kilo1-1 1 Posted March 1, 2015 So with the 10th Mountain, 82nd, and 101st are you going to move them into their own categories with helicopters, tanks, vehicles, infantry roles, and squads? Hell no. Do you realize how huge the addon will get if they do something like that? Share this post Link to post Share on other sites
Jona33 51 Posted March 1, 2015 Although apparently the unit insignia system for the patches is implemented I can't find the classnames (not under cfgUnitInsignia or in the arsenal) you can modify this to match the appropriate uniform. _unit=_this select 0; _UniformItems=[]; _UniformMagazinesTypesArray=(getMagazineCargo UniformContainer _unit) select 0; _UniformMagazinesQuantitiesArray=(getMagazineCargo UniformContainer _unit) select 1; for "_i" from 0 to count _UniformMagazinesTypesArray-1 do { _MagazineType=_UniformMagazinesTypesArray select _i; _MagazineQuantity=_UniformMagazinesQuantitiesArray select _i; _MagazineArray=[_MagazineType,_MagazineQuantity]; _UniformItems set [count _UniformItems,_MagazineArray]; }; removeUniform _unit; _unit addUniform "rhs_uniform_cu_ocp_82nd"; //Possible options are "rhs_uniform_cu_ocp" (1st Cav), "rhs_uniform_cu_ocp_101st", "rhs_uniform_cu_ocp_10th", "rhs_uniform_cu_ocp_patchless" (and obviously the UCP versions). {for '_i' from 1 to (_x select 1) do {_unit addItemToUniform (_x select 0)};} forEach _UniformItems; (Probably a better way, this is what I've got left lying around from a more general script for getting a load out). Share this post Link to post Share on other sites
Kaxii 11 Posted March 1, 2015 Hell no. Do you realize how huge the addon will get if they do something like that? Not that big, its simply a config change, some bits of code and its done you don't need to make anything new really ad they're all US army and will be using mostly the same stuff which looks mostly the same maybe some texture differences. Share this post Link to post Share on other sites
Jona33 51 Posted March 1, 2015 (edited) Not that big, its simply a config change, some bits of code and its done you don't need to make anything new really ad they're all US army and will be using mostly the same stuff which looks mostly the same maybe some texture differences. Messy in the editor though, either you have You'd either end up with NATO FIA 101st-Men Woodland/-Men Desert etc. 82nd 10th 1st Cav Marines-Wood Marines-Desert USAF USN or US Army Woodland-Men 82nd/Men 101st/Men 10th US Army Desert-Men 82nd/Men 101st/Men 10th etc... EDIT: Or actually, the way it's been set up on the Russian side works quite well Branch (e.g. VDV)-->Infantry (Flora)\Infantry (EMR)\Helicopter etc... Either way it's not great. I prefer the second one (they've done it mostly like that Edited March 1, 2015 by Jona33 Share this post Link to post Share on other sites
Belbo 462 Posted March 2, 2015 (edited) I found major inconsistencies with your designations on http://www.rhsmods.org/updater and http://doc.rhsmods.org/ : One time it's USF, another time it's USAF. Could you find a cohesive designation? Especially since every other host had the modfolders designated differently: @rhs_usaf, @rhs usaf, @rhsusaf and so on. Which one is the "regular one"? And why should it be the abbreviatition for the University of South Florida? Edited March 2, 2015 by Belbo Share this post Link to post Share on other sites
froggyluv 2136 Posted March 2, 2015 (edited) Eager to try those PiP scopes and updated via auto-updater to 3.6 but dont see them in any of the virtual ammo crates nor standard. this addPrimaryWeaponItem "rhsusf_acc_ELCAN_PIP"; didn't work either :( EDIT: Snap! Just realised I have both a Beta folder and a standard folder for each faction -was wondering why they came up twice in launcher :p Oi 2x Edit: Wow thank you guys. You just brought a huge shit eatin grin to this grizzled old gamers face :) Edited March 2, 2015 by froggyluv Share this post Link to post Share on other sites
ice_age0815 37 Posted March 2, 2015 (edited) PiP scopes there work for me not a fan of them but it is cool plz post more missions plz something i am working on http://steamcommunity.com/sharedfiles/filedetails/?id=371849683 Edited March 2, 2015 by ICE_AGE0815 Share this post Link to post Share on other sites
