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SGT Fuller

United States Air Force Mod (2019)

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(looks to see if F/A-18 is part of USAF)...

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4 hours ago, hcpookie said:

(looks to see if F/A-18 is part of USAF)...

:yeahthat:..and NOPE..it's NOT!

PS: F-15E? YAP...it is, indeed!😋

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Damn, if they don't add uniforms back thats gonna suck. Their uniforms were killer.

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19 hours ago, sfod-d_snakebite said:

United States Air Force do not have F/A-18F as far as I know -Lucas... Or am I wrong?

                                                                :yeahthat:

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4 hours ago, sfod-d_snakebite said:

I didn't know that...however it makes sense. Besides being a well-exported fighter plane, hence the possibilities to see smaller nations deploy it even against the USA, the "Viper" is still a tough cookie to swallow. Unless he's thrown against 5th gen planes, I bet the latest most upgraded versions flown by expert pilots could still hold its own in short engagements. So those F-18 and F35 better work and train hard...😋

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1 hour ago, zagor64bz said:

I didn't know that...however it makes sense. Besides being a well-exported fighter plane, hence the possibilities to see smaller nations deploy it even against the USA, the "Viper" is still a tough cookie to swallow. Unless he's thrown against 5th gen planes, I bet the latest most upgraded versions flown by expert pilots could still hold its own in short engagements. So those F-18 and F35 better work and train hard...😋

 

I agree in every part 😉

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Thread cleaned up to remove unnecessary posts. 

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On 7/2/2020 at 2:03 PM, sfod-d_snakebite said:


The entire point of the Aggressor fleet DoD-wide is to provide Dissimilar Air Combat Training. Thus, the Navy might need aircraft that are dissimilar to their primary strike aircraft.

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Thank you for all your hard work, guys! I absolutely can't make a "must have" list and not have USAF Mod on there.
 

 

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Two minor bug reports - please let me know if I have to post them somewhere else ...

1. Has anyone else noticed that the decals on the F-35A are all pasted on the main texture with black borders? Is this a known problem or only happening with my specific system?

2. I think the shadow LOD of the F-35A heavy version (with outer pylons) is also used for the stealth version with blank wings, leading to strange pylon shadows under the wings with certain lighting angles.

 

Best,

 

Jonas

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I know you aren't supposed to ask about the release dates of a particular item, however I ship off to bootcamp on October 7th, and I was just wondering (hopefully) if the spook would be finished by then? been waiting for this mod and the spook for a good amount of time and I'd love if I would get to play the mod in it's entirety before I become extremely busy and no longer have the time for things like this. Love what you guys are doing and keep it up!

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16 hours ago, Digger James said:

What branch? @socs

Navy

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Ode to the hard work you guys have put in to the A-10! The baddest mod flying in any server.
 

 

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On 8/10/2020 at 2:01 AM, Ch-46Lover said:

Is the B-2 Stealth Bomber still going to be a thing?

They stated at the beginning of the thread what they planned on including and what their priorities are.

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it is with great pleasure to announce that we have moved the AC-130U into public beta, after several weeks of hard work on this single asset alone, we have knocked out quite a few bugs and feel as though the state that it is currently in is good enough for public use. You will still find debug information showing on screen which is intentional for bug reporting, this will be removed when the asset is no longer in beta. As for the future of the AC-130, it will be moved into the AFSOC pack at some stage so it will not be a "lone" release asset. Please report bugs on our github or on the ac-130u bug reports channel on our discord.

Thank you for your continued support and patience from all members of the USAF Team. Enjoy.
https://steamcommunity.com/sharedfiles/filedetails/?id=2226368165

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Alongside the AC-130U beta, we have pushed v1.0.6.1 to the current packs:

 

Main:

Spoiler

- Add initial tail code system (only on fighters currently)
- Afterburner: Add compatibility for AI aircraft (CBA option available)
- AI now use formation lights whenever collision lights are on (CBA option available)
- Tanker Module: Major refactor under the hood, should fix all previous issues (and probably cause some new ones)
- Fix and optimize ECM function
- Cargo: reduce overall network traffic
- Missilebox: Add LJDAMs (GBU-49, GBU-54)
- Missilebox: Fix AGM114/AIM9M spinning out uncontrollably
- Missilebox: Fix AGM114 being SACLOS and add ace missile guidance
- Missilebox: Fix JDAMs being able to lock lasers
- Missilebox: Fixed GBU-39 being able to lock radar targets
- Missilebox: Increased GBU-53 seeker FOV and indirectHit
- Missilebox: Fix GBU-38 missing textures in LOD 2
- Missilebox: Add 2x GBU-12 BRU-57 rack
- Missilebox: Increase FOV of most laser guided weapons
- GPS: Now usable during remote control (UAV/Zeus)
- GPS: Weapon mass now affects ability to steer
- GPS: Fixed point track
- External Fuel: Fixed external fuel amount not updating if spawned in plane
- HOB: fixed case where munition would not activate
- Fix debug variable not being set correctly on clients
- TGP: make map marker local only
- Remove interior light systemChat

