BadHabitz 235 Posted February 13, 2015 I don't think R3F uses ASDG rail system, is there any way to make it use it? Look right above the first video http://www.armaholic.com/page.php?id=20128&d=30 Share this post Link to post Share on other sites
eran100 13 Posted February 13, 2015 Look right above the first videohttp://www.armaholic.com/page.php?id=20128&d=30 I love you. Share this post Link to post Share on other sites
khaosmatical 237 Posted February 13, 2015 Mr RobertHammer, I am encountering an issue with either RH M4/M16 or RH ACC, which involves blue lines almost like lasers coming off of peoples guns. Shown here, any ideas? http://imgur.com/a/eZ5Bf Share this post Link to post Share on other sites
kllrt 154 Posted February 13, 2015 Yeah, I was observing same issue. Probably something is broken in higher LODs. Share this post Link to post Share on other sites
Jackal326 1181 Posted February 13, 2015 Mr RobertHammer, I am encountering an issue with either RH M4/M16 or RH ACC, which involves blue lines almost like lasers coming off of peoples guns. Shown here, any ideas? http://imgur.com/a/eZ5Bf That looks to be due to the 'Alpha Ghosting' caused by the transparent tube applied to certain optics to simulate the parallax affect of a projected aiming reticle. What you are actually seeing is the sky behind the building, through the back of the building itself. @ RobertHammer: You probably know how to fix that, but I think that can be fixed by applying an rvmat with only the following to the tube: renderFlags[]={ "NoZWrite", "NoAlphaWrite" }; Share this post Link to post Share on other sites
Tsark 12 Posted February 13, 2015 Well i' m glad that somebody identified this issue, it is something that struck my attention for a while but i had no idea what was causing it, hope to see it fixed now that it has been identified.:) Share this post Link to post Share on other sites
khaosmatical 237 Posted February 13, 2015 Hot damn that was quick xD, ok cool to know it is known. I think it only happens against shadows I could be wrong though. Share this post Link to post Share on other sites
roberthammer 582 Posted February 13, 2015 (edited) Hmm , i didn't had such issue before , previously i didn't used any rvmat on that tube it was ok that tube should't be even visible on those lods since its only on pilot view which optic does that? Edited February 13, 2015 by RobertHammer Share this post Link to post Share on other sites
Jackal326 1181 Posted February 13, 2015 Hmm , i didn't had such issue before , previously i didn't used any rvmat on that tube it was okthat tube should't be even visible on those lods since its only on pilot view which optic does that? I've noticed that if the lods for an optic don't match up almost exactly with those of the rifle its on, "weird shit" goes down and the game renders what lod it feels like fits the closest, which isn't necessarily the "correct" one. Share this post Link to post Share on other sites
khaosmatical 237 Posted February 13, 2015 The Eotech 553 and the Comp2 CCO were the optics. Share this post Link to post Share on other sites
jayjay12 10 Posted February 14, 2015 there are still some bugs. - sometimes there are 2 shells ejected, when you only shoot once. happens with all weapons. - the railcovers do not fit correctly on all models. the new sounds for the m4's are great. new silencer sounds would be nice to, unfortunately there are still the old ones. the new m4a6 has even the crappy vanilla arma silencer sounds. Share this post Link to post Share on other sites
roberthammer 582 Posted February 14, 2015 - sometimes there are 2 shells ejected, when you only shoot once. happens with all weapons. As i said before that's a interval issue which am not able to set it properly - 1 shot 1 shell - the railcovers do not fit correctly on all models. Yup - they been only set for M4 and for M16 , other guns won't fit because this would require a update of attachment system to support quad rail new silencer sounds would be nice to, unfortunately there are still the old ones. the new m4a6 has even the crappy vanilla arma silencer sounds. I will leave those silencer sounds as they are now and i will fix that m4a6 to use custom sound Share this post Link to post Share on other sites
13islucky 10 Posted February 15, 2015 Have you considered making an M4A1 without the RIS, so that we can live out our late 1990's/early 2000's fantasies? Share this post Link to post Share on other sites
acta13 10 Posted February 15, 2015 hello Robert! I have a question. is it possible when we crashing in dedicate server, if we have old RH pack, and ur New pack at the same time? Share this post Link to post Share on other sites
jayjay12 10 Posted February 15, 2015 (edited) I will leave those silencer sounds as they are now and i will fix that m4a6 to use custom sound the sound of the silenced honeybadger is really great, and sounds more realistic than the m4's or m16's versions. maybe you consider to use the honeybadger sd sounds for all m4 and m16 silenced weapon sounds. As i said before that's a interval issue which am not able to set it properly - 1 shot 1 shell after i updated asdg_jr to the newest version i noticed that the shell ejecting issue has changed, now sometimes no shell is ejected when you shoot instead of two. i just want to let you know, maybe its releated to the mod. Edited February 16, 2015 by jayjay12 only releated to the m4's and m16's of course Share this post Link to post Share on other sites
Jackal326 1181 Posted February 15, 2015 is it possible when we crashing in dedicate server, if we have old RH pack, and ur New pack at the same time? That is probably the cause, either a version mismatch or all running outdated ASDG JR or somesuch. the sound of the silenced honeybadger is really great, and sounds more realistic than the m4's or m16's versions. maybe you consider to use the honeybadger sd sounds for all silenced weapon sounds. Yeah, because if its something everyone wants, its for ALL weapons to sound exactly the same! [/sarcasm] Share this post Link to post Share on other sites