outbreakdv 11 Posted March 2, 2015 I can't wait for the PiP optics to be improved, when I look down them I get a bit of a fisheye effect. Makes them hard to use, but I love that they work with NV. Share this post Link to post Share on other sites
sttosin 67 Posted March 2, 2015 (edited) I am really feeling the PIP scopes especially the rhsusf_acc_ACOG_PIP. I can only wish the clarity will improve in future releases. It must use some kind of Create Camera effect? It cuts cutscences short it seems if you zoom in just as cutscene is about to start. Also does not seem to play well with TPW HUD. Did not test with any other HUD type mods. Edited March 2, 2015 by sttosin Share this post Link to post Share on other sites
robowilso 40 Posted March 2, 2015 For anyone who is having trouble updating their RHS addons *using the updaters* I will break it down for you step by step as i just figured it out. Step 1.) Go to the Red Hammer Studios updater page @ http://www.rhsmods.org/updater about halfway down you will see two links under the heading ''Setting up the updater" click both of these links. each one downloads a different set of .dll and a batch file and an .exe. One for each faction. Step 2.) Take the downloaded files and drop them into your @RHUSF & @RHAFRF folders respectively. After this step you should have all of the updater files inside the modfolders along with the folders 'addons' & 'keys' Step 3.) Navigate to your windows Run command box. Once you have that open inside of it copy and paste the path to the .bat to whichever faction addon pack you wish to update first. (ie: "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@RHSUSF" Step 4.) Press the 'Ok' button to Run the program and like magic, the files that need to be updated will begin to update!!!! After the first one finishes repeat steps 3-4 to update the other factions files to current. Thank You to Red Hammer Studios and each artist that has put in so much hard work to bring us this ultra-realistic content that truly makes our Arma 3 adventures so much more enjoyable!!! Share this post Link to post Share on other sites
VastGameMaster 31 Posted March 2, 2015 Well there be any hk416 rifle variants in the near future? Share this post Link to post Share on other sites
maquez 141 Posted March 2, 2015 hello RHS Developer Team, I have a question, do you allow to release my little ALiVE compatibility mod in a separate thread and to public so that it not get always lost in this current thread? http://forums.bistudio.com/showthread.php?184842-RHS-Escalation-%28AFRF-and-USAF%29-Release-0-3-6-%28UPDATED%29&p=2889877#post2889877 regards maquez [Q-Net] Share this post Link to post Share on other sites
devildog664 25 Posted March 2, 2015 Mraps are really slow when ai drive them and going up a hill will take an hour. But loving this new update. I have been working on mission using this mod for a long time now. Its a whole dynamic SP mission with lots of things to do. It will take hours to complete. Share this post Link to post Share on other sites
bagpiperguy 74 Posted March 2, 2015 I think that you guys need to go big of go home with your helicopters, I present to you the MI-26 and the CH-53K King Stallion! Share this post Link to post Share on other sites
lumnuon 295 Posted March 2, 2015 Would love to see a CH-53 too :) anyway the work the RHS Team has done so far is already absolutely imperessing Share this post Link to post Share on other sites
CyclonicTuna 87 Posted March 2, 2015 (edited) I think that you guys need to go big of go home with your helicopters, I present to you the MI-26 and the CH-53K King Stallion!http://upload.wikimedia.org/wikipedia/commons/thumb/9/92/Russian_Air_Force_Mi-26_Beltyukov.jpg/300px-Russian_Air_Force_Mi-26_Beltyukov.jpg http://upload.wikimedia.org/wikipedia/commons/thumb/3/34/CH-53K_Rollout.JPG/300px-CH-53K_Rollout.JPG Those things are cute but... if you wanna go big, go properly big. Edited March 2, 2015 by CyclonicTuna Share this post Link to post Share on other sites
TheMightyKovacs 6 Posted March 2, 2015 Jesus f*cking Christ. What the hell is that thing? :laugh: Share this post Link to post Share on other sites
