Jump to content

Ex3B

Member
  • Content Count

    582
  • Joined

  • Last visited

  • Medals

Everything posted by Ex3B

  1. Ex3B

    Jets dlc - AG MACER

    Well, for CAS, yes, they work as CAS. For A2A, the detection ranges seem fine to me - certainly better than the old CAS jets (although the buzzard with Zephyrs is probably halfway decent, but I havent tried) with just short range IR missiles. But CAS implies "close" to infantry air support. With the targeting pod, they can operate effectively quite far away from friendly forces. With friendly forces lasing targets, they can stay much farther back when releasing munitions, but that is CAS, whereas going deep behind the front lines to eliminate enemy assets (such as self propelled artillery) is not CAS even if its done low and slow and with a gun https://en.wikipedia.org/wiki/Close_air_support There's a reason that the air force wanted to replace the A-10 for CAS roles. You don't need a plane that performs well at lower speeds and altitudes to provide the level of precision needed to provide air support in close proximity to friendly troops. Guided munitions and very good targeting systems + data links with slower drones means that a much faster jet, flying much farther away can provide the air support with enough precision to avoid friendly fire. "Danger Close" doesn't mean the supporting aircraft is going to be flying really low, it means its going to be firing at a location dangerously close to friendly troops on the ground. https://en.wikipedia.org/wiki/Fire_discipline#Call_for_fire This is for artillery, but I'm pretty sure the same terminology is used by FACs:
  2. Ex3B

    Jets dlc - AG MACER

    Well, the solution is to not use Macers, they are useless to me now. Set your viewdistance to >5km, use the camera, IR view helps spot targets. Lase targets, drob GBUs. Turn away from target, but make sure you maneuver such that you can keep lasing the target (ctrl -T to have the camera follow a specific point/target for those that dont know). Its not fire and forget anymore... but at least the computer can handle keeping the laser pointed at the target for you. Also, by setting pylon loadout in the init, you can load scalpels, which can on hit AA systems (tigris/cheetah). Scalpels are nicer because they fly out ahead of your plane unlike the bombs, greatly reducing the time you need to lase the target. DAGRs also work well Guided missiles + stabilized laser targeting pod allows for some very effective air support even without ground troops lasing the targets. So forget about macers, load up on LGBs. If you're willing to edit the pylon loadout via the init field, then load up on scalpel racks/DAGR pods. The Macer is worthless in comparison
  3. Ex3B

    Jets dlc - AG MACER

    Well, if 6km is the maximum range, that doesn't mean you'll detect something 6km away. That should depend on the IR signature and the sensitivity of the seeker. It seems that the IR signature of tanks that are idling/moved a KM or two is not strong enough to be detected by the macer seekers much more than 2km away.
  4. Ex3B

    Jets DLC Official Feedback

    The real life Maverick has used many guidance systems. There are IR models, there are "TV" models, there is one laser guided model. There was a radar guided model planned, but it was cancelled. I would love it if the macers were like scalpels, and could be laser guided, or locked just by pointing the camera directly at the target for visual guidance (in which case, its easier to spot if its warm, using the thermal imaging mode of the camera). Right now in SEAD missions I'm trying with the black wasp, I'm using LGBs to take out targets, or I modify the pylons to carry scalpels, and I laser the targets and fire the Scalpels. The advantage of the scalpel over the LGB is that it hits the target much sooner, allowing me to fully focus on defensive maneuvers sooner (with the LGBs, I must ensure that I don't maneuver in a way that interferes with the lasing) That is fine for targets like a Tigris that can be taken out with a single scalpel, but for tougher targets, I'd really like to be able to use macers. I'm finding the macers to be nearly useless, I can find targets, lase them, and drop a bomb from a longer range than I can engage with macers
  5. Ex3B

    Jets dlc - AG MACER

    Pythagoras disagrees. If 6km is the maximum straight line distance, then x^2 = sqrt (6^2- 3^2) = 5.19 km I don't know how long a tank has to run to get its engine hot, but I gave them waypoints to go from one end of the runway to the other and then back to the middle (so over 1km of driving), and could still not achieve a lock at over 2 km
  6. Ex3B

    Arma 3 Scenario

    What help do you need? making the groups? getting them to move? getting them to dismount? getting them to ignore you while you observe?
  7. Ex3B

