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hcpookie

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Everything posted by hcpookie

  1. Released! Copyright 2020 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie Uploaded to steam and my OneDrive! Hopefully Armaholic will be next 🙂 https://steamcommunity.com/sharedfiles/filedetails/?id=2081297620 https://onedrive.live.com/?id=5B54FC51A7917265!3043&cid=5B54FC51A7917265 So there I was - bored to tears on one of those epic all-day concalls. So while on perpetual hold, I was thinking about the An-28 discussion. I decided to brush off the Cessna 337 / O2A Skymaster model from A2. And after 6 hours (yep!) the call was over... I managed to have a mostly working plane 🙂 Yes that's a smoke marker round. Lots of copy/paste from the EF2000 config and the gunpods from the Soviet AF pack. CAS, FAC, and Observer/Transport models. Rockets, Smoke rockets, gun pods, and bombs from the period-specific Rhodesian conflict including the "Frantan" (Frangible Tank) napalm, and "Golf" HE area effect bombs. Also area illumination flares... Currently, textures are crap - I need only to retexture them and make or find a good RVMAT with "rivet panels" on it to give the plane a good look. So now we have another "light" plane. Support for LESH towing. The mod is signed, and the key is included.
  2. Requires my pook_Camonets mod! https://www.armaholic.com/page.php?id=29908 https://steamcommunity.com/sharedfiles/filedetails/?id=2287643386 https://onedrive.live.com/?id=5B54FC51A7917265!159152&cid=5B54FC51A7917265 Soviet-heritage ATGM's: 9K11/9M14 'Malyutka' ('Little One') (NATO: AT-3 'Spandrel') 9K11P/9M14P 'Malyutka' ('Little One') (NATO: AT-3C 'Spandrel') 9K111 'Fagot' ('Bassoon') (NATO: AT-4 'Spigot') 9K113 'Konkurs'('Contest') (NATO: AT-5 'Spandrel') 9K135 'Kornet' (NATO: AT-14 'Spriggan') Per-faction Ammo Packs, AAT Soldiers, and deployable camo nets Customizable camo net textures (including snow camo)
  3. hcpookie

    Pook BOATS pack

    OK "version1" of the carrier is out - I've focused mainly on the catapults and the tailhook landing so other parts may be rough. Artillery ASM (The P-700 Granit ASM's) can be accessed via a UAV controller. Same for the point-defense systems... all accessible via UAV controller. I put a really quick and dirty video guide together showing off the assets I've been working on. I fixed the "floating aircraft" on the front catapults, so that warning can now be ignored: Finally, the deck is COMPLETELY walkable...
  4. hcpookie

    Pook BOATS pack

    11/14/2020: ---------------------- NEW: Ulyanovsk carrier static ship working catapults tailhook landings boat launch feature walkable deck and hangar working elevators recovery ladders: ladders found at each elevator! customizable numbers UAV-based point defenses Currently the geo LOD is funky and you can walk through walls... watch where you walk 🙂 IMPROVED: LCAC distance LOD's FIX: Missing LCAC faction flags FIX: Missing editor preview pics FIX: CIV Patrol Boat popup error Onboard SAM system has a magazine of 24 SAM's... this is the nautical version of the SA-15, aka the 3K95 (SA-15-N)
  5. hcpookie

    Pook BOATS pack

    Good news everyone! Something new on the horizon... STATIC Carrier Ulyanovsk - available to all sides Yes I know the Uly was abandoned after the fall of the Soviet Union. The model was available. No I do not have any plans to add another carrier, so please don't ask. Before asking "will it have XYZ" please read further: Working so far: - 100% walkable deck AND lower hangar (you read this correctly!) - Working elevators (in the pic you can see the front elevator bringing a plane to the deck) - Catapults: both 2x "standard" steam cats and forward 2x ramp-launch catapult functions - Ramp launch for non-catapult enabled planes (e.g. you can take off from the ramp w/o using the cat, for example a recon plane) - Working carrier landing function (uses tail hook) - Unmanned area defense missiles (as in pic) - Unmanned CIWS cannons - night lights on landing deck - Working faction flag To-do: - Add ladders - Add recovery option when falling off deck - spotlights and/or night lights for deck area - Boat deployment and recovery platform Not planned: - Making it move - Interior bridge - Anything else I forgot Working landing requires using an addaction and addEventHandler to any plane(s). Did I mention this is a STATIC ship?
  6. hcpookie

    Cold War Rearmed III

    That grass doesn't LOOK like it came from 1985... just sayin'... 😛
  7. Finally ported this from my A2 mod... all the "typical" models including cargo (with VIV transport cargo), refuel, repair, ammo, and GUN TRUCK! Available in vanilla WEST and INDEPENDENT, in both desert and woodland textures. Enjoy! https://onedrive.live.com/?id=5B54FC51A7917265!159133&cid=5B54FC51A7917265 and here: https://steamcommunity.com/sharedfiles/filedetails/?id=2249385767
  8. hcpookie