soul_assassin 1750 Posted March 2, 2015 I found major inconsistencies with your designations on http://www.rhsmods.org/updater and http://doc.rhsmods.org/ : One time it's USF, another time it's USAF. Could you find a cohesive designation? Especially since every other host had the modfolders designated differently: @rhs_usaf, @rhs usaf, @rhsusaf and so on. Which one is the "regular one"? And why should it be the abbreviatition for the University of South Florida? You can folder banana if you want it does not matter Share this post Link to post Share on other sites
CyclonicTuna 87 Posted March 2, 2015 Jesus f*cking Christ. What the hell is that thing? :laugh: Soviet built Mil V-12. Or in plain English, the largest VTOL rotarty aircraft ever to have flown. They actually had plans for an even bigger one with 4 rotors, but it was never realized. The idea was that this could transport heavy equipment such as tanks and artillery to the frontline without the need of a large landing strip. Share this post Link to post Share on other sites
TheMightyKovacs 6 Posted March 2, 2015 I don't know whether to be scared, unsurprised, or delighted by that. Share this post Link to post Share on other sites
PuFu 4600 Posted March 2, 2015 hello RHS Developer Team,I have a question, do you allow to release my little ALiVE compatibility mod in a separate thread and to public so that it not get always lost in this current thread? http://forums.bistudio.com/showthread.php?184842-RHS-Escalation-%28AFRF-and-USAF%29-Release-0-3-6-%28UPDATED%29&p=2889877#post2889877 regards maquez [Q-Net] as long as is not a repack of any RHS content, of course. Share this post Link to post Share on other sites
avfc 10 Posted March 2, 2015 The russians sure know how to make ugly aircraft thats for sure :p Share this post Link to post Share on other sites
maquez 141 Posted March 2, 2015 thank you :D it's only configuration no repack Share this post Link to post Share on other sites
CyclonicTuna 87 Posted March 2, 2015 The russians sure know how to make ugly aircraft thats for sure :p Honestly I think the Russians have a far better approach to building military aircraft than most NATO nations. They built shit to LAST. Their migs are like flying tanks. I don't know if you've ever seen a Russian airbase. But most NATO officers would probably not even come near it with their aircraft. Debris everywhere, overgrown runways, flooded areas etc. Now you might think that is stupid but the thing is. If you want operational F-16 or F-15's somewhere you need a spotless runway. But in a real war scenario that might be very difficult if not impossible. In other words NATO aircraft are mostly designed as swiss watches, very intricate and very complicated and difficult to maintain. Yes they are very sexy, but Russian aircraft are built for war, and war time scenario's. So they might be ugly, but they're also very relyable and robust. Share this post Link to post Share on other sites
TheMightyKovacs 6 Posted March 2, 2015 Honestly I think the Russians have a far better approach to building military aircraft than most NATO nations. They built shit to LAST. Their migs are like flying tanks. I don't know if you've ever seen a Russian airbase. But most NATO officers would probably not even come near it with their aircraft. Debris everywhere, overgrown runways, flooded areas etc. Now you might think that is stupid but the thing is. If you want operational F-16 or F-15's somewhere you need a spotless runway. But in a real war scenario that might be very difficult if not impossible. In other words NATO aircraft are mostly designed as swiss watches, very intricate and very complicated and difficult to maintain. Yes they are very sexy, but Russian aircraft are built for war, and war time scenario's. So they might be ugly, but they're also very relyable and robust. I can completely agree with you. I remember shadowing some dudes who work on the Aggressors here and them being like "Yeah we basically have to do alllll this just to keep it from not crashing". It's odd the differences in the mechanical philosophies of two "rival" nations. But I digress, not the point of the topic. Love 0.3.6, guys! Share this post Link to post Share on other sites