firewill 3881 Posted January 6, 2017 10 minutes ago, leadghost said: Quick question - why Instructor don't have any weapons but only TGP ? because "instructor" not a Wizzo(WSO). and plus due to arma limitation. 1 Share this post Link to post Share on other sites
firewill 3881 Posted January 7, 2017 6 hours ago, ss9 said: Although it seems like all your landing speeds having gotten lower. Like, 100kps or lower. What gives? That's not even highway speed in Montana, let alone fighter jet landing speed! you want some back to nose up, so be it. plus : i'm always landing 200~240km/h. Share this post Link to post Share on other sites
YanYatCheng 96 Posted January 8, 2017 On 7/1/2017 at 0:33 PM, firewill said: you want some back to nose up, so be it. plus : i'm always landing 200~240km/h. just found out that the "best" landing speed is around 170kmh, with a good glide slope and a nose up position thx alot for the fix, but a little bit comments. now as usual, the nose will drop at landing speed (same feeling as the past nose up at high speed), and the HUD is not working, that means I am adjusting my sink rate by my experience but not why the HUD indicates Share this post Link to post Share on other sites
warbirdguy1 14 Posted January 9, 2017 Firewill, does your ECM jammer effect POOK SAM PACKs SAMs? My unit is expanding. We are so blessed to use your awesome mod, nothing else compares to it! Too bad you are on the other side of the globe, it would be amazing to have you involved in one of our ops sometime! Share this post Link to post Share on other sites
KENNETH03 13 Posted January 11, 2017 Hello man, aamzing work you make here, you consider make new model to "DCS Worlds", is not like Arma 3, is realy hard work, look they have forums to https://forums.eagle.ru/?langid=1 Share this post Link to post Share on other sites
firewill 3881 Posted January 11, 2017 38 minutes ago, KENNETH03 said: Hello man, aamzing work you make here, you consider make new model to "DCS Worlds", is not like Arma 3, is realy hard work, look they have forums to https://forums.eagle.ru/?langid=1 looks like you want me dead by overwork. 6 Share this post Link to post Share on other sites
firewill 3881 Posted February 7, 2017 change the replace pilot attribute check box to combo box, now can select pilot type from multiple types. 86th TFW special marking in 1986(84-1286) 512th TFS, Ramstein AB 1980s(84-1302) Second F-16 Skin Pack is currently working on. pack name is "USAFE"(will change after), 20 falcons(10 F-16C/10 F-16D) of USAFE(USAF in Europe) in 1980~1990s Air National Guard pack is will be third pack. 2 Share this post Link to post Share on other sites
lukerollins 10 Posted February 12, 2017 So absolutely love your mod and have been following it for quite some time. My unit has run into some issues with the F-16. ] 1. Zeus spawned aircraft have munitions hung wrong. This also happens to non zeus spawned air craft from time to time when rearming. 2. The gun on both the f-16 and f-15 when fired at ground targets causes the game to crash for players in the nearby area and has caused our server to crash several times. 3. The MFD is unaffected when using the custom user 7 shortcut. Any help you could offer in fixing these issues would be greatly appreciated. Share this post Link to post Share on other sites
firewill 3881 Posted February 12, 2017 5 minutes ago, lukerollins said: So absolutely love your mod and have been following it for quite some time. My unit has run into some issues with the F-16. ] 1. Zeus spawned aircraft have munitions hung wrong. This also happens to non zeus spawned air craft from time to time when rearming. 2. The gun on both the f-16 and f-15 when fired at ground targets causes the game to crash for players in the nearby area and has caused our server to crash several times. 3. The MFD is unaffected when using the custom user 7 shortcut. Any help you could offer in fixing these issues would be greatly appreciated. 1 - need to check update the F-16 and skin pack, because proxies have been changed. 2 - if using some FX mod, need to disable. in my case, got crash when using FX mod,however no crash problem when vulcan firing in MP/Dedi with Vanilla condition. 3 - fixed and will next update. Share this post Link to post Share on other sites
Devastator_cm 434 Posted February 12, 2017 is there a way that you can fix the issue with FX mod? I think many people are using blastcore and such. I also had yesterday crash during dogfigt and thought that issue was the f-16 which was firing at me Share this post Link to post Share on other sites
firewill 3881 Posted February 12, 2017 2 hours ago, Devastator_cm said: is there a way that you can fix the issue with FX mod? I think many people are using blastcore and such. I also had yesterday crash during dogfigt and thought that issue was the f-16 which was firing at me of course i'm try the fix but currently lack of data. peoples said just "crash" but no one said about data of detail - such as com spec, what mod using and Very precious RPTs Share this post Link to post Share on other sites