    Pook UGV Pack

    Another update! IMPROVED: Adjusted Adunok PK and AGS magazines to real-world values. IMPROVED: Set magazine reload time to normal ammounts; removed "extra" magazines since they aren't technically accurate. This change will make in-game reloads from ammo vehicles work like normal in-game reloads. I'm also working on a UGV transport model that's a RL example: the "SMSS Squad Mission Support System" UGV. Looks like a 6x6 Argo. I might look into making a Titan UGV as well... which is a REALLY big tracked UGV.
  9. hcpookie

    Pook UGV Pack

    Update: - Fixed the missing gunner camera view issues. The model for M249 version w/ the launchers was corrupted, so I will be working to rebuild it.
  10. hcpookie

    Pook UGV Pack

    Update! FIX: Impact damage effects IMPROVED: Slight reduction in mod size IMPROVED: Extra magazines (10 minute reload time to simulate manual reload actions)
  11. v6.0 Released! (11/11/2019) Copyright 2019 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie. Inclusion in Steam "collections" is permitted. IMPROVED: Inheritance settings FIX: Version check set to 1.82 for Linux port FIX: Annoying foot clipping Changelog: This addon provides the Bell 47 / H-13 helicopter in several versions for BIS sides/factions. Versions are based on research of real-world Bell 47 configurations. - Experimental: AFM compatible (must be enabled in game menu) - Guns eject spent shell cases on armed models - Fully functional gauges - Floating CSAR model - Sling load compatible - Different camo schemes for factions - FFV positions where possible Default factions are standard, CUP is now optional. I have placed this addon in its own folder: @pook_H13. Therefore, if you have placed a previous version elsewhere (in the @POOK folder for example) you must delete that old version to avoid conflicts! Download zip (98mb) here: https://onedrive.live.com/?id=5B54FC51A7917265!26783&cid=5B54FC51A7917265 ... This version has been published to steam workshop as well! CHANGELOG: Versions - "Basic" Bell 47 / H-13 in both Military and Civilian versions. CIV version comes in different color schemes (blue/white, slate blue, yellow, black, white, red/white). CIV VERSIONS ARE NOW AVAILABLE! - MH-13 Medevac model (the M*A*S*H helicopter). Unarmed, medic pilot, 3 passenger seats (1 FFV CoPilot in cockpit + 2 stretcher seats) - UH-13 Transport model: pilot grenades, M60 door gun, Seats for transport of 3 or 4 (3 passenger + 1 door gunner). - AH-13 CAS model: pilot grenades, dual M60 guns. 1 FFV CoPilot seat. - UH-13 Amphibious CSAR (floats on water). Pilot smoke, 2 passenger seats (CoPilot w/ spotlight + 2 skid seats). As the pic shows, you can walk on the floats when you exit the cockpit. Perfect for SCUBA team insertions! 🙂 DISCLAIMER / RESTRICTIONS :
  12. Thanks for proving my points! 😉
  13. This x1000.. If the younglings that make all the noise would understand the mod development process better, they would better appreciate mod makers' decisions and stop being such whiny bitches when mods are released - pay or free - for their enjoyment. At the end of the day this is new content for a video game and "those people" act like they had their car stolen or something. It gets tedious. It is self-defeating because most mod developers would rather work on the mods vs. spending time dealing with "those people". After spending literally 100's of hours on mods you just get a feeling of being gut-punched when people instantly complain about things that you deemed not important to the mod, or things that would require an incredible investment of time and effort for a very small return. After a bunch of "F. U. your mod sucks" posts by "those people" you just feel like it is no longer necessary, so the modding community gets ran off from "those people" and go on to do other things. Then "those people" complain that there is no more content for a game... I find it adorable that you think mods of > 200 GB in size are a problem here in good old 2020. As you say, this is indeed no longer 2005... 200GB HD consumption for a game and its mods is trivial. Time to reset those expectations! I also find it adorable that you are so in touch and keenly aware of mod makers' plans. You do realize we are arguing ON THE INTERNETS about something that hasn't even happened yet... I say we should all buy the content, provide POSITIVE feedback to devs (because you never get it right the first time around) and voice our appreciation for their hard work. I know I will...
  14. You do realize that this mindset is diametrically opposed to the CUP goals of bringing pre-A3 assets up to A3 standards, including A3 vehicle customization? I have a hard time imagining a scenario where addition of a vehicle color would break something... perhaps a mission "look for the blue car" or something like that, but that assumes of course the other colors would be there to begin with... /confused/
  15. First I've heard of a CSLA mod to be honest... I'll buy every mod that is a community-developed mod because the community deserves my support. Not everyone can be paid 150k to make their own mod so I'll be happy to support smaller dev groups.
  16. If you would have read back a few pages you'd see that is already a work in progress. SLOWLY... to be sure.
  17. hcpookie

