Arma 3
EricJ Helicopter Pack
701 Comments
EricJ  [author] Oct 1 @ 7:05am 
Okay the work/life schedules is a bit mixed right now with the Hatchet help. So the only real update I have is some fixed UH-60 models that fix some gear issues. I don't know what it'll look like this Sunday, but I did fix some reported shadow LOD issues with the Kiowa. Overall really not much else going on, and given it's Wednesday and I'm now starting on the path to scripting, I'll decide on uploading the EricJ Helicopter Pack in some state or form, or just delay until next week, which is probably more than likely.
EricJ  [author] Sep 28 @ 8:13am 
After BroBeans saying how to implement the stuff into code, finally got it to shut down. Tomorrow I tackle the scripting part, since I want to disable the vanilla startup sequence: https://www.youtube.com/watch?v=V9aCMmQCvrI
EricJ  [author] Sep 27 @ 10:30am 
Well after getting nowhere, I'm not implementing the Hatchet Interaction System. I mean overall the process shouldn't require me to script an engine shutdown. I mean I don't see how you're supposed to leap to the conclusion of "Oh I need to script this" and so on. Whatever, it's not going to work for me, so there it is. Anyway just got a small update tomorrow for the EricJ Helicopter Pack, and the files will be there, just not used. I mean they're going to be fine should I figure out how to work the stuff again. So yeah lesson learned, that trying to implement something isn't always easy.
EricJ  [author] Sep 24 @ 10:56am 
Current Hatchet Integration progress: https://www.youtube.com/watch?v=0uUJqb55XME
EricJ  [author] Sep 20 @ 12:59pm 
Update: Next week I'll have the Hatchet Framework as a needed mod. The good thing is that you don't need ACE3 to use, as I use it with the CCA Boat that the Hatchet team made. The intent is to have the Engine On/Off switch operable, along with some of the MFD elements. Given the size of the mod I will probably incorporate it in into the helos as best as possible. Also, the intent is to disable the vanilla functions so that you need the Framework to operate. It won't be as extensive as the Hatchet birds, but overall it'll give it some functionality. The intent is to release it next Sunday (with the responses from the Hatchet team I thought this was wise to delay it). Just FYI.
EricJ  [author] Sep 19 @ 9:59am 
With some help from BroBeans the interact system "works". There's still some stuff to go through though, but depending on when he helps, and if I can upload it on Sunday. The helicopters (So far the XX-92s are configured, just the normal ones and some of the MH-92s and once I figure everything out, the XX-60s). If I can upload it on Sunday (will be limited to just turning the engine on/off) then I'll push it. If not, then the 28th I should have it ready. Bear in mind that the Hatchet Interact System will be required for the EricJ Helicopter Pack, and that only (aliong with CBA).
Garuda XIII Sep 15 @ 5:17pm 
Exactly.
EricJ  [author] Sep 15 @ 12:17pm 
Yeah I mean usually I'll honor requests you know? But realistically I wasn't in the mood, nor wanted to do what he wented. He kept pestering me after I reasonably explained to him that I wouldn't do it, and that well set me off, so I blocked him. I mean I can understand a player really wanting to get that done, but NO means NO. Simple as that.
Garuda XIII Sep 15 @ 10:41am 
Ohhh okay okay yeah, got worried about that. Good that you blocked that dude tho
EricJ  [author] Sep 15 @ 10:32am 
Oh I think I know what you're talking about, I blocked some dude who couldn't take no for an answer, so it looks a bit disjointed below
EricJ  [author] Sep 15 @ 10:31am 
No... not that I know of, what's wrong?
Garuda XIII Sep 15 @ 8:53am 
Did something happen to the comments section?
EricJ  [author] Sep 4 @ 7:55am 
Right now not much is planned, other than the integration of the Hatchet Framework. It doesn't require ACE3 or anything, to keep in line with me not wanting to support that mod fully. A lot of people have views on that, and frankly I like to keep the mod requirements to a dull minimum, just what's needed for the mod to function. Right now I'm planning on just doing the Engine ON/OFF switch, as I don't know or feel the need to incorporate a full suite (that would require a lot of model work for each helo, and I got a lot of them), but also looking to incorporate MFD functions, like the FLIR camera screeen, and the Sling Load screen. I don't have a timeline as I am putting it off honestly, but will get done in the future, just have to get around to it, along with other responsibilities in life.