lukerollins 10 Posted February 12, 2017 Thank you for the quick reply. However, after reading your recommendations I went back and verified that the versions my unit were using were the most current and they were. I also did a fresh download of the f-16 and weapon pack from armaholic. Running arma with only the f-16 and weapon pack loaded i hosted a MP server. The F-16s spawned with weapons in the correct position. Loaded a custom loadout which also put them in the correct position. came down and re-armed and this time it was all out of order the results of which i have posted below. Again this, happened with the most current version of the mod with no other mods loaded to interfere. I would also like to note that even though they are armed, the zuni rocket pods appear empty. As for the crashing from the use of the gun that i mentioned, i will be doing some more testing and try to get you some RPTs. Share this post Link to post Share on other sites
ski2060 167 Posted February 12, 2017 Firewill, have you been looking at the current DEV build with the JETS DLC content that is being tested? I'm not a great pilot or anything, but the JETS content in testing is looking very good so far. Extended engagement ranges due to better sensors; submunitions for weapons, all kinds of enhancements to the flying game. I was just wondering if you have started to think about how to integrate the new DLC into your packs? Share this post Link to post Share on other sites
kocrachon 2 Posted February 14, 2017 Hey Firewill, Looked and didn't see this as reported. When I try to use the F-16C or F-16D Loadout Modules, I get the following error regardless of which load-out I try to set. '..._fnc_moduleInit_modules".,[]]); _modules |#|set [_modules fine _logic,-1]; _logicMai...' Error Zero divisio File A3\functions_f\Modules\fn_moduleexecture.sqf, line 52 Share this post Link to post Share on other sites
firewill 3881 Posted February 14, 2017 28 minutes ago, kocrachon said: Hey Firewill, Looked and didn't see this as reported. When I try to use the F-16C or F-16D Loadout Modules, I get the following error regardless of which load-out I try to set. '..._fnc_moduleInit_modules".,[]]); _modules |#|set [_modules fine _logic,-1]; _logicMai...' Error Zero divisio File A3\functions_f\Modules\fn_moduleexecture.sqf, line 52 can be ignorable - other my aircraft also same but nothing problem with load. Share this post Link to post Share on other sites
Polyus 139 Posted February 16, 2017 Will you consider making an IDF skin for the F-16D? Share this post Link to post Share on other sites
firewill 3881 Posted February 26, 2017 On 2017. 2. 17. at 8:39 AM, Polyus said: Will you consider making an IDF skin for the F-16D? currently no have plan for that. F-16 updated 1.5 - Maintenance (vulcan crash fix) Share this post Link to post Share on other sites
firewill 3881 Posted February 27, 2017 F-16 updated on first page 1.6F-16C - loadout module bug fixedCommon - new weapon integrated : EGBU-12 Enhanced Paveway II / GBU-54 LJDAM / CBU-105 SFW WCMD 1 Share this post Link to post Share on other sites
Guest Posted February 27, 2017 New version frontpaged on the Armaholic homepage. F-16C Fighting Falcon Standalone v1.6 FIR AWS US - AirWeaponSystem US/NATO Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted February 27, 2017 10 hours ago, firewill said: F-16 updated on first page 1.6F-16C - loadout module bug fixedCommon - new weapon integrated : EGBU-12 Enhanced Paveway II / GBU-54 LJDAM / CBU-105 SFW WCMD Hey Firewill, I see you´ve added the IRIS-T and METEOR to FIR AWS... Do you plan to incorporate those to F-16C hardpoints? (Greek blk 52+ variants can fire those missiles... or this is a job for Pinaz or Dat12thMonkey´s mods? Awesome update, nonetheless =) Cheers! Share this post Link to post Share on other sites
Devastator_cm 434 Posted March 6, 2017 @firewill I think F-16 has also vulcan which has dark power like F-14 :) I destroyed Sofia with my vulcan.. Buildings are like cartoons against it Share this post Link to post Share on other sites
firewill 3881 Posted March 6, 2017 2 hours ago, Devastator_cm said: @firewill I think F-16 has also vulcan which has dark power like F-14 :) I destroyed Sofia with my vulcan.. Buildings are like cartoons against it all aircraft using same vulcan, ammo. so F-16 is also under power of the dark side.. currently adjust the balancing of damage. Share this post Link to post Share on other sites
firewill 3881 Posted March 6, 2017 On 2017. 2. 28. at 4:56 AM, corporal_lib[br] said: Hey Firewill, I see you´ve added the IRIS-T and METEOR to FIR AWS... Do you plan to incorporate those to F-16C hardpoints? (Greek blk 52+ variants can fire those missiles... or this is a job for Pinaz or Dat12thMonkey´s mods? Awesome update, nonetheless =) Cheers! its planned for next update after jet dlc 1 Share this post Link to post Share on other sites
Devastator_cm 434 Posted March 6, 2017 19 minutes ago, firewill said: all aircraft using same vulcan, ammo. so F-16 is also under power of the dark side.. currently adjust the balancing of damage. ok until then I will unload the vulcan magazine via script :) Yesterday ground troops were just looking while I was destroying whole city. Mission accomplished in 10 minutes without any casualties :P Share this post Link to post Share on other sites
firewill 3881 Posted March 6, 2017 1 minute ago, Devastator_cm said: ok until then I will unload the vulcan magazine via script :) Yesterday ground troops were just looking while I was destroying whole city. Mission accomplished in 10 minutes without any casualties :P sounds like didn't crash due to "vulcan crash bug" Share this post Link to post Share on other sites