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RHS: Armed Forces of the Russian Federation A3 WIP Thread

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There is so many pages to dig through, does anyone have a list of things that will be in the mod?

As far as today there is no "official list" ( at least public ). And it feels that until the release there isn't gonna be one.

But from the screens & videos I can tell you that they have:

RU: BMPs 1-3 ( and diff versions ), BMDs 1-4, BTR 60-80, Ural truck, UAZ, Shilka, Grad rockets, GAZ Tigr, GAZ truck, ( I don't remember the name of the auto-propelled artillery ), Su25, Mi24 Hind, Mi8, T72, T80, ( I don't know how it's called the big rocket artillery ).

US: M1A1 Abrams, M113 and M2A2-3 Bradley, Paladin self propelled artillery, AH64

Probably my memory is not complete and I missed something, so if anyone can help.

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Also for infantry stuff, there is already m16a4 (I think thats the model) some m4 variant, some fancy looking sniper thingy from facebook (m230 or m320 or m-something something like that, I dont know the name but it had like 4 camo variants)

m240 was shown in screens as well, that was probably a placeholder but they will make it.

Then for the russkies there were a bunch of vests, a few backpacks that looked good, Ak74m, probably with most or all the camo variants from arma 2 version,

a PKP pencheg (spelled wrong), SVD with a few different variants with like camo thingys and a grip,

Some kind of launchers, like rpg18 and I think one of those thermobaric ones I forget the name, also RPG-7 with various warheads.

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The Hind quite possibly is the best fit for Arma's mechanics, especially for AI, since the thing is built like a flying fortress, and has to keep manoeuvring all the time.

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For all of You lazy folks!

A set of the most of the pictures & videos posted by mighty RHS Dev's from all 71 pages

1264883_660922503920746_1791829178_o.jpg.

1291999_660922543920742_2056786910_o.jpg

http://i.imgur.com/Cu9AaGf.jpg (226 kB)

1292118_663593166987013_925376358_o.jpg

1273776_660922437254086_689339320_o.jpg

1415541_723719234307739_733107629_o.jpg

1400304_681756108504052_921481140_o.jpg

http://i.imgur.com/uMLiwCL.jpg (232 kB)

http://i.imgur.com/NN5IV4M.jpg (252 kB)

http://i.imgur.com/ixHuaIg.jpg (129 kB)

http://i.imgur.com/bISMeCP.jpg (146 kB)

http://i.imgur.com/I3kIzDz.jpg (242 kB)

http://i.imgur.com/ozo0uQf.jpg (294 kB)

http://i.imgur.com/krRoVax.jpg (175 kB)

https://i.imgur.com/lI2Y4xH.jpg (447 kB)

http://i.imgur.com/EsqEUF9.jpg (259 kB)

http://i.imgur.com/rezM3Su.jpg (289 kB)

A5D2F5E2D4ED34F0034CA15E563442843C31C67C

http://cloud-4.steampowered.com/ugc/3263168371740199731/ACCC6FD888DD0FDA3B7B8A36A4175284E1EF56DC/ (131 kB)

http://i.imgur.com/xR9D6mK.jpg (239 kB)

http://i.imgur.com/PBG027r.jpg (236 kB)

https://dl.dropboxusercontent.com/u/56844908/RHSUSA/Promo/SVDM.jpg (526 kB)

https://dl.dropboxusercontent.com/u/56844908/RHSUSA/Promo/SVDMc.jpg (540 kB)

https://dl.dropboxusercontent.com/u/8632965/rshg2.png (1319 kB)

https://dl.dropboxusercontent.com/u/8632965/Devblog1/arma3%202014-07-12%2011-35-10-62.png (1337 kB)

https://dl.dropboxusercontent.com/u/8632965/Devblog1/arma3%202014-07-12%2011-43-40-53.png (1169 kB)

https://dl.dropboxusercontent.com/u/8632965/Devblog1/arma3%202014-07-12%2011-17-59-96.png (1083 kB)

https://dl.dropboxusercontent.com/u/8632965/Devblog1/arma3%202014-07-12%2011-38-29-39.png (667 kB)

https://dl.dropboxusercontent.com/u/8632965/bradteaser_big.jpg (528 kB)

https://dl.dropboxusercontent.com/u/56844908/RHSUSA/Promo/M4MWSCCOM320.jpg (532 kB)

https://dl.dropboxusercontent.com/u/56844908/RHSUSA/Promo/M4MWSCCO.jpg (550 kB)

https://dl.dropboxusercontent.com/u/56844908/RHSUSA/rhsusaxm2010wcamB.jpg (164 kB)

https://dl.dropboxusercontent.com/u/56844908/RHSUSA/rhsusaxm2010mcamB.jpg (193 kB)

