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Everything posted by Flanker562
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Well, I had to fix a mission, and that necessitated me uploading the Flanker562 Persian Islamic Front mod, so there's that, so next Sunday: - Flanker562 Weapons Pack - Flanker562 Helicopter Pack I had to go through all of the missions and update the classnames (missions should be working fine now) so that the game would spawn the enemy as needed for the appropriate tasks. Overall the reclassnaming is going fine, just have to go over the squads to make sure that I used my custom classnames should I conflict with other people's mods. So far nobody has said anything, so I may be fine anyway, but keeping it to my own stuff probably helps in the long run. I'm hoping that they're stable ones, so it shouldn't be an issue with somebody else who's named Kim (hopefully).
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Persian Islamic Front RC6 - Removed callouts for the RPG-7, now moving on to the BIS weapon instead - Added a specialized RPG round that can be used against (notably AI use) helicopters and other aerial targets called the "RPGVL-7" - Due to the glitch with the RPG-7, I created a specific version of the RPG for my own use, which fires normal BIS rounds, and the above round. https://steamcommunity.com/sharedfiles/filedetails/?id=3495990388
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Managed to code the RPG-7 round that the AI can use against helos, so now they're implemented, and ready to rock next Sunday. I've started to redo the classnames of the preset squads, in order to not go against other people's mods, so that's going to be rolled out as I go along. Well, got some stuff already for next Sunday: - Flanker562 Helicopter Pack - Flanker562 Weapons Pack - Flanker562 Persian Islamic Front
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Had to remove my old RPG-7 due to inconsistencies with the launcher and how it appears. I am looking at creating a special round though, so gunners can use it against aircraft (mainly helos), but as the week goes on and I'm not distracted by lunch at the moment of this post I'll work up something for the mods that are affected though, and go from there.
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Okay, I uploaded the mods, and you might like the organization in the Taliban Fighters Mod. I'm going over the PIF stuff now, organizing the units and mods. I noticed that the ANA RPG guy doesn't have ammo when I pick them up in my missions, so I'll need to look at that and see what the issue is, unless it's a glitch of some sort beyond my control. The RPG should be loaded when schlepping around. One thing I and some people notice is that I'm behind the times on things, and that's fair. I don't socialize that much, so I don't pick things up, or I just don't think about them in terms of mods and capabilities. The good thing is that I improve things, and that's fair enough I guess, albeit a little late sometimes.
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Flanker562 Helicopter Pack RC207 - RSLF Blackhawk has an HMD now. - Removed suppressor from the TF562 LMG Gunner's MX SW - XX-92, XX-94,XX-60 (with the exception of early model L variants of the MH-60s), and S-70 now have "removable" doors on the cockpit area. This is done through the Scroll Wheel menu, via "Show/Hide Doors". I'm sure a lot of players were looking for this capability and sorry it took so long to implement. Note that some of the helicopters (notably the 160th helis) are hidden by default. Use the Scroll Wheel to show the doors for your playstyle. - Updated and changed the displayname (classname is the same) of the "MH-60S (Insertion)" to "MH-60S Block III (Insertion)", added a FLIR ball to update it (thanks to gatordev for the request). https://steamcommunity.com/sharedfiles/filedetails/?id=667709746 Flanker562 Taliban Fighters RC34 - Fixed the Woodland MARPAT texture - Added Desert USMC units in line with the Woodland ones - Made numerous fixes. - Templated squads are correct for the Marines, with 13 people in them, for Woodland and Desert units. - Condensed the Red Unit into the Taliban category; it is now a subcategory, rather than its own category. Also categorized things to make them easier to find and such when putting down units for mission makers and such. https://steamcommunity.com/sharedfiles/filedetails/?id=668919514
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Did some "last-minute" work on the Taliban Fighters, gleaning knowledge from CUP on how to do some categories and stuff. I condensed the Taliban units into one category and grouped the HVTs so they're easier to find among the Regulars I sub-categorized for the mod. It's good to know I can find stuff to keep it going and more usable down the line (I hope), rather than creating a lot of categories and stuff to navigate and the like. Still tomorrow: - Flanker562 Helicopter Pack - Flanker562 Taliban Fighters
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Do you remember where you were, 25 years ago, when you got the news?