 

Fighters:

Spoiler

- F-35A: Fix black background on decals
- F-35A: Fix DAS system, adjust behavior
- F-35A: Fix VRD system
- F-35A: Add CBA options to disallow DAS and SAR
- F-35A: Various model LOD and material fixes
- F-22: Fix possible afterburner invalid data
- A-10C: Add worn/shark/hog variants
- A-10C: Fix and enable various cockpit gauges
- A-10C: Fix sensors not following TGP pitch
- A-10C: Remove Anti-radiation sensor component
- A-10C: Fix landing gear collision geometry not raising with animation
- A-10C: Fix error on eject
- A-10C/F-35A: Add additional stage of TGP magnification
- All Fighters: Add datalink sensor component, increase range
- All Fighters: use BI ai eject event
- Fix various GPS/ECM actions being visible outside aircraft

 

Utility:

Spoiler

- Add LAIRCM to all aircraft (just built in ECM)
- RQ4: Fix missing throttle display
- MQ9: Add fuel tanks and compatibility with External Fuel system
- MQ9: Add missing sensor components
- MQ9: Sensors now have limited FOV centered on TGP
- MQ9: TGP can now look straight down
- MQ9: Fix PIP gunner camera alignment
- C-17: Fixed over sensitivity to damage on landing
- C-17: Increase cargo capacity to 56 units
- C-17/C-130: Fix pose of last few cargo seats
- KC-135: Add boom operator view (still no interaction possible)
- KC-135: Increase flight ceiling to 15.5km

 

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16 hours ago, raynor_d said:

Alongside the AC-130U beta, we have pushed v1.0.6.1 to the current packs:

 

Main:

  Hide contents

- Add initial tail code system (only on fighters currently)
- Afterburner: Add compatibility for AI aircraft (CBA option available)
- AI now use formation lights whenever collision lights are on (CBA option available)
- Tanker Module: Major refactor under the hood, should fix all previous issues (and probably cause some new ones)
- Fix and optimize ECM function
- Cargo: reduce overall network traffic
- Missilebox: Add LJDAMs (GBU-49, GBU-54)
- Missilebox: Fix AGM114/AIM9M spinning out uncontrollably
- Missilebox: Fix AGM114 being SACLOS and add ace missile guidance
- Missilebox: Fix JDAMs being able to lock lasers
- Missilebox: Fixed GBU-39 being able to lock radar targets
- Missilebox: Increased GBU-53 seeker FOV and indirectHit
- Missilebox: Fix GBU-38 missing textures in LOD 2
- Missilebox: Add 2x GBU-12 BRU-57 rack
- Missilebox: Increase FOV of most laser guided weapons
- GPS: Now usable during remote control (UAV/Zeus)
- GPS: Weapon mass now affects ability to steer
- GPS: Fixed point track
- External Fuel: Fixed external fuel amount not updating if spawned in plane
- HOB: fixed case where munition would not activate
- Fix debug variable not being set correctly on clients
- TGP: make map marker local only
- Remove interior light systemChat

 

Fighters:

  Hide contents

- F-35A: Fix black background on decals
- F-35A: Fix DAS system, adjust behavior
- F-35A: Fix VRD system
- F-35A: Add CBA options to disallow DAS and SAR
- F-35A: Various model LOD and material fixes
- F-22: Fix possible afterburner invalid data
- A-10C: Add worn/shark/hog variants
- A-10C: Fix and enable various cockpit gauges
- A-10C: Fix sensors not following TGP pitch
- A-10C: Remove Anti-radiation sensor component
- A-10C: Fix landing gear collision geometry not raising with animation
- A-10C: Fix error on eject
- A-10C/F-35A: Add additional stage of TGP magnification
- All Fighters: Add datalink sensor component, increase range
- All Fighters: use BI ai eject event
- Fix various GPS/ECM actions being visible outside aircraft

 

Utility:

  Hide contents

- Add LAIRCM to all aircraft (just built in ECM)
- RQ4: Fix missing throttle display
- MQ9: Add fuel tanks and compatibility with External Fuel system
- MQ9: Add missing sensor components
- MQ9: Sensors now have limited FOV centered on TGP
- MQ9: TGP can now look straight down
- MQ9: Fix PIP gunner camera alignment
- C-17: Fixed over sensitivity to damage on landing
- C-17: Increase cargo capacity to 56 units
- C-17/C-130: Fix pose of last few cargo seats
- KC-135: Add boom operator view (still no interaction possible)
- KC-135: Increase flight ceiling to 15.5km

 

Awesome, also did you make optional skins for the c17, yknow to show the various bases or nations that have them

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Hi there!

 

Testing the AC-130 and it is fun so far! I love the detail that went into the systems.

Is there any way to get an AI-driven AC-130 to react in an appropriate way when it is in contact with an enemy? I know this is a general Arma thing and you can't do anything directly about it. Right now I'm using UnitCapture and UnitPlay to manage the flight path - I'm just checking if there's a more elegant way.

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