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The pictures and lists u guys are putting together are still missing a few goodies :p

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I will put it that way, the mod is really worth waiting. ;)

Of course give RHS team a time, because with each next version of the mod, it will be only better and better. ;)

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Would it be considered to add single launch or more type of rocket/artillery weapon systems?unguided rockets of various types would be usefull and would be good weapons for insurgents or gurilla fighters

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RHS deal with RU and US armed forces, not guerilla, none of these factions use this kind of weapon, please use ARMA 3 Addon Request Thread

I think they will actually have a guerilla/green faction too. There were some in Zeus on that demo video, don't know if it's RHS made or not.

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I think they will actually have a guerilla/green faction too. There were some in Zeus on that demo video, don't know if it's RHS made or not.

The ones from the video are not part of RHS. I'm quoting Reyhard in this same thread:

@MikeTim & MistyRonin - I'm using AiA TP, RDS addons & Aggressors units with custom config (using rhs compatibile weapons, rpg18 added, zeus & indep added, done in fashion just like previous rds comp configs) so if we are not going to cope with creating some Indfor forces for 1st release then you wouldn't be left without nothing

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If anything, only the current vision of rhs would make a3 playable for me from a story standpoint ...

(copy pasta crows are the biggest turnoff since fade), so all thumbs up for you guys!

shadownx_tankgirl_ssm_www.kepfeltoltes.hu_.png

(heavily watermarked impro-smiley)

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A little showcase of 1G42 & 1G46 FCS.

After 1.26 update it's possible to do animated gui at least. It's quite a great feature yet I'm experimenting with that so it's may look quite a different later. There is few things I would like to do but as always, time may not allow me to finish it for 1st release. Imagine for example gauges like for TKOH helis on tank driver seats (as a compensation for a lack of interior model) with RPM, speed & current gear. It might be quite useless now yet who know when BIS will give us ability to have manual gearbox :)


1G42 sight...

T80B, BV & BVK uses 1G42 sight. It has ability to zoom in range from 3.9x to 9x. IRL you could do it infinitely but as we are using currently different optics (different NVG sight, etc), it's not possible now. Below is picture from soviet manual showing 1G42 sight:
http://www.kotsch88.de/Feuerleit/t-80/1g42_Strichbild-haupt.jpg

There is also included 1V528 ballistic computer windows for manual tweaks. Those computers were mounted on T80A and onwards yet I couldn't find any good reference pictures of 1V517 so it's used on T80B too. It's same with GPK59 gyrocompass - they were available on gunner station on T80U. Another inaccuracy (or maybe not) is autoloader shell selector - couldn't find any picture of that so right now there is Sprut-SD one used. Also, I recommend to take a look here - Virtual Panorama of T80B interior

How that stuff work?
On the left there is turret indicator & GPK-59 gyrocompass. Both shows direction in soviet mils.
http://www.reaa.ru/yabbfilesA/Attachments/IMG_5529.JPG - GPK-59
http://1.bp.blogspot.com/-cslgGz0N414/U7sGKMYp5-I/AAAAAAAAKQk/Bx6l_aZ4_es/s1600/Turret-Indicators-ru-1.jpg - turret indicator

On the upper right there is fire selector - it tells autoloader mechanisms which next round should be loaded. IRL you are not able to unload gun (yet in emergency you can unload - it should take about 2 minutes to get out round from breech - it's very clumsy inside!). It's speed up loading a little bit.

Next thing is ballistic computer window - you can check if all systems are working, turn on/off angle sensor & manual input range into ballistic computer (lasing after will not work!).

On the bottom centre there is LRF distance indicator, gun readiness indicator (green right on the left), tank commander override light (red light on the right) and below range is multiple result for LRF indicator. Parts of sight that are moving when distance change are used in emergency when ballistic computer is damaged.