Flanker562 replied to Gepard's topic in The Pub
I was getting back from PT at Fort Hood when it happened. My roommate told me as he had a TV, and showed the planes and news commentator commenting on the event. It's a life changing moment for sure, and will be remembered. -
I posted another blog entry: "It's September 11" https://www.ejwriting.info/post/it-s-september-11
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RIP
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Managed to get all of the relevant helicopters done. I did it for the majority (the UAS didn't bother, as you're not piloting that one in the cockpit at least). As for the rest it's pretty much done. I didn't do the early model MH-60s (the AL and A) since I believe they flew with the doors on most of the time, though I think the ref shot shows it without doors, not sure but will look for the Prime Chance version. Anyway so for Sunday they'll be ready for upload. Not much else on the horizon though, so that's good I got most of the stuff done already since I had a free afternoon, and a lot of copying and pasting, and so on. But I like it. It should be noted that the SOAR birds will have it hidden, while you can still toggle the doors on, just that they start out without the doors for the pilot/co-pilot positions. Just a thing for them. Again, you can Scroll-wheel menu them on and go fly.
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Managed to finally get the 'removable" doors on the MH-92s. I'm sure Larpers would want some doors (especially on the 160th birds) on their birds when flying, so I'll phase them in as time goes on, now that I finally got the code and model to work. By default for the MH-92s they're "off", so you just need to scroll wheel them on or off, depending on your mood.
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I usually set them up as SEAD missions, and disable the enemy AA defenses, and I can at least fly any plane with that role around for sightseeing.
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Okay now that it's a quiet moment... The RSLF UH-60M was missing it's HMD, so I added it for Sunday, as well as removing the suppressor on the TF562 MX SW. Normally I'd leave it on an assault rifle converted (much like the M27) for an LMG, but methinks it's better to leave it off. One I like the sound of a machine gun, and figured the amount of rounds put through it would cause jams (but it's Arma so they don't model things like that, unless it's ACE3) more or less due to the amount of bullets put through it. Besides I think SF normally keeps the suppressor off their LMGs (or whatever they use) and use it since well, the enemy knows they're there anyway, so whatever. Mods uploading for Sunday: - Flanker562 Helicopter Pack - Flanker562 Taliban Fighters I'm starting to integrate the Marine complement in my missions, as I develop more tasks for them to do and such. Normally with the Taliban Fighters mod, mainly ETTs and such, not so much a fighting complement.
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I mean that map would be good for a lot of What If and other scenarios, I'll probably download it just to fly around it and admire the handiwork.
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Yeah you can take real world kN ratings and use it for your engine(s). I remember hearing that TK used to be an aeronautical engineer or something, so a lot of the values that you can find, are usable with the jets in the game.
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- f-16c block 70
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No A-A TGP function works, strictly A2G targets (if you have one equipped).
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How to survive naval strike missions?
Flanker562 replied to koopanique's topic in General Discussion
I mean it's a technique. Not a good one, but it is one. -
Looking much better, fixed the layers, now looks good enough to prevent Marines from trying to kill me lol:
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Here's the USMC WIP for the Desert pattern. The overall feel is that it's muted, and frankly looks like crap, so I'll tweak it better as time goes on. It's fine as far as pattern and stuff, but the filters make it look too dark for some reason. Anyway, I'll work on it as I go.
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ADuke's UH-1Y Venom RC27 - Should support retextures through hiddenSelections
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I'm sure if there was a model for him, he'd put it in though, but we'll probably have to settle for the Mcdee's and such. I wish i could model in 3DSMAX though, then I would be able to do a lot with the game. As such my fun is Arma 3, but that's that. Also I think I saw and went to a White Castle when I was a kid, back in Colorado and such.
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I guess, I live in the city since 2013 and never saw one, maybe out west somewhere. And that's bad, crappy service no matter what isn't a good look, not at all.