warden_1 1070 Posted February 19, 2015 Shot you a PM, when you get a chance if you could check it out that would be cool. Thanks. Share this post Link to post Share on other sites
Octo 10 Posted February 21, 2015 (edited) Mr. Hammer, I do cordially write to you on the subject of your most venerable M27 Infantry Automatic Rifle. I cannot express the amount of titillation I experience whenever I happen to unceremoniously empty the reliably fed ammunition from it's magazine into the now falling cadavers of my adversaries. As such, I would be delighted to suggest allowing myself and the many satisfied lads and lasses of the world the ability to chose from Automatic and Semi-automatic on this weapon system. As much as I enjoy a perpetual giggle-switch, It's nice to have the option. Oh! Whilst I have your attention, kind Sir. Would the model for 30 Round magazines possibly show as such when loaded into this weapon? -Sincerely, =1stRB= PFC. Octo Edited February 21, 2015 by Octo Share this post Link to post Share on other sites
sunkl 12 Posted February 21, 2015 Since the last acc update we can't use it on a server that has rhi.bikey. It complains only about the rh_acc_cfg.pbo file. Still no word on this? Today I've deleted both @rh_m4_a3 and @rh_acc. Then redownloaded the mods from PWS, then uploaded the same files to the dedi box. Then I can see the rhi.bikey files have the same size and date but have different checksums. Then when I copy the one from the M4 into the keys folder my client throws up "wrong key for rh_acc". Then I put the key in for rh_acc in the dedicated "keys" folder and my client won't connect because "wrong key for @rh_m4_a3...". I see other people don't seem to have this issue...is this all SP players? Please reply with advice as our dedicated server has been set up with this great weapon pack being one of the key assets involved. Thanks guys. Share this post Link to post Share on other sites
maquez 141 Posted February 21, 2015 (edited) his bikey's are broken! development branch of arma3 tools was broken with the update from 05.02.2015 it got fixed. did try to help him but after his strange behavior I gave it up simply ask him for new keys Edited February 21, 2015 by maquez Share this post Link to post Share on other sites
roberthammer 582 Posted February 22, 2015 Still no word on this? Today I've deleted both @rh_m4_a3 and @rh_acc. Then redownloaded the mods from PWS, then uploaded the same files to the dedi box. Then I can see the rhi.bikey files have the same size and date but have different checksums. Then when I copy the one from the M4 into the keys folder my client throws up "wrong key for rh_acc". Then I put the key in for rh_acc in the dedicated "keys" folder and my client won't connect because "wrong key for @rh_m4_a3...".I see other people don't seem to have this issue...is this all SP players? Please reply with advice as our dedicated server has been set up with this great weapon pack being one of the key assets involved. Thanks guys. Here's your answer > http://forums.bistudio.com/showthread.php?188339-RH-Acc-pack&p=2879199&viewfull=1#post2879199 ---------- Post added at 08:51 ---------- Previous post was at 08:43 ---------- Mr. Hammer, I do cordially write to you on the subject of your most venerable M27 Infantry Automatic Rifle. I cannot express the amount of titillation I experience whenever I happen to unceremoniously empty the reliably fed ammunition from it's magazine into the now falling cadavers of my adversaries. As such, I would be delighted to suggest allowing myself and the many satisfied lads and lasses of the world the ability to chose from Automatic and Semi-automatic on this weapon system. As much as I enjoy a perpetual giggle-switch, It's nice to have the option. Oh! Whilst I have your attention, kind Sir. Would the model for 30 Round magazines possibly show as such when loaded into this weapon? -Sincerely, =1stRB= PFC. Octo M27 IAR fire mode switch will return when Marksman DLC will be released , you have to wait for that and the magazine - for 100000x times i said , i would love to have the magazine proxy , meaning that model would change from which type of magazine is used in the weapon unfortunately this feature isn't in Arma 3 , only in Dayz Standalone http://feedback.arma3.com/view.php?id=9611 , http://feedback.arma3.com/view.php?id=21028 so for now i will not change the magazine model in IAR , sorry Share this post Link to post Share on other sites
Octo 10 Posted February 22, 2015 Here's your answer > http://forums.bistudio.com/showthread.php?188339-RH-Acc-pack&p=2879199&viewfull=1#post2879199---------- Post added at 08:51 ---------- Previous post was at 08:43 ---------- M27 IAR fire mode switch will return when Marksman DLC will be released , you have to wait for that and the magazine - for 100000x times i said , i would love to have the magazine proxy , meaning that model would change from which type of magazine is used in the weapon unfortunately this feature isn't in Arma 3 , only in Dayz Standalone http://feedback.arma3.com/view.php?id=9611 , http://feedback.arma3.com/view.php?id=21028 so for now i will not change the magazine model in IAR , sorry Thank you for responding! I appreciate the feedback and apologize for asking the same question asked many times before. Share this post Link to post Share on other sites
opendome 91 Posted February 22, 2015 Just wanted to say Im absolutely loving your packs! Share this post Link to post Share on other sites
khaosmatical 237 Posted February 22, 2015 Haha oh hey my Feedback Tracker post! (The Khaosmatic one). I only ever put that there when you first mentioned the lack of the mag proxy. I hope it gets done maybe with Marksman. Share this post Link to post Share on other sites
sorophx 25 Posted February 22, 2015 sadly, DayZ standalone does many things better than Arma 3 Share this post Link to post Share on other sites