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hcpookie

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Everything posted by hcpookie

  1. hcpookie

    Pook ARTY Pack: v4

    Just published a small update - I accidentally left the gas mask PBO's for testing, and I have removed them. Sorry for the hassle! As far as how to use the gas masks - gas masks now reduce nuclear fallout damage by half when players are within the radiation hot zone. Support for gas masks from: - BIS Contact - Global Mobilization - Hidden Identity Pack - FAP Units To use, just put on the gas mask. When in the Hot Zone, you will suffer 50% less radiation damage with them on.
  2. Released! Both Vanilla and CUP versions are published to Steam, and my onedrive link here: https://onedrive.live.com/?id=5B54FC51A7917265!156668&cid=5B54FC51A7917265 CUP version is available separately! I've been playing with the different artillery selections so their max ranges should be accurately simulated. Up to 300km range on the SCUD so it should work on even the big-huge maps out there. Arty Fire Mission Improved SCUD functions! Initiates player-requested SCUD fire mission for friendly pook_SCUD launchers. Can be scripted for mission-driven "RED DAWN" or "SEARCH AND DESTROY" SCUD fire missions (e.g. "Stop General Guba before he launches the SCUD" type missions). This function is available for SCUD, and Iskander (9K720) functions are in the works. To use the SCUD launch function: To use the SRBM Function: Players can ready, load and fire the missiles, enabling the choice of HE, cluster, and 5kt nuke warheads on a player-controlled vehicle. Multiple texture sets for the vehicles. Trying to cover all the different camo variations - forest, desert, jungle, drab green for most of the vehicles. I've redone some of the previous textures from the A2 models that weren't looking too good in A3. Credit where it's due: - Citizenship models: 2S19, 2S3, 9K720 (default textures) - BIS: SCUD model, T72 chassis - MAZ chassis units all based on SA8Gecko's original A1 model. - Me: All the other models; custom textures, and logic for all vehicles. - - Also, new wheel 3D model w/ actual modeled tread. Systems so far - 2S19 'Msta' Self-Propelled Howitzer 2S1 Self-Propelled 122mm Howitzer (on the right) 2S3 Self-Propelled 152mm Howitzer (on the left) 2S5 Self-Propelled 152mm Howitzer (no pic yet) TOS-1A Mobile Rocket Artillery A-222 'Bereg' Coastal Artillery 4K51 'Rubezh' Coastal Missile Artillery 3K60 'Bal' Coastal Missile Artillery 9K58 (Smerch) Rocket Launcher 9K72 SCUD SSBM Launcher (selectable HE, cluster, and 5kt nuke warheads) 9K720 'STONE' SSBM Launcher CHANGE NOTES
  3. hcpookie

    Boeing 737 and variants

    That's fine I'm going to be camping in Yellowstone for the next week 😄
  4. hcpookie

    Pook ARTY Pack: v4

    Honestly haven't looked that deeply into Contact stuff yet. I'm remodelling my basement bathroom and wondering when I'm going to have time to install my wood burning stove. And the french drain. And repair the fence. And replace my jeep's front wheel hubs. UGH... lol
  5. hcpookie

    Pook ARTY Pack: v4

    Another update
  6. hcpookie

    Boeing 737 and variants

    Please post a description of what all is required to make this work. Is it the same as Fuller's USAF refueling?
  7. hcpookie

    Project RACS

    Well I have one although I'm not sure you would consider it detailed enough for your purposes. Instead of more polys you could do well with a better texture and surface mapping. Which is the one area of modding I feel I'm not too good at doing.
  8. hcpookie

    Project RACS

    What radars?
  9. hcpookie

    Pook ARTY Pack: v4

    New update!
  10. hcpookie

    Pook ARTY Pack: v4

    Good news, I found a major problem that was causing the nuke missions to fail sometimes! Nuke explosions should always succeed now 🙂 At least, the damage effects. I'm revamping the nuke scripts to reduce lag and trying to ensure the effects always work. I'm finding some of the effects failed due to differences in how "map objects" vs. "objects" are seen in the engine. Also, the drone seems to be working quite well. If you don't use the drone, the damage effects do appear to fire even outside view distance limitations. So that's more good news 🙂
  11. hcpookie

