9,846 Adiarka454 Comments

  • Jericho Trumpet Siren 6.5 years ago

    Thank you everyone for your patience and feedback, an update featuring fixes and improvements for this mod is still in the making, please stay in your seats :)

    +3
  • Snow Crawl 6.8 years ago

    @AndrewGarrison Do countermeasures count as weapons? (Since they're located in the 'Weapons' tab)

  • Weapons Bay Fuselage 7.0 years ago

    Thank you everyone for the positive comments and feedback, I really appreciate it :)

  • Weapons Bay Fuselage 7.0 years ago

    @TheMutePaper Apologies for that, I had trouble looking for a proper sound effect and was on a time crunch, so I used a stock sound (and slightly tweaked it) from my computer’s sound library.

  • Weapons Bay Fuselage 7.0 years ago

    @freedompilot98 You can put a thin piece of Structural panel and attach pylons all over it to put on more weapons. The singular Attach Point was deliberate because if I put more, it’ll be extremely difficult to put something where you want it to be.

  • Weapons Bay Fuselage 7.0 years ago

    @Oski Thank you, glad you like it!

  • Tactical Laser System Mod 7.2 years ago

    @Skywalket They're a bunch of my own designs, however I don't feel they're ready for sharing just yet...

  • Tactical Laser System Mod 7.2 years ago

    @TheShrinkRay It is ready my friend, go ahead and download it!

  • 1.7 Beta now available 7.2 years ago

    @LiamW Good luck XD

  • 1.7 Beta now available 7.2 years ago

    @LiamW Definitely Flak, as there was no tracer fire close enough to have caused the damage. Also, a cloud of black smoke appeared near the impact, further convincing that it was a Flak shell.

  • 1.7 Beta now available 7.2 years ago

    @LiamW They'll snipe you like a jumpscare under 2 miles of distance. Trust me it's better to NOT get hit!

  • 1.7 Beta now available 7.2 years ago

    Really love the new damage system, it works amazingly and looks beautiful -- gives a lot more immersion!

  • 1.7 Beta now available 7.2 years ago

    @AndrewGarrison I was in the process of making a mod for countermeasures T_T

    But nah, having it added in officially is better for everyone. Awesome to hear the torpedoes are back too!

  • BL-1 Smokestack V2 7.2 years ago

    @doge Oh, I see. Thanks for letting me know!

  • BL-1 Smokestack V2 7.2 years ago

    @doge Awesome, I love it! Nice to see the laser put into good use. How did you make the whole vehicle so lightweight?

  • Tactical Laser System Mod 7.2 years ago

    @tsampoy Sadly no :( It was just for the somewhat cool screenshot...

  • Tactical Laser System Mod 7.2 years ago

    @septicfoot @doge Thank you for the reports, I'll look further into these problems.

  • Tactical Laser System Mod 7.2 years ago

    @Carsong1017 Thank you

  • Tactical Laser System Mod 7.2 years ago

    @spuser0000 Sorry, I did not know that. Can you get it using the Direct Download button?

  • Tactical Laser System Mod 7.2 years ago

    @goutboy411 As of now, the lasers cannot be binded to Armed Groups, unfortunately. But I'm working on a fix for it!

  • Tactical Laser System Mod 7.2 years ago

    @Faded Cool, that's great to hear!

  • Tactical Laser System Mod 7.2 years ago

    @septicfoot Are you on Android or PC? I don't seem to run into such problems during testing

  • Tactical Laser System Mod 7.2 years ago

    @Carsong1017 Thanks for clearing that up for him/her :)

  • Tactical Laser System Mod 7.2 years ago

    @stig27 Most likely XD

  • Tactical Laser System Mod 7.2 years ago

    @JakeTheDogg I'll look into this, but I'm not so sure it's possible as scaling parts isn't actually an in-game feature (aside from using XML and/or mods).

  • Tactical Laser System Mod 7.2 years ago

    @WEAPONSMITH Thank you so much, and yes I will go and do that. The fix will be released along with update v1.2, as I plan to add some extra features to both weapons.

  • Tactical Laser System Mod 7.2 years ago

    @aircraftarsenal123 Thank you so much!

