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hcpookie

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  1. I see. Then it could be an error in that mission as it does appear to work w/o errors.
  2. Thanks for the feedback. Into which inventory slot are you looking? Because I tested in game w/ the soldiers and it was present...
  3. hcpookie

    POOK JF-17

    Update: FIX: Missing pilotview memory point Steam update published; OneDrive upload underway complete
  4. Ain't gonna happen. You ask all sorts of engine-related questions of a mod.
  5. hcpookie

    POOK JF-17

    Version 1 released - see first post 🙂
  6. hcpookie

    POOK JF-17

    Carrier ops back on the menu! I had a reversed animation in model.cfg. OOPS... Tested w/ external mods' long-range tactical air-surface missile launches. Works like a charm! I found I do have some CALCM and TASM missile tweaks to make because their "auto search" functions are too aggressive, so they appear to fly off-course depending on what targets happen to be nearby.
  7. hcpookie

    POOK JF-17

    - Support for carrier ops Can't seem to get the carrier landings to work. No idea why; I tried adding the tailhook mem point to the animated tail hook, and also separately as a fixed mem point. Neither way works; the plane never grabs the cables on the carrier. Going to suspend that until I can figure it out as I've spent too much time pounding sand with no results. Frustrating! I'll probably release it before this weekend because the only thing I really need to do is finish off parts of the cockpit; otherwise everything works for "version 1" release.
  8. hcpookie

    POOK JF-17

    Features: - Fully articulated surfaces and animations - Faction camo selections - Versions for CUP, FAP_Units available as optional mods - Pylon selections can utilize weapons from VME PLA, Pook EF-2000, CUP, and Pook Soviet AF, in addition to the standard weapons if those mods are present! - Drogue chute assisted landings - Support for carrier ops - ARM targeting support based on my Pook SAM pack
  9. It isn't a blame game and it isn't an attempt to deflect. Troubleshooting 101. The baseline mod BY ITSELF does not exhibit this behavior. CANNOT REPRODUCE ERROR. Neither does it break with a specific set of relatively popular widely used mods. You add layers to that onion and something breaks in some kind of unique collection of mods. Is my testing flawed? Perhaps... I have not downloaded and tested every Arma3 mod combination. It is not a mod maker's responsibility to police every mod out there. If someone has updated a root class in a particular way, it can affect pretty much anything in the game including vanilla assets. If there is something FUBAR in the mod then of course it needs to be fixed, no questions asked. But what? I notice you haven't provided a list of mods that was asked - what other mods are you running when this happens? Do you see this with only this mod running? In which specific soldier units are you seeing this behavior? Does it happen to one more than another?
  10. I had to look those up. "Yuemod" is basically dead - author apparently wants $$$ to publish an update? not sure really... unlocked uniforms gives me an error on load. Quite possible unlocked uniforms is bugged. However, with unlocked uniforms running, I just successfully loaded up all Woodland soldiers w/o any problems. So it would seem that broken "yuemod" may be the culprit, assuming your info is correct 😉
  11. Case in point - this is every one of the Woodland soldiers... mods loaded: CUP, FAP units, and all of my POOK_ mods:
  12. hcpookie

    POOK JF-17

    Version 1 released! https://steamcommunity.com/sharedfiles/filedetails/?id=1650489739 CUP Edition: https://steamcommunity.com/sharedfiles/filedetails/?id=1650502006 FAP_Units Edition: https://steamcommunity.com/sharedfiles/filedetails/?id=1650503295 All versions also on my OneDrive... https://onedrive.live.com/?id=5B54FC51A7917265!156759&cid=5B54FC51A7917265
  13. I cannot reproduce this so I am not sure why that is happening. Someone posted that this happened and found a conflicting mod, but didn't say which mod it was. Is there a specific soldier that does this every time?
  14. Noted - uploaded update: IMPROVED: PLA_Men inheritance changes to improve load times FIX: Reversion in uniform randomization function FIX: Some MEC Camo soldiers had woodland uniforms FIX: QLU-11 inventory slot errors FIX: Typo in ADK-10 name
  15. Well the tank configs and models are "complete" IAW BIKI documentation. There's nothing else I can tweak or convert on them because I can't really say what the other mods are doing. Haven't looked at other mods' ERA configs so I cannot presume to know whether they are using BIS-style configs or some completely custom solution. I understand that RHS had a custom armor solution before Tanks DLC; no idea what they use now. SW mod - isn't that the one using all the ripped content?
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