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Everything posted by hcpookie

  1. Thanks for this info! If he does ever make the rifle I'll add it in to the mod.
  2. "Yet another frigate release". :) The main purpose of this release is to provide a sea-based SAM solution for the pook_SAM pack. But instead of just making a static platform for the launchers, I decided to fill in all bits on it for a full-featured release. It WILL require my pook_SAM pack to run correctly! The idea is that CDF and TAK forces have "localized" these frigates, so the VLS missile launchers use SA-11 missiles, which according to information I can find are designated as SA-N-7 for the naval variant. I may modify this some in the future. From what I've read the CIWS was planned, but NOT adopted for use. I can't find information to support the addition of the CIWS turret... still looking however. I might just add it because "CIWS turret" :) I am leveraging the work I did on the Zubr hovercraft features to "fill out" the frigate's overall usability. Features include: - Working boat, not just static vehicle. - Articulated SAM launcher doors. - Use of my pook_SAM SA-11 w/ 16x magazine. - Deployable emergency life rafts. - 2x Deployable RHIB boats with articulated launch/recovery actions and animated cranes. - Boat horn! - Night illumination flare. - MP-synchronized numbering. - Faction flags for CDF, CDF Independent, GUE (NAPA), INS (ChdKz), and TAK. - Working smoke stacks. - Working Mark 45 5" front gun. - Driver view dashboards w/ animated gauges. - Commander view w/ laser designator turret. - Cargo capacity for 100+ - Animated rudders, propellors, and helicopter netting. - Walkable decks and working ladders. I am testing further to find any missing bits. Before I release I'm going to finish: - "anchor" option for landing a helicopter - Final tweaking of the ladders and walkable deck, - Add a "man overboard" script to be added if you fall off the side Geometry size causing the "Bad lock radius" errors in RPT, but otherwise it is pretty much feature complete. That's what "-nologs" is for :) Unless the wife has some special chore for me tonight, I should be able to finish this up tonight. Then on to the A3 version :D PICS showing off all the little things are HERE: https://onedrive.live.com/?id=5B54FC51A7917265%2121060&cid=5B54FC51A7917265&group=0
  3. Hey Fuller - will everything from the old mod be in the new mod? What about a B-52? What about an SR-71? What about security forces and ground vehicles? What about... oh nevermind 😛
  4. Because you didn't read the above posts
  5. 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!
  6. hcpookie

    Soviet AF Pack

    Good news, I believe I have narrowed down the missile launch behavior that makes it launch off the rails at nearly full speed. I'm going to delay the update to ensure I get all the missiles launch behavior dialed in correctly.
  7. hcpookie

    EF-2000 Version 7x

    Good news, there may be a dedicated "ECM" version which would be similar to a growler in concept. I'm considering how to apply my ECM scripts to this variation if it ever sees the light of day. I have some ideas to simulate jamming conditions which should be a relatively "light" script so it shouldn't cause issues for example in MP scenarios. Of interest to me is the relocation of light fuel tanks into what is normally a "dry" hardpoint (the inboard wing hardpoints). This appears to be necessary due to the placement of the ECM jammer pods. https://theaviationist.com/2019/11/13/airbus-announces-a-new-eurofighter-typhoon-ecr-sead-variant/
  8. 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.
  9. If you use notepad++ you can search/sort to find the headgear you wish
  10. hcpookie

    Soviet AF Pack

    More teaser of upcoming fun... latest Russian AGM, usually referred to as "Kh-59 Mk2" or "X59-Mk2" More info here: https://www.thedrive.com/the-war-zone/21105/russia-shows-its-su-57-fighter-launching-a-new-cruise-missile-from-its-weapons-bay
  11. Having problems getting physx Buoyancy lod to work w/ a PLANE. My amphib H-13 helicopters float fine... they of course aren't "planex". I know I can make it work with the old trick of adding a floating invisible surface object and constantly setpos'ing it under the plane, however I want to make it work with native physx. Wondering if there is a limitation on this or if the model may need something I have overlooked? Model contains both buoyancy and physx geo lods. I have added the requisite Properties "autocenter = 1" and "buoyancy = 1" to the geo lods. These properties are in the config... not sure if others are absolutely required to simply make it float: simulation = planex canfloat = 1; waterLeakiness = 0 The behavior is that the plane FLOATS, the engine immediately stalls and takes damage, and in about 2 seconds the plane is completely destroyed. This is the same exact behavior if you take a normal plane and taxi it into the water.
  12. hcpookie

    Eurofighter Typhoon AWS

    No. While there are hardpoints to carry that many, the only time you'll see this on a real plane is during a demo. Real Life loadouts must be balanced with fuel, which means the standard 4x LGB loadout + fuel tanks is "THE" standard. One cannot simply start bolting more bombs to a plane.
  13. Update! IMPROVED: Inheritance settings FIX: Version check set to 1.82 for Linux port FIX: Annoying foot clipping Also clarification on hosting policy - other mods can include this mod if they choose, although it is probably safer to add it as a "Collection" to avoid versioning issues.
  14. 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 :
  15. CBU-105 detail - watch at fullscreen 1080... CBU-105 / 97 uses the sensor-fused weapon submunition. Each munition deploys 10 parachute-delayed submunition dispensers that fall to a predetermined height, then rocket-boost to a set deployment height. The sensor-fused submuntions deploy and if a vehicle is detected it deployed an explosively-formed slug to destroy or disable the target. Each munition carries 10x dispensers, which carry 4x submunitions each for a total of up to 40x targets! Credit to Mando for allowing us to use some of the code from his original A2 missile mod!
  16. hcpookie

    Eurofighter Typhoon AWS

    Pinaz just FYI, I am working on improvements to the base texture myself. I'm updating the NOHQ layer so that the seam lines are thinner, and that stretched area on the sides of the fuselage are fixed as well. Going slow due to Real Life... we should probably sync up our projects when I get that nailed down.
  17. Thanks, that's the link I found too. I don't see any CBA-specific references however this answers my question: I will repeat here that this is not necessary and won't be added. Also, if there are any magazines missing from a specific weapon, I'll definitely look into it.
  18. I don't understand what "CBA magwell functionality" even means. I can't find any definitive reference on the web as to its specific behavior. That being said, since the Chinese PLA weapons use a proprietary magazine and ammunition arrangement that is unique, there is no "cross compatibility" with any other mod, addon or other asset that must be added. And if I understand the CBA functionality to be along the same lines as the BIS cfgMagwell-thingy, then modification to the weapon models would be required, as is done for the flashlight and under-barrel attachment points. Seems like there is no need for anything but without more information it is impossible to make a complete assessment. Expect the weapons and magazines to remain as-is for the forseeable future.
  19. I do not know what the ACE arsenal is missing however since it does work with vanilla I must assume it is related to the ACE mod.
  20. hcpookie

    Soviet AF Pack

    More goodies in different stages of readiness... 'coming soon'...
  21. It is being worked on
  22. Too bad that it doesn't meet your vision of a correct FIA faction
  23. hcpookie

    Pook ARTY Pack: v4

    This would make the scud init with the missile prepped and ready to launch: [this,'PREP'] execVM "\pook_ARTY\scripts\SCUD.sqf"; [this,'HE'] execVM "\pook_ARTY\scripts\SCUD.sqf"; You must use the SCUDMISSION function to make it launch remotely.
  24. 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