EricJ  [author] Sep 1 @ 1:07pm 
Also I do a lot of work through the Discord I maintain as I only reply to comments more or less, and don't like posting updates on here, due to the limit in characters. Scroll up and you can find my Discord and I'd like for you to show up and maybe interact and stuff.
EricJ  [author] Sep 1 @ 1:05pm 
Did some research on the HH-60Hs and found out that the aircraft can sling load, so the capability will be introduced this Sunday, given that it can lift 2,722 kilograms. Not much but it can lift some things for milsim needs.
EricJ  [author] Sep 1 @ 1:04pm 
With the new update for the EricJ Helicopter Pack, I'm planning on releasing a "Pilot HH-60H" Multiplayer mission Sunday. I can make the mission today more than likely but can't release it until Sunday due to the nature of the way Steam updates, and so on. Either way I can make the mission to coincide with the update. It should be noted that I tend to focus on MP missions. If you're looking for SP missions let me know and I'll see what I can do.
EricJ  [author] Aug 14 @ 7:45am 
I just had to block somebody for pestering me too much to do so something. If I tell you that I don't want to do it, I don't need you to try and pester me, thinking that will somehow motivate me to do it. If it gets too much I'll just block you and you can go your merry way or do it yourself. I am under no obligation to acquiesce a particular request, especially if I give a reasonable answer why I won't do it.
EricJ  [author] Aug 10 @ 1:14pm 
Just so everybody knows, I have no plans on doing heavy-lift helos. You can find Kit040199 on Discord and talk to him as he's sometime going to do a Quad Rotor Chinook. I don't know when, but he's got the materials, so talk to him about it, if you're hankering for one. As for me I'm doing some maintenance stuff and not looking to add anything in the short term.
EricJ  [author] Aug 5 @ 9:52am 
Look man, I'll do it when I'm good and ready to do it. I'm under no obligation to do anything for the community. So when it pops up, it'll pop up, but for now I'm not in the works to do most anything with the mod.
EricJ  [author] Aug 2 @ 12:04pm 
Also just a general tip when checking for a bug. Unload all your mods and just have the mod and CBA_A3 running to clean things up. Some mods do things and may present an unrelated bug or error that is beyond my control with other people's mods. I don't use a lot of mods myself, but the less chance of an error due to somebody else's work when reporting an issue please.
EricJ  [author] Aug 2 @ 11:08am 
Also looked at the issue with the pilot/co-pilot thing with the laser not working. I think it's Arma maybe? I have it priority for the co-pilot, and so should be the one gunning anyway, not the pilot.
EricJ  [author] Aug 2 @ 10:49am 
I think the USAF stuff is on your end, I tested it with no mods other than CBA_A3 and couldn't get that error. As for the AH-96 I'll look into that too, missed that when replying
EricJ  [author] Aug 2 @ 10:42am 
Okay don't know the Hellfires caused that issue, I don't use any USAF Mod code, so that's a new one, but will look at the config though... I've noticed that effect with the Hellfires and that's a warhead thing, as it uses submunitions to attack the target, and that's probably BS's way of modeling that. The Pilot shoudn't really be using the Hellfires, but I can see if I can't change it to the Co-pilot by default and that might clear things up. Not sure about the designater, that may be game behavior. But I'll look into the missile code and the Co-Pilot stuff though.