    Pook ARTY Pack: v4

    I know many have commented on the apparent player viewdistance "bubble" limitations that have caused the nuke scripts to fail to fire. So I am writing a script to (hopefully) address these in-game limitations. The script will give the gunners that shoot the nuke missiles the ability to view the nuke explosion from a remote drone. This is only in consideration of the apparent player viewdistance "bubble" limitations that have caused the nuke scripts to fail to fire, and not a "let's spawn a bunch of quad copters" script. I am still tweaking this script (when my computer stops bluescreening) but it looks VERY promising! Interestingly, it appears in my very recent testing that when the viewdistance is 12km, nuke missions beyond that range will still trigger the scripts, which is different than from a few months ago. I've tested out to 34km on the CUP maps. I'm not sure what is causing missions > 12km away to suddenly start working... but I'm not complaining! In its current form, the script lets the gunner see the nuke up close via the drone camera. The idea is that you can launch the nuke, and as the gunner, spawn a drone close to the blast so you can observe the blast remotely from your vehicle. The script spawns one of the quad copter drones and puts you in the camera view of the drone "gunner". The drone only lives for 2 minutes so it shouldn't affect any game balance issues by allowing "peeking" where drones may otherwise not be permitted (e.g. on MP servers). I'm going to add a check for a variable in the missionNameSpace so it can be toggled on/off if MP servers wouldn't want this ability. The good thing is that, in theory, even those long-range nuke missions should now succeed regardless of player view bubble distance settings.
  12. hcpookie

    Project RACS

    You should ask for a full refund on the mod pre-order.
  13. After (literally) years of work Version 1 is finally ready for play time. Don't forget this is version 1.0 and will *certainly* reveal things that need to be tweaked! ;) This is an amalgamation of my previous Soviet AF mods - my Bomber Pack and Flankers pack, and some Rangemaster aircraft together with some A2 stuff, all up to Jets DLC standards. Released on STEAM! https://steamcommunity.com/sharedfiles/filedetails/?id=1595678775 ... and my OneDrive for those who can properly install mods :) https://onedrive.live.com/?id=5B54FC51A7917265!24130&cid=5B54FC51A7917265 CUP and FAP Units versions also available... https://steamcommunity.com/sharedfiles/filedetails/?id=1596166970 https://steamcommunity.com/sharedfiles/filedetails/?id=1596168125 1.2 GB total content so please be patient with the downloads! ;) Credits Mukcep for importing original freeware planes into A2 from various sources (mostly MSFT Flight Sim addons) Citizenship for IL-76, A-50, Mig-23, Mig-27 models Su-27 model and textures are ports of the ArmA1 ACE edition (thanks to [cede]aushilfe for the info) FRL Myke for allowing continued support of his Missilebox; Eggbeast for sharing Missilebox updates via A2 Rangemaster. Features Physx compatible Jets DLC pylon placements and presets Vehicle-in-Vehicle transports Cargo parachute function Speed-triggered Mach vapor cloud function Randomized MP-compatible numbering function Ejection seat support for multi-seat planes (!!!) All planes compatible with LESH Towing mod Large range of Soviet-derivative weapons Attempts to avoid "bomb trucks" and simulate realistic weapon loadouts Working drogue parachutes for supported planes Working sonobuoys that reveals underwater targets (via Tu-142) Support for air-dropped water mines from pook_Boats pack Automatic swept-wing function on specific aircraft Enhanced flares on larger aircraft Adjustable Russian-language "bitching betty" low altitude function Fuel tank siphon and drop functions (carry extra fuel!) Limited GPS targeting functionality for certain TASM's (Tactical Air-Surface Missiles) Function to support for beyond-visible range (BVR) anti-radar missile (ARM) targeting of enemy SAM radars (based on my pook_SAM ARM scripts) Function to support missile jammers (both on-pylon and internal) - based on my pook_SAM jammer scripts Changelog Fighters Transports Bombers Weapons Thanks to FRL Myke, we have the Soviet heritage weapons from the original FRL Missilebox (as previously maintained by Eggbeast within the A2 Rangemaster mod). Many additional and modernized weapons have also been added! Pending I'm breaking these out into "vanilla" and "factions" offerings so there will be a CUP and FAP version in addition to the basic Vanilla factions. Faction versions soon to come!
  14. hcpookie