Notice lead calculation on tanks - it's very neat feature that calculate required horizontal adjustment from range & current turret traverse speed - I recommend to read that article a little bit in order to get idea of how that thing works. It's very similar after all :) http://www.steelbeasts.com/sbwiki/index.php/M1A1_%28HA%29#Lead

There is also 1G46 sight, it's very similar to 1G42 so here are only some comparison photos with real stuff.
http://img-fotki.yandex.ru/get/6404/94845085.af/0_87462_17f809f5_orig
http://img-fotki.yandex.ru/get/6839/176744788.11/0_e9bb1_4dde5e20_orig

If you have any questions concerning that system feel free to ask :)

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Reyhard I've no words to describe how outstanding those FCS are ( I hope you will provide a manual ) :)

RHS excel as always!

what is a bpo?

I think he means PBO.

Edited by MistyRonin

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o mein gott dat FCS

Wow great work, looks great and all that stuff , I look forward to learn however that stuff works.

Those like, indicatory things on the screen (the compass thingy etc) look kind of pixelated on the edges,

but yeah nice obviously, great work RHS, good luck for MANW.

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Ok, few words, and I hope RHS team won't kill me for that. :P

As a players you will need to learn and understand strong and weak points of armored fighting vehicles you will drive. Yeah, RHS mod will have much more realistic armor damage handling than vanilla ArmA3. I can only say, the modelling is nearly there but not quiet yet. Hopefully I will finalize my report so team might be able to make tweaks here and there for initial release.

If you watch that video carefully, these M1's there, drived by moronic AI were easy destroyed by Reyhard, because they simply exposed side armor... well, try the same trick when they show only frontal armor and... have a good luck surviving. ;) Of course their frontal armor still need tweaks, because I feel something is not 100% right, and there are other small quirks needing fixing. But overall, it looks very promising, for something like ArmA engine, this is trully a large step ahead. So big applause for RHS team, and also Olds and his work to overcome obsolete hitpoints system. ;)

However I think I can allready say that there might be a problem with vanilla content compatibility when it comes to ammunition and armor protection of vehicles. I might have idea how to solve this (actually there are two possible options), but might not be there for initial release.

Overall expect really great mod!

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There is also included 1V528 ballistic computer windows for manual tweaks. Those computers were mounted on T80A and onwards yet I couldn't find any good reference pictures of 1V517 so it's used on T80B too. It's same with GPK59 gyrocompass - they were available on gunner station on T80U. Another inaccuracy (or maybe not) is autoloader shell selector - couldn't find any picture of that so right now there is Sprut-SD one used. Also, I recommend to take a look here - Virtual Panorama of T80B interior

I think I can help you with the shell selector. Its actually on the sight itself, switch number 19:

http://www.kotsch88.de/Feuerleit/t-80/1G42_Frontplatte.jpg

1V517, looks like this:

http://www.kotsch88.de/Feuerleit/t-80/T-80B_08a.jpg

As you can see, almost the same functions as 1V528

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Ok, few words, and I hope RHS team won't kill me for that. :P

As a players you will need to learn and understand strong and weak points of armored fighting vehicles you will drive. Yeah, RHS mod will have much more realistic armor damage handling than vanilla ArmA3. I can only say, the modelling is nearly there but not quiet yet. Hopefully I will finalize my report so team might be able to make tweaks here and there for initial release.

If you watch that video carefully, these M1's there, drived by moronic AI were easy destroyed by Reyhard, because they simply exposed side armor... well, try the same trick when they show only frontal armor and... have a good luck surviving. ;) Of course their frontal armor still need tweaks, because I feel something is not 100% right, and there are other small quirks needing fixing. But overall, it looks very promising, for something like ArmA engine, this is trully a large step ahead. So big applause for RHS team, and also Olds and his work to overcome obsolete hitpoints system. ;)

However I think I can allready say that there might be a problem with vanilla content compatibility when it comes to ammunition and armor protection of vehicles. I might have idea how to solve this (actually there are two possible options), but might not be there for initial release.

Overall expect really great mod!

Fucking-straight-A-tastic.

Another thing: I could hardly see any tracers when the main guns fired in the vid, is this caused because of the poor video quality?

EDIT:

Can we expect the same level of professional FCS for the US side?

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