islesfan186 83 Posted August 15, 2020 At first glance I thought you were doing a C-130 pack with a Spectre or Combat Talon. I do love your skin packs though Share this post Link to post Share on other sites
firewill 3879 Posted August 19, 2020 A-10 updated 1.83A-10C/U - A-10C,A-10U invisible collision fixed(https://github.com/firewill0/FIR_AWS_SystemDevelopment/issues/16) Over the Fulda gap - texture upgraded 4 Share this post Link to post Share on other sites
anthony45 3 Posted August 19, 2020 hi, if I send you some 3d model can you add it ? Share this post Link to post Share on other sites
sgtfuzzle17 8 Posted August 25, 2020 @firewill would you consider at any point adding just a standard AGM-84 Harpoon without I-TGT functionality for use as a pure anti-shipping missile rather than the cruise missile hybrid role it serves now? Share this post Link to post Share on other sites
firewill 3879 Posted August 26, 2020 18 hours ago, sgtfuzzle17 said: @firewill would you consider at any point adding just a standard AGM-84 Harpoon without I-TGT functionality for use as a pure anti-shipping missile rather than the cruise missile hybrid role it serves now? i was made AGM-84D harpoon for anti-ship(you can find test video). however it's halted due to several problems. could be make no-script version but less-functional. 2 Share this post Link to post Share on other sites
woulffman 22 Posted September 5, 2020 On 3/1/2020 at 1:00 PM, woulffman said: Thanks for the response. Here is more detail. Updated video of towing point and improvised runway issues Video of towing point and improvised runway issues. (ignore this one) The first part of the video shows the tow point below ground for Lesh's Towing Mod. I have seen the same issue with a towing mod in the unit I'm with but I don't know the name of that mod. The rest of the video also shows improvised runway issues. One from a dirt runway on Altis (though I have had the issue on many maps with all sorts of runways) and another from a runway composition I created. If you need more info, let me know. Thanks again! Looks like the tow point was moved again. Lesh's Towing Mod can no longer tow the A-10C. Other aircraft seem ok (F-22, F-35B). Can you correct the tow point again? Thanks Share this post Link to post Share on other sites
firewill 3879 Posted September 6, 2020 7 hours ago, woulffman said: Looks like the tow point was moved again. Lesh's Towing Mod can no longer tow the A-10C. Other aircraft seem ok (F-22, F-35B). Can you correct the tow point again? Thanks again? why is that always happen to me? 1 Share this post Link to post Share on other sites
marki980908 23 Posted September 8, 2020 I don't know if you take suggestions, or you find them annoying, but still. Have you ever considered making a version of Yak-141? It was a soviet VTOL Jet fighter. The reason for my suggestion is that we have a lack of OPFOR (russian or csat or whatever) VTOL aircraft in Arma 3 modding in general. Workshop has dozens on F-35 and Harrier mods, but that is about it. There are a few blueprints online of this aircraft and a few "modern" reimaginings of it. I am just thinking of a usage for people who want to do carrier ops, but don't want to play for BLUFOR faction. Maybe even make it USS freedom catapult capatable. Modernised version: Spoiler Real Life version: Spoiler 1 Share this post Link to post Share on other sites
firewill 3879 Posted September 10, 2020 On 9/8/2020 at 8:03 PM, marki980908 said: I don't know if you take suggestions, or you find them annoying, but still. Have you ever considered making a version of Yak-141? It was a soviet VTOL Jet fighter. The reason for my suggestion is that we have a lack of OPFOR (russian or csat or whatever) VTOL aircraft in Arma 3 modding in general. Workshop has dozens on F-35 and Harrier mods, but that is about it. There are a few blueprints online of this aircraft and a few "modern" reimaginings of it. I am just thinking of a usage for people who want to do carrier ops, but don't want to play for BLUFOR faction. Maybe even make it USS freedom catapult capatable. Modernised version: Reveal hidden contents Real Life version: Reveal hidden contents unfortunately, I don't have to interest in it so maybe won't. 1 Share this post Link to post Share on other sites
firewill 3879 Posted September 10, 2020 A-10 updated 1.83aA-10C/U - some values fixed for Lesh tow mod support..again. and here's some work for next AWS updates ASM-1 added, ASM-2 texture reworked AGM-84D Harpoon(texture updated) LGTR texture reworked & size adjusted, Scalpel LCDPB(Low-Collateral Damage Precision Bomb, Based on LGTR) 10 Share this post Link to post Share on other sites
firewill 3879 Posted September 14, 2020 FIR AWS updated v3.53 Air Weapon System - ASM-1 added - Scalpel LCDPB(Low-collateral damage precision bomb) added - AGM-84D Harpoon added(non-script version. only direct/low-altitude cruise mode supported) - ASM-2, LGTR, Mk76 practice bomb texture reworked - ASM-2 fixed for unnecessary scripts removed 5 3 Share this post Link to post Share on other sites
omri2050 197 Posted September 16, 2020 Nice work with the Harpoon as well! Share this post Link to post Share on other sites
