Bamse 223 Posted June 15, 2015 Sorry for the mini-mod spam. You now have the option to show all the gone-missing MICH 2000 helmets. If anyone should think (not sure why, but disclaimer etcetc) that I have something to do with RHS I just like to clarify I really really don't. I'm just a fan like everyone else :) Changelog, initial release and all that :P I tested all the helmets I could find in the original RHS config after I've changed scope and they show and equip just fine. There shouldn't be any errors, but let me know if I missed anything ... there are so goddamn many MICH 2000s! :D <3 Download: http://blackflagops.com/arma3/@bamse_rhs_show_mich2000_v1.0.zip Keys included, as always! Share this post Link to post Share on other sites
neodammerung 8 Posted June 15, 2015 Might me a good idea to make your own thread so it won't spam main RHS thread ? Share this post Link to post Share on other sites
gatordev 219 Posted June 15, 2015 Before I report this, I wanted to see if anyone was having the same issue... For the RHS M249s (Toadies has the same issue, which makes sense), it appears that it's always playing the same tail when you fire. If I'm in the open desert with nothing around, I still get a tail and reverb like I'm in a forest. When I go to a forest, same tail plays. The other machine guns and rifles don't have the issue. And this was with just RHS...no L'es mod was running. Anyone else experiencing this? Share this post Link to post Share on other sites
kecharles28 197 Posted June 15, 2015 New mod v1.0 available at withSIX. Download now by clicking: Hey bamse , you can upload updates or new mods to withSIX yourself now! Make your own promo page, get the power to release your work at your own point of choosing. To learn more, follow this guide. Share this post Link to post Share on other sites
Redphoenix 1540 Posted June 15, 2015 Might me a good idea to make your own thread so it won't spam main RHS thread ? That would be a GREAT idea.... Share this post Link to post Share on other sites
Svoret 10 Posted June 15, 2015 Could you guys add hk416 to the pack? It would be perfect with your skills Share this post Link to post Share on other sites
Guest Posted June 15, 2015 Release frontpaged on the Armaholic homepage. Show RHS MICH 2000 in Arsenal v1.0RHS: United States Armed Forces Share this post Link to post Share on other sites
Bamse 223 Posted June 15, 2015 RedPhoenix: sorry, not my intention to bog down the thread, I'll start my own. Share this post Link to post Share on other sites
stephsen 79 Posted June 15, 2015 (edited) I miss the fragment from handgrenades and other he-shell impacts ,is this effect removed with the new version ? Edit: oh plz forget the question, it is a ACE 3 feature :blush: Edited June 15, 2015 by stephsen Share this post Link to post Share on other sites
Azza FHI 50 Posted June 16, 2015 Are the M240s hidden also? can see the classnames but cant spawn them. if so, @bamse u feel like fixin that too? ---------- Post added at 14:55 ---------- Previous post was at 14:30 ---------- Before I report this, I wanted to see if anyone was having the same issue...For the RHS M249s (Toadies has the same issue, which makes sense), it appears that it's always playing the same tail when you fire. If I'm in the open desert with nothing around, I still get a tail and reverb like I'm in a forest. When I go to a forest, same tail plays. The other machine guns and rifles don't have the issue. And this was with just RHS...no L'es mod was running. Anyone else experiencing this? Now that u mention it, yes it sounds horrible. at first i just thought it sounded mean, but now i can hear the overlapping. thanks lol the model is awesome tho! Share this post Link to post Share on other sites
Defunkt 431 Posted June 16, 2015 Are the M240s hidden also? can see the classnames but cant spawn them. if so, @bamse u feel like fixin that too? Are you running ACE's compatibility patch for RHS? That's been reported as a cause of hidden M240s. Share this post Link to post Share on other sites
Azza FHI 50 Posted June 16, 2015 yeah im running that. will have to weigh up if its worth running then.. thanks for that Share this post Link to post Share on other sites
