) don't involve ourselves with his decisions. While yes, we have our views and opinions (some earned), if Capun denies you access, then take it up with him, not us.
  12. Okay did a little work last night. I want to sort of buildup the Task Force 562 units slightly, just for mission support. Only two missions will support the two new units for that faction (Spotter Ghillie, and Sniper Ghillie), but again for anybody else it may be a good start or unit for another mission where you actually use my units. Good thing is that it's just a config entry, the factions (other than some items), is strictly stock stuff among the various DLCs and such that have already come out. I'm not trying to force people to use them, but if you so choose then that's on you. I have every DLC owned, so it's not much to do and worry about too much. Anyway, I also updated the Persian Islamic Front units, just added some housekeeping config stuff and such, but for Sunday: - Flanker562 PIF - Flanker562 Weapons Pack - Flanker562 Helicopter Pack Not much in the way of updates, just some tweaks to the RVMATs for the Holo and Aimpoint sights, as I used the wrong one again, now fixed. For sure.
  13. I mean it's probably the oddest dogfight I've seen ever in a flight simulator.
  14. So right now nothing has come to mind for mods, and I think maybe that it'll be an easy week. Since I'm not recording that much, I can take a breather with mods too. But there isn't much going on so I think I'm good, at least for today. I may create a sniper unit for the Task Force 562, been thinking about that, but it won't be much different from the stock one, maybe an MXM variant, or something like that, since SOCOM is moving toward the 6.5mm platform. I may just move a rifle from the Weapons Pack, but I don't want to turn the Helicopter Pack into a Weapons Pack, Task Force 562 was just a config, and nothing special, just "customers" (in TF160 parlance) for the operators anyway, and it would keep things easier if I did that instead of incorporating a rifle and the logistics of adding a new weapon to the pack. I may be able to incorporate the M468 into the Weapons Pack this week, and then move on to more projects as well.
  15. Open the _Data.ini of the aircraft and find this line: [Sound] EngineSoundName=JetEngine IF the sound name in those files are the same as above, then they're pretty weak. Failing that check the Sounds folder, then extract the Soundlist.ini from the cats (Don't know which, just extract them all, and then put that in your Flight folder in your mod folder. Then find the readmes and add that sound to the soundlist.ini in sequential order. If you do that then the sound should show up, but if it's JetEngine, then it's just a shit sound anyway.
  16. A new episode of For Whom the Bell Tolls is posted, start anew or catch up: https://bit.ly/4tbZws0
  17. My New Poetry book, "The Battle", check it out!… https://amzn.to/4elTpMO
  18. Flanker562 Helicopter Pack RC201 - Added detail to the CompM4 - Tweaked dispersion of the Light Howitzer Container, matches that of the M4 Scorcher - EOTechs and CompM4 has appropriate RVMAT for the red dot. https://steamcommunity.com/sharedfiles/filedetails/?id=667709746 Flanker562 Weapons Pack RC136 - Added detail to the CompM4s - Added the M576 and M433 HE grenades to be used by vanilla grenade launchers - Added 3GL versions of the M576 and M433 HEDP grenades for 3GL launchers - Added a "ROS Sight" for the optic library of the mod. It is from the public Aegis mod GitHub, so credit goes to either Grave or the modder who made the sight. All I did was change the classname and model name to fit my structure, so there's that. Eventually, I may add a GitHub for the Weapon Pack, since most models are from the A2 Samples, and it would probably be a good idea for some weapons if you tend to like them and such. - All red dot sights (regardless of how they're mounted) now has the appropriate RVMAT to make them work as intended. - Added an Ibex IR Flashlight, from code from the Aegis mod GitHub. It requires standard NVGs to work properly, but does work as intended. - Made an IR-capable M5 Module for the Ibex system. Note that I know it's an IR laser, but I had to differentiate it for loadout reasons, and MRT functioning, so it is a known issue/designation. - Made a standalone (as far as no magnifier) Black EOTech 553 optic, zeroed for 300m. https://steamcommunity.com/sharedfiles/filedetails/?id=667711976&tscn=1730224266 Flanker562 Cherokee Containers RC38 - Tweaked dispersion of the Light Howitzer Container, matches that of the M4 Scorcher https://steamcommunity.com/sharedfiles/filedetails/?id=776690780 Flanker562 M119A3 RC7 - Tweaked dispersion to make them accurate like the M4 Scorcher https://steamcommunity.com/sharedfiles/filedetails/?id=3266568334
  19. I mean like I said, you can do that but getting them to shoot at other ships isn't something the game is known for. But, if I'm wrong KJakker may be able to shed some light on the subject. I never once since like 2004 or so ever tried it, so I could be wrong, but I don't recall anybody successfully doing ship to ship combat.
  20. I mean the Strike Fighter series isn't known for ship battles my friend. It's more of blowing up ships with Anti-Ship Missiles hung from a pylon of your favorite jet. I honestly don't know of anybody actually having a ship to ship battle that something like DCS can do. I mean I could miss something @KJakker might know of a trick, but if not, then well... no joy.
  21. Starting to do some more Kidal-based missions, starting off with a CH-67 mission that is set for MP missions. I don't get much feedback from people on whether they prefer SP or MP, so I usually do the MP missions first, then modify them later for SP play. If you'd like to see more of a certain type, I'm all ears and would like people to say something on what suits them, but otherwise I'll churn out the two types just for giggles.
  22. Well, needless to say, the AMRAAMs are still broken, as a recent test had confirmed (somebody made a quick fix to the CJS Super Hornet Mod, and I was able to test the Ds, again) against yet another unnamed Iranian F-4E. I mean, yeah, okay, I am slowly working my way around the F-4E, but it's easy to shoot down because it has older model 'Winders, and I can take it out easily. I don't need a challenge when testing stuff out; I'll leave that for a mission I might play or whatnot. Anyway, no motivation to do a manual, though I did tease the idea of redoing the generic DCS Ironhand file, since I can just copy the text and fix it that way, we'll see if that happens. I also turned 50 yesterday, so I've been around the flight sim scene for a bit. Anyway, more stuff will happen, and hopefully ED will fix the AMRAAMs.
  23. Well I didn't do much for my birthday, and frankly that was something I needed to do: Nothing. it was kinda dull but looking back at yesterday it was quite fulfilling and needless to say got through it. Now I did code (but did not test) the IR flashlight that the Aegis mod produced, so I did test it before typing this, and it's a nifty little thing, so I'll try and incorporate the IR system into other flashlights if possible, and see how players like this. It's only downside is that it lights up the barrel due to the cone settings, but overall it does work as intended, so the lights will show up this Sunday.
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