    Dune Buggies - M1161 and FAV

    Another update - added support for CUP and FAP factions; also added camo patterns including snow camo. https://steamcommunity.com/sharedfiles/filedetails/?id=2233627252 https://steamcommunity.com/sharedfiles/filedetails/?id=2233626342
  18. Here... https://www.youtube.com/watch?v=S06nIz4scvI
  19. He just showed you the change log...
  20. Most of the models are imported from previous (Arma 2) PLA models which I converted to Arma 3 functionality. No, I cannot make new models all over again. It isn't simply just the model as there are also textures, RVMAT's, animations, and all the little details that make the model work in-game. I simply do not have the resources nor the time to remake all the models over again.
  21. Thanks for the offer - any contributions are appreciated! We already have models for the tanks that are nearly complete. We do not, however, have a model of the CSK181. I'd be interested in having a look at that to see if it could be imported into the game. I also recently found out that the PLA is licensing the GAZ Tigr and naming it the YJ-2080. I have a basic 3D model of a Tigr so I may see if I can add that into the game as well.
  22. hcpookie

    Aliens Mod

    Aliens Mod v2.0 🙂 Vilas has granted me permission to port his Colonial Marines items into Arma 3. This is based on Vilas' work and credit goes to him! NOW available on Steam! Onedrive d.l location is being updated (it is SLOW). https://steamcommunity.com/sharedfiles/filedetails/?id=2221541445 Copyright 2018 hcpookie. This item is not authorized for posting on Steam, except under the Steam account named hcpookie changelog: Vilas' original A2 work can be found here: http://www.armaholic.com/page.php?id=7128 I have updated the models and features to Arma3 standards... PhysX, handling, all the characteristics are present. I have also added a few extra goodies along the way. Download may be found here: https://1drv.ms/f/s!AGVykadR_FRbicMP As this is a new release it may have some undiscovered issues... we'll have to play it out and see. APC The APC needed very little work. PhysX is present. She carries a full complement of Colonial Marines as well as UA-571 turrets in cargo. I have adjusted the geometry so it can drive over rough terrain a little better... the APC in the movie was based on an airport tow truck and was not well equipped for offroad terrain... we'll just have to see how well she works over rough terrain! 🙂 UA571 Turret Did I say turrets? Yes I did! They are automated and can be controlled via the UAV operator. The turrets can be disassembled into a backpack! Colonial Marines have a UAV operator that carries this pack and the UAV terminal that can take control of any turrets within the area. The numbers are synchronized in MP and are persistent, even if the turret is packed and re-deployed. So "turret 5" will always be "turret 5". 🙂 The ammo will reload after a few minutes time, so when it runs dry, give it 10 minutes or so. UDL-4 "Cheyenne" Dropship The dropship works pretty well. As you can see I added many PIP screens to both the pilot and gunner seats. The dropship uses the BIS cargo feature to carry the APC within the cargo, and is subject to the limitations thereof. The weapons located within the weapon pods will work ONLY when deployed, with the exception of the A-A missiles, which are available when the pods are stowed. You can do some serious damage with the rockets so use sparingly! Use the "flapsdown" shortcut on your HOTAS to open the weapon struts, and "flapsup" to store them. The dropship is equipped with the sling load configuration although this has not been fully tested. She flies and hovers pretty well, and overall seems fairly well polished. Texture is "OK" and lacks a good UV map with features (rivet panels etc) but I am having difficulty with Blender mapping so this will have to do for now. Soldiers The Colonial Marines and Weyland-Yutani Operatives are present. Colonial Marines in BLUFOR with forest camo, and WY Operatives in INDEPENDENT, with sand-colored camo. OPFOR - that is as close as the BIS Vanilla CSAT soldiers 🙂 The "classic" colonial marines are present - M41 pulse rifle, M-240 flame unit, M-56 heavy gunner, Officer and Pilot. Additionally, the "extra" weapon sets found in the Colonial Marines Technical Manual are also present - sniper, DMR, grenadier, A-T soldier, etc. Ammo and Equipment crates, as well as USCM and WY flags, are present in their respective categories... simply search for "colonial" or "weyland" to find them if you have trouble with them. The shoulder-mounted lights do not operate. There seems to be a limitation on the uniforms' ability to use the light feature, although they are within the weapon category. I strongly recommend downloading other "scifi" addons to complement this mod, such as: The Pandora map: The Trebuchet Halo mod: Raptors pack: ... and others that may be 'futuristic'.
  23. hcpookie

    Aliens Mod

    "Version 2" update. NOW available on Steam! Onedrive d/l location is updated as well. https://steamcommunity.com/sharedfiles/filedetails/?id=2221541445 - New improved APC model (Vilas) - Improved pulse rifle model (Vilas) - Added static Sulaco 3D model - Improved dropship textures - Added loadout edit capability to dropship - Additional dropship textures based on the "Colonial Marines Technical Manual". - Dropship now capable of reaching "dropship" heights - now mission makeers can setpos "2" to achieve dropship heights. Tested up to 50km!
  24. hcpookie

    POOK SAM PACK (May 2022)

    No, that would not be possible for those radars.
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