    EF-2000 Version 7x

    v7.3 Update: IMPROVED: Some A-G weapon configs NEW: Carrier ops config settings (experimental) NEW: Long-burn illumination flare Busy with Real Life this summer so updates will be limited until I get some free time. Illumination flares! Fired and selectable via COUNTERMEASURES. Ideally launched around 300m altitude. Long-burn based on RL options. Reload ~ 60 seconds to avoid "flare spam".
  15. POOK's EF-2000 Current Version 7.3 dated 7/30/2019. Download here: https://onedrive.live.com/?id=5B54FC51A7917265!24131&cid=5B54FC51A7917265 Discussion thread: https://forums.bistudio.com/topic/186463-ef2000-plane-for-the-community/ This addon provides the EF-2000 fighter plane. The primary focus is intended to be a community-based content release; therefore anyone who wishes to use a customized version in their mod is free to do so, as long as the license requirements below are observed... enjoy! No one may charge for, or receive financial compensation for use of, or access to, any part of this addon in any way or form, including "perk"-based access, and especially no use is permitted on "life" servers. Copyright 2019 hcpookie - no one may redistribute on Steam Requests for commercial / military use, please contact me via email: HCPOOKIE@HOTMAIL.COM CHANGELOG: ================= Previous version updates: FEATURES Detailed Textures Decal overlays to allow real details instead of "red smudge" textures. Detail decals also on the new weapons (and fuel tanks) Ejection Seat I built it with the idea that mission makers could add a "document" item to the seat to simulate Behind Enemy Lines data disk retrieval scenarios. Formation Lights Action-enabled. INIT check will automatically turn on lights if spawned during night time hours. Articulated Surfaces Surfaces on the real plane are pre-set by the onboard computer at different speeds. This feature is modeled in the addon and you can visually notice the changes at different speeds. Some features like the nosecone can be articulated on the tarmac, allowing mission makers to simulate "under repair" planes 🙂 Drogue Chute Fully articulated deployable chute. TRD - Towed Radar Decoy The TURD! 🙂 The TRD provides "active spoofing" countermeasures against incoming enemy missiles. Jamming script simulates real life towed decoy EW capabilities. The TRD is an action-deployed item. It provides the pilot some defense against missiles (such as my POOK_SAM pack) for better surviveability. PULLUP indicator, RWR, and MFD TV Bitching Betty "pullup" sounds and the big "X" overlay. MFD TV is pointed downward at about 30 degrees. One can somewhat rely on the display for dumb bomb runs. WORKING RWR display! The list of recognized SAM's will cause the RWR to illuminate the "type" indicator. Any unidentified SAM will be illuminated as "S". Complete details are found in the guide. Dynamic loadouts Uses new Jets DLC loadout selector, and several mission-specific selections. Now provides Vanilla faction support as well as CUP support (via separate download). Additional factions may be added in the future.
  16. hcpookie

    Pook ARTY Pack: v4

    These are the current classnames for the units... And these are all the magazines supported by the resident Arty function (as documented in the first post):
  17. hcpookie

    Soviet AF Pack

    Update!
  18. hcpookie

    Pook ARTY Pack: v4

    And for what reason exactly?
  19. hcpookie

    Pook ARTY Pack: v4

    Sorry I'm not following - what list exactly are you asking about? Magazine types?
  20. hcpookie

    Pook ARTY Pack: v4

    Update!
  21. hcpookie

    Project RACS

    OK thx. Asking because I have an idea on making a legitimate chemical weapon that won't do damage if one is so equipped 🙂
  22. hcpookie

    Project RACS

    May I ask are those gas masks part of RACS or from another source?
  23. I would like to have the 80+ hours it would take to undergo such a project. Seriously doubt any uniforms will change at this point.
  24. Update! Plan-Marines (Urban) radio helmet DK-9 ADS (Air Defense System) PLA Arid Forces SPECOP (MEC) units and PLAFOR SPECOP units ... aaaaaaaaaaaaaand a few more interesting things to play with 🙂
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