-
Posts
13,403 -
Joined
-
Last visited
-
Days Won
64
Flanker562 last won the day on June 14
Flanker562 had the most liked content!
About Flanker562

Recent Profile Visitors
51,621 profile views
Flanker562's Achievements
-
Okay, addendum: C.Eagle is not bothering me about stuff; I just mistook it for something else. Anyway, not much to add this week, more or less. Right now, at least today, I don't have anything planned for any mods, other than the aforementioned silencers. I managed to tweak Weaponslotsinfo for the pistols, though, moving them toward the ASDG system, which lets them use suppressors/silencers from other mods. Right now, it's a good system, and I find it easier to configure and less work to just make the slot work, and so on. It does cause issues, though, like with other mods' equipment, so there's the disclaimer that I don't control what other modders do, and you should be aware that their stuff may not work correctly with mine. Just the nature of the beast, and beyond my control regarding accessories and the like. However, the rear sights on the pistols will be limited, as I don't think you can mount an ACOG on a pistol; it doesn't work and doesn't look right.
-
Nice
-
Okay, C.Eagle has been bothering me about other people's licensed or released Aegis assets and so on. I can look into incorporating them into my Weapons Pack (I like how the suppressors for the MXs turned out, so I'm not messing with them) and so on, just to add some enhanced, quality suppressors to the mix. I'll look into the Aegis stuff since I have access to it and can filter them in and such. I have no issue using it; I just have other priorities and such, so I'll get to it this week.
-
Vietnam Air War addon updates, plans, and so on...
Flanker562 replied to yakarov79's topic in Mods & Skinning Discussion
I can see where you're coming from and that's okay. But I didn't know that an A-7 squadron had actual blue noses until now. So just take it in stride that Stratos didn't know. -
I'm assuming that most if not all will be able to fly from? Or are they just eye candy?
-
Flanker562 Helicopter Pack RC208 - Organized the Task Force 562 units better; able to differentiate them from the CQB and "Regular" SF units. - Removed Horizon Ball from the cockpit of some helis that I missed. In the future, I'm planning on some sort of EGI for the helos to replace it. - Max slingload weight increased in UH-60s to 4,888 kg, as well as the S-70. - Fixed an error with "ej_Masterarms_safe" notation; now cleared. https://steamcommunity.com/sharedfiles/filedetails/?id=667709746 Flanker562 Helicopter Pack RC208 - Organized the Task Force 562 units better; able to differentiate them from the CQB and "Regular" SF units. - Removed Horizon Ball from the cockpit of some helis that I missed. In the future, I'm planning on some sort of EGI for the helos to replace it. - Max slingload weight increased in UH-60s to 4,888 kg, as well as the S-70. - Fixed an error with "ej_Masterarms_safe" notation; now cleared. https://steamcommunity.com/sharedfiles/filedetails/?id=667709746
-
I had to push the Taliban Fighters because of a mission problem that I had to fix. It's fixed now, and the Clafghan missions are uploaded, which were waiting on the new Taliban Fighters mod to be updated due to classnames of the Taliban squad. Tomorrow is still on, with tomorrow being: - Flanker562 Weapons Pack - Flanker562 Helicopter Pack Overall there's not much to update with mods I'm seeing, the Samson is being slowly worked on, and what the process looks like is that the Samson will come out first, a Wreck model for the OH-58, and the Bell 406, which is a Saudi version of the Kiowa. ADuke is doing his best but realize that it's going to be a minute anyway, due to model conversion and that he's doing the Samson as a fresh build, so it'll take some time, so don't ask for a release date, it's pretty much when I release it. I hope to incorporate the Samson into some of the Pilot missions, so there's that. Overall it's looking good for tomorrow, so updates will happen as planned and such.