    Jets dlc - AG MACER

    i have also had a lot of problems locking on to targets. I think its due to the new sensor overhaul. making a new missions with tanks just sitting there doesnt give them a very high IR signature (Im unsure if it would go up with time if they are moving). I can't seem to get a lock if I'm over 2km away, which is a very very short distance when going 1,000 kph. My solution has been to modify the pylon loadout, and instead of macers, I'll add DAGR pods or scalpel racks, and just lase all my targets.
  8. Ex3B

    Arma 3 Aegis

    the black wasp has no data link? those can be set by default? I thought they always had to be set in the editor? I'm guessing the "technically" 5th pylon is the centerline gun pod? Personally, I'd prefer if it didn't have an afterburner, the less mucking around with action menus, the better*. Also as long as the other jets don't, it would fit in with vanilla craft better. Doesn't VTOL already use disproportionate amounts of fuel? don't cars get terrible fuel economy when at max power? So then couldn't it be modded to just have fuel consumption increase significantly at higher throttle levels? * As for the VTOL, the Arma2 system, and what I see on the other F-35 port, one had no control over the vector angle, and it transitioned on its own. In arma 2 it required mucking with the action menu, now there's a hotkey to switch between modes. Now with the vanilla VTOLs, one can control vector angles with hotkeys, Does that work for this plane? Its nice to be able to just turn auto vectoring off through the action menu just once, and the rest of the flight use the hotkeys to control transition from hover to horizontal flight
  9. Awesome, its working now, although I had to change the false to true to get it to work, it was immediately better due to the lack of error messages in the init. I don't know if this information is out there yet, but so far I figured out the following: For the Black Wasp stealth variant: ----Side Bays---- 5 is right bay 6 is left bay ----Center Bays---- 7 is top 8 is 2nd from the top 9 3rd from top 10 11 12 is bottom of center bay I'm guessing it would be the same for the external pylon variant, but with 1-4 being for the external pylons.
  10. Copied and pasted into the init: this setPylonLoadOut [8,"PylonRack_1Rnd_Missile_AGM_02_F",false,-1] and it doesn't work, I get the error message:
  11. Ok... I can't figure out how to change the weapon loadout via setPylonLoadout in the init... what am I doing wrong? I want to give the black wasp MacerIIs where the LGBs are, so I'm trying variations of the following, but it wont accept any of them: this setPylonLoadout [8, "PylonRack_1Rnd_Missile_AGM_02_F", forced = false, turret path []]; the guide says: vehicle setPylonLoadOut [pylonID, magazine name, forced = false, turret path = []] so vehicle = this one in the init. Pylon... the 8th one..I've also tried Pylon8 and Pylons8 I've tried just false instead of forced false. I'e tried turret path = [-1]; I've tried just [-1] Nothing works... how can I simply set the LGB hardpoints to carry macers instead?
  12. Ex3B

    Jets DLC Official Feedback

    Half of me wants to just laugh at the tears of those complaining about the camera view... well not all of them, but the ones that complain loudest, and one in particular who thought that 1st person view was not realistic but 3rd person view was (LOL). 3rd person view introduces a lot of bad elements to the game IMO (like seeing around corners and that sort of BS), however, for just messing around, it is nice. without track IR, moving the camera direction is not so easy, even using a hat on a joystick. A different camera mode is a fine request, but due to the unfair gameplay elements (and unrealistic elements, but many times realism<gameplay), I like to play with 3rd person view disabled, so its funny to me when people get so upset about a change where if the craft points up, so does your view...
  13. Ex3B

    Arma 3 Aegis

    So I was looking at the new DLC, and I'm wondering how your F-35 fits relative to the Black wasp and wipeout. I'm not sure why, but the zoom on the cockpit of the wasp is lower than standard infantry zoom (which I assumed was because they're trying to show a wider field of view that the field of view one's screen takes up when sitting at a reasonable distance from the screen). Does this have the "standard" zoom level, or is it reduced to be inline with the new jets? What of its top speed? the F-35 in arma 2 didn't go much over 900 km/h in level flight if I recall, but that would put it at a pretty big disadvantage relative to these new jets - not to mention, realistically it should be able to go faster. (I'm surprised by how fast these jets go, given that they should have similar speeds to an SU-34, which didn't go that fast in arma 2) How does its radar and IR signature compare? How does its internal loadout compare? The new DLC "stealth" variant isn't good at all for the CAS/A2G role. Just 2 LGBs, relative to the plethora of ATG guided missiles the wipeout can mount (DAGR, racks of scalpels, racks of macers). Any option for scalpels or macers? (you already said no DAGRs internally). Interestingly, I note that the center internal weapons bay of the wasp can carry 6 AMRAAMs, but the default loadout is 2x AA, 2x LGB - like the F-35 of Arma 2. So... its a very similar situation to the question of the internal loadout of the F-35. They inelegantly (IMO) just have the default load-out leave 2 weapon stations empty - but nothing prevents 4x AMRAAM and 2x LGB. I'm thinking they'd be better off leaving the LGB stations as the only stations that can carry 2x amraams, and just having 4 internal stations for the center bay - which is what I suggested for the F-35. Anyway, I see they have a setPylonLoadout command, so if the mod doesn't support this, that's what I'll be using I guess: https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts#Scripting I'll be using it with the black wasp anyway
  14. Ex3B

