EricJ 763 Posted September 8, 2015 At present I have no intention of doing an HH-60G as while the USAF Mod features one, that's pretty much alpha and I'm sure fullerpj has made the current one better. Once I get that FLIR ball issue fixed my focus will be mainly on SOAR/USN birds, and not so much USAF versions, which AFAIK is only in one color, Have XXX or whatever the scheme is called. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// New Download Link: https://drive.google.com/file/d/0B8BGm0Pi3UmtczRnUUVfZm4xUUE/view?usp=sharing ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// EricJ Weapons Pack RC65 RC65- Added OG-7 and PG-7VR rounds for the RPG, also changed the display for the weapon interface to match the actual Russian designation for the rounds.- Tweaked the HK416 sounds for the HK417 and HK418, as well as custom AI settings. It should be stressed that the sound is a modification of one of taumargin's sounds, so credits belong to him.- Added a "CSAT Saboteur" and includes a "vanilla" M4 and is considered an Explosives Specialist.- Fixed UI logo icons so it's not stepping over default images.- Removed AS50 Pink.- Fixed the Golden Eagles Squad Leader, now properly named in the Editor- Added a Golden Eagles RPG Gunner, which is similarly equipped like the PIF version.- Added PVS-14 models and textures courtesy of Warlord554. Unfortunately due to the way Arma 3 works with gear it is it's own separate PBO.- Tweaked ACOG values.- Fixed PIF Navid MG, now has correct weapon I'll get the Steam update uploaded shortly. 1 Share this post Link to post Share on other sites
EricJ 763 Posted September 9, 2015 Also uploaded the "new" PDF Readme, I trimmed it down a bit and so on, so any errors or missing items I'll fix: http://562.50megs.com/Arma3/Ultimax100readme.pdf Share this post Link to post Share on other sites
Guest Posted September 9, 2015 New version frontpaged on the Armaholic homepage. EricJ Weapons Pack RC64.5 - Community Base addons A3 ================================================ You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages. If you wish to be able to do this as well please register on Armaholic and let me know about it. This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;) When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
EricJ 763 Posted September 9, 2015 Thanks Foxhound! Share this post Link to post Share on other sites
crow_x 1 Posted September 10, 2015 Love the MH60s bud, keep up the good work! Do have one question though, any chance of at least allowing/helping to set the pilot up to lock targets? At least until you get a chance to get the co-pilot fixed? Share this post Link to post Share on other sites
EricJ 763 Posted September 10, 2015 Co-pilot fixed how? I've gotten somewhere with the FLIR Ball, the damn thing traverses left and right fine but doesn't want to move up and down, and baffling me at the moment.... But the -60S has no weapons in the first place (other than the door guns) so I'm not sure what you're talking about. Share this post Link to post Share on other sites
officeramr 269 Posted September 10, 2015 I think it would be a good idea to allow the Pilot of the MH-60 control the rocket pods and gun and the co-pilot control the Hellfires and laser designator like the KA-52 that RHS added....well the KA-52 doesn't have AGM missiles, but you get the idea. I find it weird having the co pilot having all the control, probably because i'm not accustomed to it. Share this post Link to post Share on other sites
EricJ 763 Posted September 10, 2015 Quite honestly I don't know how the real DAPs delegate weapon authority, so for right now It'll be kept as is. I can maybe check around but right now that's an issue to be addressed some other time. Share this post Link to post Share on other sites
crow_x 1 Posted September 11, 2015 Co-pilot fixed how? I've gotten somewhere with the FLIR Ball, the damn thing traverses left and right fine but doesn't want to move up and down, and baffling me at the moment.... But the -60S has no weapons in the first place (other than the door guns) so I'm not sure what you're talking about. Was just meaning to for the time being until you get the FLIR for co-pilot where you want it to be, give the pilot ability to lock on with hellfires and have main control with all weapons. Sorry wasn't very precise on the question. Share this post Link to post Share on other sites
EricJ 763 Posted September 11, 2015 I once had the ability to use Manual Fire but somehow it disappeared, I'll see what I can do. But even then ArmaLogic doesn't allow the Pilot to lock onto targets, so there's not much I can do either. Share this post Link to post Share on other sites