-
Flanker562 Taliban Fighters RC35 - Removed the old A2 RPG-7 in favor of the updated and "new" BIS RPG-7 - Changed the classname for the Preset squad assignment, opting for a more unique classname to deconflict other people's classnames for the squads in the mod. - Added: A specialized RPG round that can be used against (notably AI use) helicopters and other aerial targets called the "RPGVL-7" - Fixed RPG gunners of the requisite factions, cleaning things up and making sure that their base loadouts are kosher - 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. - Taliban Red Unit can now be used via Zeus. - Created a BLUFOR ANA Infantry Squad; forgot to do that weeks ago, apparently. - Added: two new units, an ANSF LMG and RPG unit - Added: two ANASOC prebuilt squads, one a typical A-Team detachment, and an eight-man Commando squad. - Added: "Task Force 774" is a fictional Special Forces unit to display a Task Force that would be deployed again to Afghanistan. It is a port of Task Force 562 from my Helicopter Pack, but it should work well for your missions or whatnot. - Added: A Surefire MX Suppressor to equip Task Force 774 units. It can be used with MX series weapons. - With help from Maddonut, the Taliban uniform (or Afghan clothes) is less armored, making them less tanky (it was inheriting from the CSAT soldier), so it will take fewer rounds to kill an unarmored man. - With help from Maddonut, made numerous fixes to the configs. - Improved the tripod depression/elevation and traverse values for the DSHKM; now reflects real-world capabilities (Thanks to a Google search from Maddonut). https://steamcommunity.com/sharedfiles/filedetails/?id=668919514
-
Yeah good post Menrva, I feel better in some ways when I get people helping me with the Arma 3 stuff, and get a mod by working better and such, and largely ignore the complaints, even though yeah, some of my work isn't top-notch and that's fine, I can't please everybody. Anyway, if people need it now, they should take the effort from whining to subscribing and get access almost instantaneous access to those files. It's been beaten to death on this topic, and feel that if you got the money, just pay for it (unfortunately people abused the previous system Erik had) and then just get what you want, for however long you subscribe for.
-
is there any way to start the mission from the hangar/taxiway
Flanker562 replied to arnold7717's topic in General Discussion
What is my own gripe with this is that DID's EF2000 was light years ahead of this game (okay graphics was one thing) because you started from the parking spot, like the Lord intended. I think that while I get weird over what's immersive, I think in this case with SF1/2 that simply putting us at the parking spot is what most players like. They (as well as I do) like the feel of taxiing and so on, but yeah I would just say I'm sure Devin Horner did some magical move to the hangar, then started recording. That's what I'm sure was what he did, and the AI just ignored it or whatnot, but overall it's unfortunately not possible, but wish was implemented. -
Well after a couple of hours going through the Taliban Fighters mod with Maddonut (he works with Peral and his mods), fixed a lot of issues that Addon Builder misses when it packs my mods. So we fixed some stuff, and he figured out how to make the Taliban less tanky and more apt to take hits from various small arms and not needing a lot of bullets to kill them, so that's good. There were some more issues to vet (the RPGs had an issue, but don't understand what the issue is, I think it's just inability to hold a round due to clothing, or something). Otherwise saw a few errors that were fixed, and RC35 should make a lot of users happy though, so that's good, given the armor I was inheriting from to begin with.
-
You have to post two times, and wait for 15 days until you get access to download two free downloads per day. It's a long story but people abused the previous system, and Erik had do to something about it.
-
Updated with ravenclaw's AIM-260 and AIM-424 missiles, as well as INI fixes for the F/A-18E and F/A-18F Block III jets. If you don;t want to download the full download, use this to update your install: Objects.7z
-
Updated with ravenclaw's AIM-260 and AIM-424 missiles, as well as INI fixes for the F/A-18E and F/A-18F Block III jets. If you don;t want to download the full download, use this to update your install: Objects.7z
-
More on the Taliban Fighters front. I ported the Task Force 562 units to the mod and renamed them "Task Force 774." This time I kept it to a minimum, adding only the suppressor because I really can't stand BIS suppressors (other than the Stealth and the one for 5.56 weapons) as a whole, so I added my touch. The RPG-7 was removed from it, due to BIS's way of modeling the weapon, so that's squared away. More or less, the TF774 units use a lot of stock equipment, like NVGs and the like. I'm trying to keep it to a minimum so mission makers and players can tweak it to their needs, much like the rest of the mod. The RPG-7 does suck, and it even necessitated its removal from the Weapons Pack.
