Arma 3
EricJ Helicopter Pack
649 Comments
EricJ  [author] 11 hours ago 
Current progress of the HH-60H: https://www.youtube.com/watch?v=n8V_PB4Vn8M
EricJ  [author] 14 Jul @ 7:17am 
No news, the guy who was doing it hasn't reached out to me, so no word as of yet. I don't think he'll be able to do it in a good amount of time. I do have an option that I might pursue though, but I have a Discord where I post most of my updates though, if you're on that program.
Wansec_6 14 Jul @ 6:22am 
G'day EricJ,
Yes, I'm still alive and kicking. Thanks for the reply. I appreciate the work you're doing with this pack. Do you have any update on the Avatar choppers model?
EricJ  [author] 13 Jul @ 1:37pm 
Lol you're still alive! I unfortunately need some experience in folding stuff to make it viable. I can think of a way to animate them so they fold, but given their size I'm not sure if it will be even practical, but in the future is the best I can tell you right now.
Wansec_6 13 Jul @ 8:25am 
G'day EricJ,
Would it be possible for you to animate the rotors on the the 92 and 96s so that they can be stored aboard carriers/lhds?
I'm glad to see you're still adding to the choppers. This is my ho to pack.
EricJ  [author] 9 Jul @ 4:38am 
There's really nothing special about them I'm afraid. Sure there's some niche stuff, but overall I work alone, so all the stuff is pretty much nothing exciting, like Hatchet and so on. I mean if I had team of people I'd probably have more features. I'm planning on in the future of adding HeliSim to the pack, but that's a maybe seeing I want feedback from players when I put it on the Kiowa I put out. So it works with ACE (but not required), and so on. I mean I get high marks for the flight models, but at the end of the day I'm not as competitive as some other mods.
RenaRey 8 Jul @ 11:40pm 
Hi EricJ, what's special about your mod apart from the dual-rotor variants like Avatar? I'm referring to the UH-60 or Little Birds. Do they have specific characteristics that other UH-60s like the RHS don't have? Genuine doubt.
EricJ  [author] 7 Jul @ 4:34am 
With the removal of the Titan AA Container, it has been (as per the above changelog) become it's own mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3519128385
Spartan 208 5 Jul @ 11:39am 
*shrugs* oh well
EricJ  [author] 5 Jul @ 4:20am 
Because I'm using BIS sounds, and nothing custom. So unless somebody has a sound I can use, that'll be it for now. Frankly it[s not much of a priority as most of the time I use it for AI support, so I'm not in the control "console" using the Artillery Computer all of the time. I can look into the BIS sounds for artillery and maybe use that, but honestly it's not so much a thing I would put a priority. If you know a sound though, I'd be interested.
Spartan 208 4 Jul @ 12:14pm 
Out of curiosity, why does the light howitzer's firing sound lack the "oomph" that a gun in the 100mm caliber range is expected to have?
EricJ  [author] 1 Jul @ 4:55am 
Maybe, but it's at a specific speed or such, so it may have been a stealth update, don't know
Garuda XIII 1 Jul @ 4:15am 
No problem! Maybe its just a BIS bug haha.
EricJ  [author] 1 Jul @ 3:51am 
Yeah thanks man, I'm glad you appreciate the work! As for the ATRQ... I don't know as it breaks on me so for my helos it's a concern. I haven't tested it on vanilla helos, but I wouldn't be surprised if I break it as well.
Garuda XIII 30 Jun @ 8:46pm 
I see, also great update! Everyone I know who uses your mod loves how detailed and balanced it is for gameplay purposes!