tibet 10 Posted June 16, 2015 (edited) Never had this problem, are you sure you are not confusing this with lead being applied by FCS? Did you engaged earlier a target and used laser range finder? If so then FCS automatically applies lead to engage moving targets. To disengage lead press G.It seems I will need to write some sort of manuall how to use FCS. Will test it and let ya know. Thanks for the info. Edited June 16, 2015 by Tibet Share this post Link to post Share on other sites
mistyronin 1181 Posted June 16, 2015 Are you running ACE's compatibility patch for RHS? That's been reported as a cause of hidden M240s. In their newest iteration its already corrected. :) Share this post Link to post Share on other sites
autigergrad 2034 Posted June 16, 2015 Has there been any thought on adding C-130 Gunships to this mod? I know there is the unarmed version available but curious as to if an armed C-130 was available (unless another mod provides this). Outstanding work all around on this though. Brilliant mod. Share this post Link to post Share on other sites
PuFu 4600 Posted June 16, 2015 Could you guys add hk416 to the pack? It would be perfect with your skills Has there been any thought on adding C-130 Gunships to this mod? I know there is the unarmed version available but curious as to if an armed C-130 was available (unless another mod provides this). http://rhsmods.org/faq#will-you-make-xxx? Share this post Link to post Share on other sites
sargken 286 Posted June 16, 2015 Has there been any thought on adding C-130 Gunships to this mod? I know there is the unarmed version available but curious as to if an armed C-130 was available (unless another mod provides this). Fullerj made 2 in his USAF mod. Share this post Link to post Share on other sites
autigergrad 2034 Posted June 16, 2015 Fullerj made 2 in his USAF mod. Very nice! Thanks for the info. Share this post Link to post Share on other sites
tibet 10 Posted June 16, 2015 (edited) Delete Edited June 16, 2015 by Tibet Share this post Link to post Share on other sites
tkeener31 11 Posted June 16, 2015 Haha love how you put names on the guns of the M1A1!! Especially when I got "obamacare" lol Share this post Link to post Share on other sites
Spartan0536 189 Posted June 16, 2015 http://rhsmods.org/faq#will-you-make-xxx? That reply good sir is just freaking awesomem, well said! Share this post Link to post Share on other sites
DaViSFiT 21 Posted June 16, 2015 We get many errors with QR Raven drone. Do we anything wrong? I thought you use the version from Feint, because his raven works good (beside the hitpoints) Share this post Link to post Share on other sites
gatordev 219 Posted June 16, 2015 Now that u mention it, yes it sounds horrible. at first i just thought it sounded mean, but now i can hear the overlapping. thanks lol the model is awesome tho! Looks like someone beat me to the report. And I agree...fantastic model and animation. Share this post Link to post Share on other sites
Nummi 12 Posted June 16, 2015 I know the Insurgent faction is not a focus for you guys, but would it be possible to add the possibility to attach optics to the AKM/AKMs and PKM weapons? Right now it is hard to balance certain missions (USMC vs Insurgents) when the other faction cannot have optics at all and the other one should mostly have ACOG's (Since thats what the USMC usually use.) Is it a matter of adding Joint Rails support for the insurgent weapons, or is it just an RHS internal thing? Love the mod, thanks for all your work. Share this post Link to post Share on other sites
mistyronin 1181 Posted June 16, 2015 I know the Insurgent faction is not a focus for you guys, but would it be possible to add the possibility to attach optics to the AKM/AKMs and PKM weapons? Right now it is hard to balance certain missions (USMC vs Insurgents) :confused: You know that the whole point of any insurgency is that by default they don't have the means of a conventional army, that's why they use guerrilla tactics? :) In conventional combat, the insurgences have to be unbalanced by default, if not they would be a conventional army. The way to balance that missions is to use guerrilla tactics (hit & run attacks, surprise raids in the weakest point of the conventional Army, use the enemies captured equipment, etc.) Just check Simo Häyhä, how he killed so many Russian invaders without any scope. ;) Share this post Link to post Share on other sites