war_lord 934 Posted May 28, 2016 What does "wrong" mean when it comes to shades of tan? Do they only come in one specific shade of tan? I am not too familiar with them. Well, there's shades of Tan, and there's also Flat Dark earth. In photographs the Elcan is roughly the same color as the Block II rails, RHS's version is quite a bit lighter. The WMX Insight is a bronze color in reality, but is very yellowy in the mod. Now color is a subjective this, and if the team thinks they have it right, I'm not going to argue the matter. But I figured I'd bring it up. (Oh Ineptaphid, check your emails) Share this post Link to post Share on other sites
CannonSong 688 Posted May 28, 2016 I like it :) Good story. What is the uniform you are wearing in the picture? Haha, thanks! I believe that's the Woodland M93 from GREF, one of the pro-tec helmets and ALICE bags from CUP, and the body armor's just from the base game. Was going for an early-90's delta feel. I'm a sucker for the Blackhawk Down look, what can I say? :D 1 Share this post Link to post Share on other sites
ineptaphid 6413 Posted May 28, 2016 Well, there's shades of Tan, and there's also Flat Dark earth. In photographs the Elcan is roughly the same color as the Block II rails, RHS's version is quite a bit lighter. The WMX Insight is a bronze color in reality, but is very yellowy in the mod. Now color is a subjective this, and if the team thinks they have it right, I'm not going to argue the matter. But I figured I'd bring it up. (Oh Ineptaphid, check your emails) true enough-but as these scopes are to fit with the newer SOF style stuff, and those guys just seem to love customising and painting weapons and helmets and anything else, they could have been painted. But anyway-it doesn't really matter because they are awesome scopes and I am finding it hard to use anything else :) 1 Share this post Link to post Share on other sites
wildcatbridge 377 Posted May 28, 2016 true enough-but as these scopes are to fit with the newer SOF style stuff, and those guys just seem to love customising and painting weapons and helmets and anything else, they could have been painted. But anyway-it doesn't really matter because they are awesome scopes and I am finding it hard to use anything else :) Don't forget the endless amounts of books they seem to churn out as well ;) 1 Share this post Link to post Share on other sites
b00ce 160 Posted May 29, 2016 I'm loving the HK 416 with the classic sights, I just have a couple critiques to make them even better. The front sight blade is a hair too wide. They're pretty close to a standard M4/M16 front sight post. The shroud going around the front sight blade is too short, it should continue up and around probably a quarter inch. If possible, something more similar to the sight picture seen in the first image below where the shroud just meets the inside of the peep would be awesome. Thanks for all the hard work. Share this post Link to post Share on other sites
road runner 4344 Posted May 29, 2016 Well, there's shades of Tan, and there's also Flat Dark earth. In photographs the Elcan is roughly the same color as the Block II rails, RHS's version is quite a bit lighter. The WMX Insight is a bronze color in reality, but is very yellowy in the mod. Now color is a subjective this, and if the team thinks they have it right, I'm not going to argue the matter. But I figured I'd bring it up. (Oh Ineptaphid, check your emails) Yeah, it's too light in my opinion too. 1 Share this post Link to post Share on other sites
frostie12345 48 Posted May 29, 2016 Hey Guys, is there anywhere a site where i can find all Classnames of RHS ? Share this post Link to post Share on other sites
i3r4ndon 16 Posted May 29, 2016 Yeah, it's too light in my opinion too. Agreed as well, the coloration on both the flashlight and Tan Spectre seem off. Flashlight seems to orange. As for the Tan spectre I can't quite explain it, but it looks similar to the olive one so maybe its to green? :huh: Share this post Link to post Share on other sites