    Jets DLC Official Feedback

    Overall, its fun, but some points: * The Radar and Data link system has some great potential. It may not be long before we have a mod for SAM batteries, where there would be a various launchers that receive targeting data from a radar - take out the radar, and the SAMs are much less of a threat. It would be sweet to add a radar to those radar domes, and allow them to data link * ASRAAMs on the blackfoot are broken. Of course the dynamic loadout is great if you dont need A2A capability: 48 DAGRs and 2 scalpels as a loadout gives it quite some firepower * the internal loadout of the new jets is too restricted. most internal pylons on the black wasp give you just 1 choice (take the missile, or leave it empty)- which makes the stealth variant rather bland as far as choices go. Would it hurt to let the AMRAAM stations carry BIM9x/Falchions/ASRAAMs? I would also suggest allowing the internal stores to carry scalpel missiles, and allow Macers as an alternative to the LGBs * some custom loadouts can be rather OP. Leaving it to the mission designer IMO isnt great IMO once the ability to chance loadouts after the missions has started is included - althought if they allow the mission designer to restrict the dynamic loadouts, that could be fine. * I'm not sure if a MQ-12 falcon using DAGRs instead of DARs is OP or not... but is sure is fun to ditch the scalpels and just load 4x DAGR pods. Its still got good anti armor capabilities, and with that many guided HE munitions, its pretty good anti personnel too * The Orca's loadout is a bit of a mystery to me... its the only CSAT that can use DAGR rockets... DAGR seems to be a NATO thing now except for the orca. The Orca also can equip ASRAAMs instead of the CSAT R-73. This seems strange to me * Its strange that we get "real" weapons now like the AIM-120 C and D, what happened to the Zephyr? Why do we still have the Falchion if we also have ASRAAM and BIM9x. This seems redundant to me. Particularly as NATO forces use all 3 of them - Black wasp: some pylons restrict you to only BIM9x. Wipeout: some pylons can only carry the Falchion as an AAM, Blackfoot: only carries ASRAAM as an AAM... it just seems weird. * The default loadout for the center internal stores of the black wasp is 2x amraams, 2x LGBs, 2x empty. Perhaps this is meant to give it options like the F-35 (at least A and C models): 2x amraams and 2x JDAM(similar role to our LGBs), or 6 x amraams. The JDAMs/LGBs take more space- fine, but leaving 2 internal bays empty seems inelegant. I'd suggest changing those 6 slots to just 4, but give the two slots that cna carry LGBs the ability to carry paired munitions (ie a pair of scalpels/BIM9Xs/AIM120Ds) * The Macer lock on range seems really limited - I guess this is due to the sensor overhaul. I'd like to see them tweaked to be able to lock on to idling tanks farther awya, I couldn't seem to get anything to lock under 2km (Even after giving the tanks move orders so that they'd be warm when I got to them). Real mavericks have a ~22km range. I could accept 1/5th of this because of the small map sizes and how short range the radar is, but 2km seemed really short. A laser guided Macer variant could be great here * The Tigris seems to be much more of a threat now that one cant reliably blast it from long range with a macer. Some HARM missiles could really be good here. I wonder if radar guided AAMs(AIM120) can lock onto it at BVR and pack enough punch to disable it? * The carrier is a nice start, like the LHD was in arma 2... but if the LHD could be modded to have a hangar bay, working well deck, and working elevators, then this thing should have a hangardeck and working elevators. I'm just waiting for the mod.
  15. Ex3B