  • Tactical Laser System Mod 7.2 years ago

    @Liquidfox Yes, I've been thinking about adding the extra attach points and AGs have been planned for update v1.2. Don't worry I shall continue to improve this mod, it'll take me some time though as some other of my responsibilities often get in the way...

  • Tactical Laser System Mod 7.2 years ago

    @14ROVI I did what @mushr0om told me, I believe it was:

    ServiceProvider.Instance.PlayerAircraft.Controls.FireGuns

    This line will return a bool of whether the player is firing or not.

  • Tactical Laser System Mod 7.2 years ago

    @TnTDestroyer @Carsong1017 Thank you, I will add this. Terribly sorry for the inconvenience.

  • Tactical Laser System Mod 7.2 years ago

    @DeathStalker627 XD thank you!

  • Tactical Laser System Mod 7.2 years ago

    @14ROVI But that's how we should all behave in the forums :)

  • Tactical Laser System Mod 7.2 years ago

    @mushr0om @WEAPONSMITH Thank you so much, it's now working very, very well indeed!

  • Tactical Laser System Mod 7.2 years ago

    @helilover03 Cool, I'm looking forward to it

  • Tactical Laser System Mod 7.2 years ago

    @helilover03 I feel relieved. I was having serious issues with the Android build system. Thank you so much for confirming that it works!

  • Tactical Laser System Mod 7.2 years ago

    @AverroesIndustries @helilover03 Android version is up! I’ll let you guys test it out and see if there are any problems. Thank you so much in advance!

  • Tactical Laser System Mod 7.2 years ago

    @WEAPONSMITH Thanks, I'll keep these in mind

  • Tactical Laser System Mod 7.2 years ago

    @mushr0om @WEAPONSMITH Thank you, I'll have a look at this

  • Tactical Laser System Mod 7.2 years ago

    @mushr0om The android release is just around the corner, but I've stumbled upon another issue. I'm having problems with building the android spmod, it has something to do with the android SDK. Which ones should I use, and how do I use them properly? Thank you again

  • Tactical Laser System Mod 7.2 years ago

    @stig27 Not when Razgriz gets in their way >:)

  • Tactical Laser System Mod 7.2 years ago

    Thank you all so much for 50 upvotes ! ! !

  • Tactical Laser System Mod 7.2 years ago

    @stig27 Sorry to keep you waiting! Don't worry, it'll be ready in a few hours... hopefully

  • Tactical Laser System Mod 7.2 years ago

    @14ROVI Thank you, but no mod is simply better than another. I believe they're all different and better in their own unique ways. Yes, RayCast is the backbone for this mod as lasers require some precise aiming and calculation... Took me a while to understand how it works

  • Tactical Laser System Mod 7.2 years ago

    Oh my I just realized during testing, that the lasers can actually sink ships. It just takes them a while to do so.

  • Tactical Laser System Mod 7.2 years ago

    @F4f879 Yes, it was

  • Tactical Laser System Mod 7.2 years ago

    @Carsong1017 Absolutely XD

  • Tactical Laser System Mod 7.3 years ago

    Whoa came back overnight and what's happened here? Let me address some things:
    - Thank you so much for those who enjoy this mod, I feel really flattered honestly :)
    - I'd also like to thank the moderators for keeping the comments section in check
    - Again to clear this up, Android version is in the works but it may take a while (more than a day, please be patient)
    - For iOS users I'm so sorry and I know the feeling, but I don't see a way to install mods on your devices.

  • Tactical Laser System Mod 7.3 years ago

    @AverroesIndustries Thank you, I'll let you and @helilover03 know when it's available. It'll take some time, as I want to improve and fix some things along the way.

  • Tactical Laser System Mod 7.3 years ago

    @mushr0om I never knew the Service Provider can be used so widely! I'll try this out, thanks again

  • Tactical Laser System Mod 7.3 years ago

    @mushr0om I'd also like to ask you something, in regards of improving this mod. It's about the Bomb Script component found on the Boom 25/50. I've tried tweaking its values but I just can't seem to get it to work properly. Sometimes they detonate, most of the time they don't. Other times they just break/get destroyed like fuselage parts. Is there some sort of sensitivity parameter that I might be missing? Thank you in advance.