Spartan 208 Aug 2 @ 10:17am 
Okay... list of things I've noticed as of late:
1) AGM-114K Hellfires have a warning popup for a missing entry in "bin\config.bin.USAF_missile1" upon firing for the first time, afterwards they and the vanilla SCALPELs have a habit of phasing through terrain without exploding; they're still capable of killing vehicles though
2) HH-60H laser designator doesn't seem to be working properly or it isn't detecting its own laser; this only seems to happen if the laser-guided missiles are under the pilot's control though, they track just fine under the control of the co-pilot
3) AH-96D Coyote rotor blur is off center from the rotors themselves, one of the blades have been centered on the rotor hub, it makes for an odd sight
4) Target designation under AI control seems a bit off, they sometimes aim too far past the targeted entity though this could just be a case of the helicopter being too close to the target for the gunner to designate properly
EricJ  [author] Jul 30 @ 6:36am 
Haha we;ll see man :)
EricJ  [author] Jul 29 @ 4:16pm 
Somebody was attempting to do that, so I didn't bother. I'd do it but it'll be some other future project though, as I don't know how to animate four rotors and such.
THE FALLNE Jul 29 @ 4:29am 
Hey man, can you make the ch-47 Chinook helicopter like you did with the UH-92 version.Pretty please.
EricJ  [author] Jul 28 @ 2:31pm 
Agreed, unless it's breaking, it'll be this Sunday
Spartan 208 Jul 28 @ 12:19pm 
Hopefully
EricJ  [author] Jul 28 @ 11:37am 
Fixed and should be the last update for the day lol
EricJ  [author] Jul 28 @ 11:31am 
Yeesh okay
Spartan 208 Jul 28 @ 10:55am 
Nice

Also, remember the wheel issue I found with the HH-60H (Minigun)? Well it looks like it's also affecting the Insertion variant
EricJ  [author] Jul 28 @ 10:28am 
Thanks again Spartan 208, it was a bad config that was causing the problem, should work as intended now.
EricJ  [author] Jul 28 @ 5:28am 
Yeah I was able to reproduce the problem, but I'll need some time to figure out why it's doing that.
EricJ  [author] Jul 28 @ 5:25am 
Okay for the crew I don't know how that's happening as the slot isn't locked out or anything and it works as intended during an Arsenal check. I'll play with the editor and see if I can reproduce what you did. And fixed the wheels.
EricJ  [author] Jul 28 @ 1:57am 
Damn, okay I'll look into it.
Spartan 208 Jul 27 @ 3:08pm 
Just took a look at the new HH-60H variant, came across an issue when trying to place custom crew in the Eden editor the copilot's seat is locked out (can't put a unit there), and when taking off the two front wheels detach from their mountings for some reason, they seem to fix themselves once the helicopter is back on the ground though
EricJ  [author] Jul 26 @ 11:32am 
Okay thanks man
Spartan 208 Jul 26 @ 9:55am 
Neat

Also, you may want to check the seats on the HH-60H (Insertion), last I checked the passenger's backs clip through the helicopter's left side when seated on the seats lining that side of the cabin
EricJ  [author] Jul 26 @ 6:59am 
Also added a KNOWN ISSUES above, for things that apparently don't want to work either for this mod.
EricJ  [author] Jul 24 @ 12:05pm 
Yeah I took care of the ones that you mentioned, so it should be good, thanks for checking man.
Spartan 208 Jul 24 @ 11:56am 
Update regarding the rotors: from running all the H-60 helicopters at once, none of the others have the issue I've seen with the HH-60H, it may be model specific
EricJ  [author] Jul 23 @ 10:48am 
Okay I'll look into them then
Spartan 208 Jul 23 @ 9:55am 
The HH-60H and MH-60S thus far, I'm not sure if the SOAR MH-60's and the base UH-60's are affected though
EricJ  [author] Jul 23 @ 5:18am 
Okay cool, which ones?
Spartan 208 Jul 22 @ 6:33pm 
Sweet!

On another note: I've noticed that some of the H-60's have an oddity with their main rotors, namely that the blade model for when they're stationary isn't being hidden once the rotor reaches optimum flight rpm
EricJ  [author] Jul 19 @ 3:12am 
I get that sometimes too, I don't know what to do to fix it, given that the model.cfg looks good. It's either some issue with a mod, or a general issue I need to look at.
Spartan 208 Jul 18 @ 7:51pm 
btw, been getting a popup that says that there's a conflict in the skeleton for the M197 gunpod used by the gunship version of the MH-60S with the GX - Skyshield mod. Says its in the bone count