sgtfuzzle17 8 Posted September 20, 2020 (edited) @firewill as a feature update, would it be possible at any point to add a radar screen to the MFDs, similar to how we have MAP and TGP modes? Even if its just a mirror of the existing radar screen and not a sim-style recreation of a real life radar screen, anything that reduces reliance on base Arma's HUD and adds immersion is a good thing. Edit: just to clarify, I'm not suggesting anything like hard disabling the existing radar system, just an addition of it to the MFD panels we've already got. From what I can see on this Biki page, it should be doable (although I have no idea the amount of work involved). Edited September 20, 2020 by sgtfuzzle17 clarification 1 Share this post Link to post Share on other sites
firewill 3879 Posted September 21, 2020 9 hours ago, sgtfuzzle17 said: @firewill as a feature update, would it be possible at any point to add a radar screen to the MFDs, similar to how we have MAP and TGP modes? Even if its just a mirror of the existing radar screen and not a sim-style recreation of a real life radar screen, anything that reduces reliance on base Arma's HUD and adds immersion is a good thing. Edit: just to clarify, I'm not suggesting anything like hard disabling the existing radar system, just an addition of it to the MFD panels we've already got. From what I can see on this Biki page, it should be doable (although I have no idea the amount of work involved). Probably in the future. 2 Share this post Link to post Share on other sites
firewill 3879 Posted September 29, 2020 f-15 updated 1.61 F-15SE - sensor range for WSO now increased(8-16-30-2-4 km) 3 Share this post Link to post Share on other sites
sfod-d_snakebite 80 Posted September 30, 2020 Hello Firewill, So, if I read well, you packed all the F-15 variants in just one F-15 mod, is that right or I just dream it? 😂 Share this post Link to post Share on other sites
firewill 3879 Posted October 1, 2020 3 hours ago, sfod-d_snakebite said: Hello Firewill, So, if I read well, you packed all the F-15 variants in just one F-15 mod, is that right or I just dream it? 😂 maybe both. 2 Share this post Link to post Share on other sites
sfod-d_snakebite 80 Posted October 1, 2020 Uhm... In the Armaholic site, in the changelog I see this: Changelog: (29-09-2020) 1.61 F-15SE - sensor range for WSO now increased(8-16-30-2-4 km) 1.6 - F-15SE, F-15 Legacy are now part of F-15 main mod.(old F-15SE,Legacy files in Steam Workshop and links will be removed) - hitpoints added - ECM capability data added So I miss somethingh or what? Thank you for your brilliant works however 🙂 Share this post Link to post Share on other sites
Spyex1 0 Posted October 2, 2020 Hey firewill, First of love your work, however i am having a little issue. With all your aircraft the moment I try to load a customloadout it says everything is loaded however the loadout on the plane doesn't change. Also i am not able to select any of the missiles on any of the planes with the next weapon button. Am I doing something wrong or?? Hope you might know a solution cause I love using your work. Share this post Link to post Share on other sites
firewill 3879 Posted October 2, 2020 24 minutes ago, Spyex1 said: Hey firewill, First of love your work, however i am having a little issue. With all your aircraft the moment I try to load a customloadout it says everything is loaded however the loadout on the plane doesn't change. Also i am not able to select any of the missiles on any of the planes with the next weapon button. Am I doing something wrong or?? Hope you might know a solution cause I love using your work. hard to judge you're doing something wrong or other thing due to lack of detail. Share this post Link to post Share on other sites
firewill 3879 Posted October 6, 2020 AWS updated v3.54 Air Weapon System - Air-to-air missiles rebalancing: make ATA missiles be more like vanilla missiles. probably you get feeling nerfed than before. (ex: AIM- 9X/R-73 are now similar with vanilla BIM-9X.) Note : this update contains re-balance of air to air missile.(probably nerf i guess.) If you have feeling "what the hell AIM-9X from FIR AWS is no longer acting like QAAM in Ace Combat 04!", that's NORMAL. 2 Share this post Link to post Share on other sites
uzabit 38 Posted October 6, 2020 I think this is a good decision for balancing. Firing an AWS A2A-missile did almost mean an instant kill. Defending the missiles was also near impossible... 😄 Share this post Link to post Share on other sites
sgtfuzzle17 8 Posted October 6, 2020 Just to clarify, are they just easier to evade, or are they doing less damage now as well? Damage-wise they felt fine before, but better evasion and needing to get better locks and positions is a good thing. On a related note, have you considered tightening how on-bore the missiles need to be to pull a lock? More of the time they just vaguely have to be "in-front of the plane", whereas realistically you'd need to have the nose almost pointed at them. Share this post Link to post Share on other sites
firewill 3879 Posted October 6, 2020 1 hour ago, sgtfuzzle17 said: Just to clarify, are they just easier to evade, or are they doing less damage now as well? Damage-wise they felt fine before, but better evasion and needing to get better locks and positions is a good thing. On a related note, have you considered tightening how on-bore the missiles need to be to pull a lock? More of the time they just vaguely have to be "in-front of the plane", whereas realistically you'd need to have the nose almost pointed at them. using similar, or same values from vanilla missile more precisely. Share this post Link to post Share on other sites
jeroenV1982 1 Posted October 22, 2020 Dear Firewill, im trying to find a manual for the different I_TGT modes like CC. Do you have it? i do know how GPS and DUAL work. Share this post Link to post Share on other sites