With regards to the ATRQ breaking no issues from our end.
EricJ  [author] 29 Jun @ 4:48pm 
So far it's not I don't think a mod issue, but a game adjustment. As mentioned elsewhere for the conventional helicopters keeping your speed below 150 knots/278 km/h will prevent the ATRQ from failing completely. For the Dual Rotor helos there is no break so far at speeds higher than 150 knots/278 km/h.
EricJ  [author] 26 Jun @ 12:53pm 
Okay did some testing, if you sling a load, keep it under about 150 knots or so, then the ATRQ rotor won't break. I don't know if this is an intended issue with the Helicopter DLC, but something to keep in mind when using my UH-60s. I don't know if it'll affect the other ducted fan helos, but keep this in mind for now, unless an update to the game changes something again.
EricJ  [author] 26 Jun @ 11:23am 
I'm noticing with the current patch and at least the UH-60M, the ATRQ keeps breaking when I'm sling loading an object and at speed. I had one user say it was a certain mod, and so far reporting no issues, but lately I've broken the ATRQ without doing anything, just level flight in the bird. Is anybody else having this issue?
EricJ  [author] 25 Jun @ 9:03am 
:)
Garuda XIII 25 Jun @ 8:49am 
Hahaha I see!
EricJ  [author] 25 Jun @ 4:54am 
Haha now Marek calls me and asks me what I'm working on next lol. Seriously yeah thankfully because I am using BIS code for the bullet, so if it's not working, it's not my fault.
Garuda XIII 24 Jun @ 7:46pm 
BIS updated their game just for you, what an honor. Jk, but still it's a nice coincidence.
EricJ  [author] 24 Jun @ 2:49pm 
Yeah I didn't actually do anything, they just updated the game and they started to work again so thank BIS
Garuda XIII 23 Jun @ 8:15pm 
Ah weird, but thanks Eric as always!
EricJ  [author] 22 Jun @ 10:55am 
Seems it was a game issue, tracers now work again, just checked.
EricJ  [author] 20 Jun @ 4:30pm 
Okay somehow I'm breaking the tracers with my mod. Without the mod tracers show, but somehow I'm not making them show, so I have to find out how to fix this problem. Stay tuned.
EricJ  [author] 20 Jun @ 2:31pm 
Damnit, okay I'll see what the issue is. I could possibly upload this Monday, but I got a few small things, so if not, then the 30th is the next upload since I just uploaded today. I went and used the BIS values. But I may make it this Monday since it';s a kinda critical update.
Garuda XIII 20 Jun @ 8:31am 
Hey Eric, the DAP M134s don't have tracers again.
EricJ  [author] 17 Jun @ 7:40am 
Just a general announcement, the mod will be updated to version 2.20 next Monday. Matter of fact it's already setup for version 2.20. I know some versions, like the Mac users will suffer a deployment issue, but I need to keep ahead as I am incorporating the new fuel tanks that BIS came out with.
EricJ  [author] 16 Jun @ 8:04am 
Okay so the mortars don't work when my mod is loaded? Are you using an artillery mod? I use Drongo's Artillery Tool and have no issues. It could be the mod itself if that's happening.
Jörmungander 16 Jun @ 1:43am 
Sorry for not specifying, I mean when the AI ​​uses mortars (it doesn't affect the rest of the artillery because they work normally), it doesn't fire and always says "Cannot execute, adjust coordinates", so when I deactivated the mod, the mortars worked again and I only have your mod and cba_a3 activated.
EricJ  [author] 15 Jun @ 10:09pm 
I'm not sure what you mean, I haven't noticed an issue with the artillery.
Jörmungander 15 Jun @ 9:21pm 
Hey bro, I tried your mod and found a problem, the AI ​​can't shoot artillery like mortars.
EricJ  [author] 13 Jun @ 4:05am 
No problem!
Garuda XIII 13 Jun @ 3:23am 
Thank you so much as always!
EricJ  [author] 13 Jun @ 2:34am 
Fixed it, the issue was I was using BIS ammo, I made a magazine so the tracers should show. The next update will be this upcoming Monday.
Garuda XIII 13 Jun @ 1:31am 
Hey EricJ, there are issues with the M134s themselves. Apparently there are no tracers, makes it slightly harder to aim, or at least feedback from the pilots and ground to an extent is that they can't really enjoy using the M134s. Specifically the M134s that fixed forward like the DAP variants of the Helicopters and the Little Birds. The M134s mounted as turrets has visible tracers at least.
EricJ  [author] 11 Jun @ 6:10am 
Haha thanks man, I love them too, they really turned out good I think.
Totally Not Ed 11 Jun @ 5:49am 
they look so cursed. I love them.
EricJ  [author] 9 Jun @ 12:43pm 
Cool
Spartan 208 7 Jun @ 9:02pm 
New equipment aye? I shall test it out
EricJ  [author] 3 Jun @ 12:26pm 
After some thought, I'll start posting updates on Mondays, not Wednesdays as I have. I figure that's a good day to publish updates so those milsims that play mostly on that day, and the weekend can get the updated version out and mission designers can work the new updates for their missions. I'll still update tomorrow, but if there are new updates next Monday, that will be the day to see them come, for all of my mods.
The Tree 29 Apr @ 8:46am 
Understood, thank you very much
EricJ  [author] 29 Apr @ 6:12am 
I looked at Drongo's tweaks and it doesn't look like it affects the crewing of drones, just how the AI reacts and so on, so it's a mod issue on my end, and I added the crew listing to each variant (the original version has that listed. I did note that one of the missions I play by myself that the AI doesn't spawn when I spawn a drone myself, so I don't think it's Drongo's mod that's affecting it, and the best I can do tomorrow is try and fix the issue, but I don't know what is causing it to do that. The fix may, or may not work, so we'll see after the update shows in your launcher.
The Tree 28 Apr @ 5:14pm 
Yes, other drones outside of your mod works just fine, if that is what you are asking.

Another thing that i should have added in my first comment is that we are using Drongo's Drone Tweaks, could that have affected your drones in some way?

I will certainly try the script next chance i get to, thank you for the help.
EricJ  [author] 28 Apr @ 2:16pm 
I asked on the Arma Discord and somebody suggested createVehicleCrew in the script. Maybe you need to do that to spawn the AI when you spawn the vehicle.
EricJ  [author] 28 Apr @ 5:36am 
I'm guessing other drones work fine? I don't even know how to remotely fix this issue I'm afraid. I mean I'll look at the config and see if it's just the fact that it's not listed with the config as a line or two on the config. But that's the only way I can fix the issue methinks.
The Tree 27 Apr @ 3:38pm 
Eric, I found a minor bug with the MQ-17 and the MQ-37. When using a spawn script, we are unable to manage the pylons or control the gunner AI. It seems like it isn't spawning at all with the gunner AI.
EricJ  [author] 22 Mar @ 12:02pm 
Fixed with latest update
Shadow 0-1 21 Mar @ 8:02pm 
as of 22nd of march, 2025, I believe the mod may be broken. m4 8551_1 issue