    Arma 3 Aegis

    "Removing the gunpod is part of Jets DLC which is on dev branch." Awesome, I suppose that answers my question if you've been doing this mod with the Jets DLC changes in mind, it seems you're already using the dev branch version of it. So it seems pylons/weapon stations can accept bundles of 3x/4x missiles I'm sure it can accept bundles of just 2x. My humble suggestion (for the F-35) would be to allow only 2 of the internal weapon stations to carry the large LGBs, and also allow those stations to carry an amraam/falchion/scalpel "bundles", leaving the other pair of weapon stations for smaller (non-LGB) single munitions. That should allow for roughly realistic loadouts. ie: 2(2x) Amraams + 2(1x) Falchion, or 2(1x) LGB + 2(1x) Falchion, or 2(2x) Scalpel +2(1x) Scalpel... etc On another note: Since you brought up the type 115 in response to question about the shotgun ... Have you done any rebalancing of infantry weapons? That 50cal on the type 115 bothers me... a lot. I refuse to use it in any of my missions. It penetrates way better than the NATO .408... it penetrates better than the Lynx 50 cal unless APDS ammo is used. https://en.wikipedia.org/wiki/.50_Beowulf https://en.wikipedia.org/wiki/.408_Cheyenne_Tactical https://en.wikipedia.org/wiki/.338_Lapua_Magnum 19g bullet at 570 m/s or 26g at 550 m/s Compare to the .408: 19g at 1,100 m/s or 27g bullet at 910 m/s. In both cases, the .408 has significantly more momentum (and a whole lot more KE), with a smaller frontal area... the 50 cal on the type 115 is OPd. Its power should fall somewhere between the .308 and the .338 (a .338 with a 19g bullet goes 873 m/s compared to the 570 of the 50 beowulf.... same mass moving much faster with less than half the cross sectional area)
  16. Ex3B

    Arma 3 Aegis

    Ah, it seems that is using a mod, so there is no way to remove the gunpod of the buzzard in vanilla arma 3 then? I guess that is included in your aegis mod then? Jets DLC drops tomorrow, so I guess something like that will be stock (don't know if it will allow the gunpod to be removed though). Also I hadn't realized that the Bulldog shotgun was the Kel Tec KSG. Sweet, the RFB and the KSG will both be in arma 3 then. Will it model the KSG and have 2 magazine that you can switch between (like shot and shells, or #4 shot and 00 shot, etc)? Will the RFB be able to accept attachments unlike the SDAR? If a 5.56 kel tec bullpup is desired... kel tec is already making one: https://www.keltecweapons.com/rifles/rdb
  17. Ex3B

    Arma 3 Aegis

    Ah well, I'd guess I could probably get around it with the old init editing like: this addMagazine "____"; If the model doesn't have a place for additional missiles to be displayed, then they wont show up externally... the Arma 2 model would display up to 2 external munitions when weapons were added in this manner, since this is surely based on the arma 2 version, does that still occur? That init editing is how I was getting the desired loadouts for F-35Bs in Arma 2 (even if the weapons showed externally, after firing two, it looks perfect again with no external pylons) Another idea... you mention 7 new factions (not sure what RAVEN is), We have an AAF faction, how about a TAF (Tanoan Armed Forces) faction? In the mission series I'm making right now*, I'm using mostly AAF units, as the "Syndicat" forces are not very well developed/sophisticated. The "greenback" camo isn't so bad for the Jungle, but it wouldn't hurt to be made darker and greener. Ethnicity and language could be changed too... just a thought * very concise plot: Military Coup deposes the legitimate government. Pro-CSAT military dictator is in control of Tanoa. USS Khe Sahn (or America from the Jets DLC) is the first responder. Hijinks ensue. The first missions are to be in the F-35B/Black Wasp 2, before focusing more on infantry, light armor, and helo gunships, with non-playable jets occasionally coming by to remove high level enemy threats. FYI, I was wrong about the B version being exactly the same: http://www.tampabaydefensealliance.com/news/f-35b-internal-weapons-bay-cant-fit-required-load-small-diameter-bomb-iis-updated " a hydraulic line and structural bracket must be redesigned and modified ahead of the planned Block 4 release in fiscal year 2022" Still, the target capacity is the same, and they are redesigning it... surely by 2035, these kinks will have been ironed out. And the 6 amraams is still in for the B: http://www.f-16.net/forum/viewtopic.php?f=60&t=52570 "That F-35 Experience video was uploaded by LM to YouTube in 2010. Combined with the graphic which seems to show the roll post vents behind the AIM-120s / back of weapons bay, so it seems reasonable to assume the CGI / graphic is of a post-SWAT Bee. It seems reasonable, then, to believe that the Bee will be capable of an internal AIM-120 sixpack when they get to it in Block 4." PS: How do I remove the gun pod on the buzzard? if removing the gun pod on this F-35 is going to be done the same way?
  18. Ex3B