officeramr 269 Posted September 11, 2015 Was just meaning to for the time being until you get the FLIR for co-pilot where you want it to be, give the pilot ability to lock on with hellfires and have main control with all weapons. Sorry wasn't very precise on the question. eh? I'm able to lock targets, i can't move the camera. So what i do is lock the vehicle i want to destroy and then click 'take control' and rotate the heli until i get the lock and fire Share this post Link to post Share on other sites
EricJ 763 Posted September 12, 2015 Did some scrounging and found a more correct RPG backpack courtesy of the sample modes from A2, damn thing worked slicker than snot on a doorknob: Also this will become a more "standard" for my Persian Islamic Front and Golden Eagle units. And I figured it would be appropriate to have an RPG-armed only unit to take advantaged of the AI settings: Share this post Link to post Share on other sites
kecharles28 197 Posted September 12, 2015 Updated mod v6.65 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
EricJ 763 Posted September 12, 2015 Okay on the FLIR Ball front... It seems my system has a rather unique problem that ADuke himself couldn't figure out. so for now don't hold your breath on the FLIR Ball. He sent me some stuff so maybe, possibly, I can look at his stuff and go from there and maybe get this shit working as he was having the same problems I have, and methinks I know why, just need to figure it out, maybe. Share this post Link to post Share on other sites
EricJ 763 Posted September 13, 2015 Got a little tired of shooting at Persians, so I thought I'd port some A2 stuff: Right now I just use the Guerrilla heads from the game but I've been doing some AI testing earlier today and late last night and they'll be a bit interesting to fight. I'm thinking of one Faction OPFOR> Taliban, and then Independent>Civilians given realities of that country. Still WIP 1 Share this post Link to post Share on other sites
EricJ 763 Posted September 13, 2015 And for the Afghan Fall Fashion Show: And Armed: Taliban RPG Gunner: Taliban Leader Taliban PKM: 1 Share this post Link to post Share on other sites
ice_age0815 37 Posted September 14, 2015 Nice one you gone make then stand alone? Share this post Link to post Share on other sites
EricJ 763 Posted September 14, 2015 Once I get everything settled down it's possible, let me get them set up and so on and I'll go from there but not a bad idea either. Share this post Link to post Share on other sites
crow_x 1 Posted September 14, 2015 Good deal, 2 great projects in progress and can't wait to see how they both turn out in the end. Keep it up! Share this post Link to post Share on other sites
EricJ 763 Posted September 14, 2015 Thanks! More fashion: Again the civilian versions just look the same (given their ability to blend in with the local populace and such). So far AI testing has gone fairly well, as so far with my AI settings and the EOS stuff (I'm using an Insurgency map for testing) makes them competent (more so than the CSAT, which is where it should be) so hopefully it'll translate for OEF/Afghan veterans. And speaking of AI settings, I fixed the PIF Militia members, as when I would shoot at them, they would crawl around on the ground and honestly drove me up the wall as they weren't maneuvering, shooting, nothing, just crawling around being targets. Which is okay, but I like a little pressure... Share this post Link to post Share on other sites
neonlazer 10 Posted September 15, 2015 Okay on the FLIR Ball front... It seems my system has a rather unique problem that ADuke himself couldn't figure out. so for now don't hold your breath on the FLIR Ball. He sent me some stuff so maybe, possibly, I can look at his stuff and go from there and maybe get this shit working as he was having the same problems I have, and methinks I know why, just need to figure it out, maybe. Crossing my fingers! Share this post Link to post Share on other sites
EricJ 763 Posted September 15, 2015 Yeah well, I may have to redo the whole thing and haven't felt motivated enough to do it yet, so looks like sometime soon, when I get to it. Share this post Link to post Share on other sites
R0adki11 3949 Posted September 15, 2015 Will you be sharing these with CUP? Share this post Link to post Share on other sites
officeramr 269 Posted September 15, 2015 The outfits look great, my one niggle with the ISIS/Syria factions mod is that all of the ISIS guys have chest rigs and camo pants Share this post Link to post Share on other sites