    Arma 3 Aegis

    AFAIK, the F-35B has the same internal weapon's bay. All versions can lift much more mass than what they can carry in their internal weapons bays. The B variant sacrificed fuel capacity, not payload bay dimensions, for the lift fan and other VTOL systems. PS: how do you remove the gun pod on the buzzard?
  19. Ex3B

    Arma 3 Aegis

    So then if its possible to fit a pylon with a "bundle" of munitions, would you be willing to make 2 of those 4 internal stations fit a "bundle" (of 2) of say.. Falchions/Zephyrs/Amraams/Scalpel missiles? Again, in real life, the F-35 can fit 6 AMRAAMs in its internal bays, and I don't see why future versions would reduce its weapons payload. BTW, what is this C-192 Samson? I assume its a NATO Hercules derivative? is there a gunship version of it, or would that just be redundant with the Blackfish?
  20. Ex3B

    Arma 3 Aegis

    is there anyway to mod it such that you could have the option to load a pair of missiles to an weapon station? It would be cool to be able to load, for example, a DAGR pod on a weapon station instead of a single missile. "The 25 mm gun pod is also removable much like the Buzzard's." - Awesome! the pylons are removable too? or there are two versions of the plane? " it does have a fully functional TGP Camera and Dynamic Loadout is 100% working." - Sweet So it can switch between modes as seen in the jets preview? *edit* figured out how to do that
  21. Ex3B

    Arma 3 Aegis

    I'd like to know more about the F-35 you'll be releasing... I understand you're doing a lot of work in your free time, but the Jets DLC brings some changes, an I'm wondering what the new loadout system means for your F-35. I'm also wondering if it is capable to holding >4 internal stores, as it is in real life (if those are smaller weapons, ie it could hold 6 amraams, or 2 amraams and 2 GBUs) *Note those are Hellfile sized AGMs, not Maverick sized AGMs Also, it would be really awesome if it had camera functionality like this: Any chance of that? I've got some mission series that I wanted to make with the LHD addon and an F-35 addon (like what I made in Arma 2, but I came years to late to Arma 2 to have anyonw interested in playing those missions), but without a good F-35B addon, I may just use the carrier and Black Wasp II from this new DLC.
  22. So I'm having a heck of a time finding an F-35B addon that is as functional as the one in Arma2. Right now there only seem to be 2 sources, and this is one of them, but this F-35B has a few issues: #1) Its not VTOL, it seems to be STOL (really short takeoff, but it always moves forward). Also, annoyingly, at only a few meters off the ground, it will start to move forward even when coming in vertically. The true VTOL nature of Arma2's F-35B was so convenient for repositioning it on the deck of the LHD.in a hangar/on the tarmac, etc, without using a towing script/mod. Maybe this was an intentional design choice, but its one I really dislike. #2) There is a problem with the with the loadouts of the CAS, LGB, and AA variants (I see the identical loadout of the AA and CAS variants is already on the bug tracker). CAS and AA loadouts are identical, the bomb version visually has mk82s in the internal bays, but they cant be dropped, and instead it displays 0 amraams. #3) There is no version without external pylons and a gun. A "stealth" version without this external equipment would be very desirable. Perhaps you could make this version VTOL, while the ones with pylons (and thus a heavier weapons load) are just STOL/STOVL. I hope there are plans to update them with the new Jets DLC in mind. It would be really great if it had a targeting pod with the functionality shown here: ie the ability to track and designate a fixed point on the ground like the drones have. Since the Jets DLC comes with a new loadout UI for selecting jet loadouts, it would be great if this could carry 6 AMRAAMS (or zephyrs?) internally as it can IRL (or 6 falchions, or some mix thereof... but I don't know if you could change how many munitions you could carry depending on their size (like 4 amraams and 2 falchions, or 2 amraams and 2 GBUs), but a loadout with scalpels would be great as well. I would love to see some loadout like this: *Note that those missiles are derived from Hellfire missiles, and are not equivalent to the much larger and longer ranged AGM-65 Maverick/ "Macer IIs" of Arma 3. SO Arma 3's equivalent would be scalpel missiles I guess, although I wouldn't complain if there were DAGR pods instead.
  23. Ex3B

    F-35B Lightning II

    I know this is an old thread an addon... but would you consider updating it for the Jets DLC release? I've heard that some level of "stealth" will be modeled with the new sensor system (shorter lock ranges, longer lock times? higher chance of decoys working? I have no idea), even if not, for RP reasons I would really like to see a version of this without the gunpod and wing pylons (ie, going closer to the vanilla F-35B from Arma 2), ie a "stealth" variant. Or at least the option to "hide" the pylons in the editor. With the new loadout system, perhaps you don't need there to be 3 versions of it (CAS, AA, LGB), and you could just have a "clean"/"stealth" variant and a "dirty"/"external pylons" version. (perhaps give the no pylons version a higher speed and acceleration as well) *note: 6 internal stations would be great, or some paired rails for a station, so that 6 AMRAAMs could be loaded internally, as it can in real life... but I think something like this: from earlier in the thread could be excessive if those ATG missiles are macer IIs rather than say... Scalpels It also wouldn't hurt to give it a nice targeting pod with NV/IR/DTV view modes, a rotatable camera (its fixed forward now), and a laser designator to match. On top of that, it would be nice if the camera tracked a point on the ground as we see for the Black Wasp II in the preview video: Lastly... I seem to have a lot of reflections inside the cockpit that make it hard to see out, is there any way to reduce this? For a game set in 2035, it really needs to have the F-35B, so great mod!
  24. Ex3B

    Arma 3 Aegis

    Would you care to explain why? From what I've been able to find since getting the game less than a month ago, it looks like the best F-35B out there (the only other version I can find available for download has no "stealth" variant without external pylons, and the optics are fixed forward). Looking to page #1 of this thread, these are the features that interest me, in order of interest: "F-35F Lightning II" "New textures for existing vehicles - pacific reskins for BLUFOR" -I was quite disappointed that Apex didn't even include reskins for the slammer/Marshal/etc "new weapons: ... RFB 7.62 mm ... Warfare-50 12.7 mm" - I'm a fan of the RFB, and I think its ridiculous that NATO "forgot" about 50 BMG rifles and their largest is the .408 "New variants of existing vehicles - medical APCs ... medical helicopters, air-to-air drones," "C-192 Samson, ... Fishing Motorboat, Small Boat, ... Tractor" - a new transport plane could be nice, as could new civy boats, and the classic tractor that's been in since OFP but... those are all simple additions, for the additions I don't care for (like a coilgun Varsuk), I can simply not use them. What I don't really want are modifications or replacements of existing content (I assume one can still choose the old skins for the vehicles in the editor). "Reduced sway ... Vehicle weapons have been overhauled according to their real-life counterparts Weapon magazines have been tweaked according to their real-life counterparts" I'd rather not have these changes so that the stock units/weapons behave the same way with/without the mod. May I suggest that you reconsider releasing standalone elements of this pack, or alternately, make the changes (ie replacement/modification) to stock stuff optional as you've done for the AAF reskins and renaming Altis/Stratis.
  25. Well, that steam workshop copy of this was taken down, so I guess he still reads this: Great mod, I used it with Arma 2 (Which I only got december of 2016 when it was on sale), and since very recently I got Arma 3 on the last steam sale, I downloaded the Arma 3 version of this mod. I have just two suggestions in case you would want to come to this mod (and perhaps upload it to the steam workshop, that workshop is convenient) 1) In Arma 2, it was a bit finicky to get two aircraft latched to the deck, so this new chopper sticking mechanic is good... but the old option to lash items to the deck also had its advantages. One problem is that VTOL aircraft don't stick to the deck, and I assume wheeled vehicles don't either. It would be cool, for instance, if we could have Hunters on top of the deck, where helos could get to them for sling-loading. Also It could be a fun mini-carrier for F-35s. 2) Allow vehicles other than those boats to attach to the FSF. Consider the possibilities of using this to deploy submersibles, or perhaps even an AMV-7 marshall. This addon has a lot of potential. With VTOLs it can act like a mini carrier- a mobile one unlike static ones (the old LHD, or the nimitz), and if it could also deliver medium armor to shore, that would be awesome.
×