PuFu 4600 Posted May 29, 2016 I'm loving the HK 416 with the classic sights, I just have a couple critiques to make them even better. The front sight blade is a hair too wide. They're pretty close to a standard M4/M16 front sight post. The shroud going around the front sight blade is too short, it should continue up and around probably a quarter inch. If possible, something more similar to the sight picture seen in the first image below where the shroud just meets the inside of the peep would be awesome. Thanks for all the hard work. http://feedback.rhsmods.org Hey Guys, is there anywhere a site where i can find all Classnames of RHS ? https://www.facebook.com/redhammerstudios/posts/1203541546325503 Share this post Link to post Share on other sites
infrareddimming 195 Posted May 29, 2016 Most of the SOPMOD block II accessories are in flat dark earth (FDE) I think, with minor differences in tone. That said, I think WMX does produce a bronze-ish model of the 200 flashlight. Ingame it does look a little bit too orange though. I do hope to see lighter (FDE) textures for the Peq 15 though. Right now it's too dark. 1 Share this post Link to post Share on other sites
mistyronin 1181 Posted May 29, 2016 Please make sure that the photos you show us as reference for colors have a proper White Balance and no color filters applied. Thank you :) http://www.cambridgeincolour.com/tutorials/white-balance.htm 2 Share this post Link to post Share on other sites
infrareddimming 195 Posted May 29, 2016 Please make sure that the photos you show us as reference for colors have a proper White Balance and no color filters applied. Thank you :) http://www.cambridgeincolour.com/tutorials/white-balance.htm Dont worry, apart from the insight 200 one they mostly have neutral-ish levels ;) The picture of the raider might has have a slight warm tint to it, but I mainly used it to illustrate the FDE color and the minor differences between tone levels. Share this post Link to post Share on other sites
arkhir 135 Posted May 29, 2016 Figured I'd drop it here, for missonmakers use. Thank you guys for granting us this possibility: I was very happy to see how many amunition types you've got in your configs. It is possible to achieve so many awesome and historically accurate combinations with little scripting. It's also worth noting that with RHS armour system tank battles can get much more interesting than in vanilla A3; especially with ammo-adjusted tank loadouts, so not every hit will penetrate. I also recommend using the possibilities offered by RHS to achieve authenticity during missions; most tanks placed down from the editor have modern Russian loadouts with modern Russian shells that can and will penetrate Abramses no problem. If you want to sealclub those Iraqi T-72s with your Abrams like they did at the Battle of 73 Easting, better put some ZBM-9s or 15s in their ammo racks. ps can't wait for T-55 release with next version of GREF ;) Customizable RHS AFRF Vehicle loadouts: Aerial variants (Includes S8 and relevant pods, S5 and pods, Kedges, gunpods, etc.) Keep in mind to add these in certain order to achieve good look on the wings (e.g. no heavy load on outter pylons, etc.) - I recommend experimenting in real-time using Zeus code exec, as it is not yet clear for me what is the order in which the pylons are being filled with added magazine classes. // ALCA/Albatros "clear loadout": nothing but flares { this removeMagazines _x; } forEach (magazines this); { this removeWeapon _x; } forEach (weapons this); this addMagazine "120Rnd_CMFlare_Chaff_Magazine"; this addWeapon "rhs_weap_CMFlareLauncher"; // SU-25 "clear loadout": nothing but flares and cannon (unloaded) { this removeMagazines _x; } forEach (magazines this); this removeWeapon "rhs_weap_s8"; this removeWeapon "rhs_weap_Ch29_Launcher"; this removeWeapon "rhs_weap_fab250"; this removeWeapon "rhs_weap_r73_Launcher"; this addMagazine "120Rnd_CMFlare_Chaff_Magazine"; //SU-25 cannon ammo variants: //HEFI this addMagazine "rhs_mag_gsh30_ofzt_250"; //AP this addMagazine "rhs_mag_gsh30_bt_250"; //UPK23 Gunpods this addMagazine "rhs_mag_upk23_pod"; this addWeapon "RHS_Weap_GSh23L"; this addMagazine "rhs_mag_AM23_500"; //Kh-29 "Kedge" this addWeapon "rhs_weap_Ch29_Launcher"; this addMagazines ["rhs_mag_ch29", 2]; //FAB250 unguided bombs this addMagazines ["rhs_mag_fab250",2]; this addWeapon "rhs_weap_fab250"; //////////////////// //////Rockets:////// //////////////////// ///S-5 57mm launcher pods: this addMagazine "rhs_mag_ub16_pod"; this addMagazine "rhs_mag_ub32_pod"; //S-5 HEAT: this addWeapon "rhs_weap_s5"; this addMagazine "rhs_mag_s5_16"; this addMagazine "rhs_mag_s5_32"; this addMagazine "rhs_mag_s5_128"; this addMagazine "rhs_mag_s5_192"; ////S-8 80mm launcher pods: this addMagazine "rhs_mag_b8v20a_pod"; this addMagazine "rhs_mag_b8m1_pod"; //HEAT-MP: this addWeapon "rhs_weap_s8"; this addMagazine "rhs_mag_s8_40"; this addMagazine "rhs_mag_s8_20"; this addMagazine "rhs_mag_s8_80"; //Tandem HEAT: this addWeapon "rhs_weap_s8_t"; this addMagazine "rhs_mag_s8_T_40"; this addMagazine "rhs_mag_s8_T_20"; this addMagazine "rhs_mag_s8_T_80"; //FAE this addWeapon "rhs_weap_s8_df"; this addMagazine "rhs_mag_s8_DF_40"; this addMagazine "rhs_mag_s8_DF_20"; this addMagazine "rhs_mag_s8_DF_80"; Aerial loadout examples: SU-25 loaded with 30mm AP rounds, 4 bombs, 2 Kedges and older S-5 rockets. //clear loadout { this removeMagazines _x; } forEach (magazines this); this removeWeapon "rhs_weap_s8"; this removeWeapon "rhs_weap_Ch29_Launcher"; this removeWeapon "rhs_weap_fab250"; this removeWeapon "rhs_weap_r73_Launcher"; this addMagazine "120Rnd_CMFlare_Chaff_Magazine"; //weapon logic this addWeapon "rhs_weap_fab250"; this addWeapon "rhs_weap_Ch29_Launcher"; this addWeapon "rhs_weap_s5"; //looks this addMagazines ["rhs_mag_fab250",4]; this addMagazines ["rhs_mag_ch29", 2]; this addMagazines ["rhs_mag_ub32_pod", 2]; //magazines logic where needed this addMagazine "rhs_mag_gsh30_bt_250"; this addMagazine "rhs_mag_s5_128"; ALCA Loaded with 7 bombs. //clear loadout { this removeMagazines _x; } forEach (magazines this); { this removeWeapon _x; } forEach (weapons this); this addMagazine "120Rnd_CMFlare_Chaff_Magazine"; this addWeapon "rhs_weap_CMFlareLauncher"; //weapon logic this addWeapon "rhs_weap_fab250"; //looks and magazines logic this addMagazines ["rhs_mag_fab250",7]; Keep in mind for choppers you need to adjust code to use magazinesTurret and weaponsTurret command variants. Tanks ammo: Mostly AP, haven't been experimenting with other types really, but there's plenty to chose from. East: //////////// /////AP///// //////////// //penetration capabilities not in order this addMagazine "rhs_mag_3bm9_10"; // ZBM-9, old soviet round, widely exported, steel penetrator, 1962 this addMagazine "rhs_mag_3bm12_10"; // Improved -9, used by WP countries and exported, tungsten carbide, 1968 this addMagazine "rhs_mag_3bm15_10"; // longer version of -12, not used by Russia, widespread in post-USSR countries. License-produced all over the world. 1972 this addMagazine "rhs_mag_3bm17_10"; // Export/training version of -15, slightly weaker, with an AP cap to compensate for the reduced penetration. Widespread. 1972 this addMagazine "rhs_mag_3bm22_10"; // 'zakolka', similar to -15 but with massive AP cap; slower but heavier. Commonly used in 70s and 80s by soviet army. Stockpiled for emergency use, not produced. 1976 this addMagazine "rhs_mag_3bm26_10"; // 'nadezhda', last variant of -12 series design; less ricochet, better penetration, introduced 1983 this addMagazine "rhs_mag_3bm29_10"; // 'nadfil', V-95 aluminum, first russian round to use DU penetrator, good performance, DOI 1982 this addMagazine "rhs_mag_3bm32_10"; // 'vant', one of the most widespread projectile in modern russian inventory, solid uranium slug, DOI 1985 this addMagazine "rhs_mag_3bm42_10"; // 'mango', along with the previous one, one of most widespread projectiles in russian army, advanced, round designed to defeat laminate armour, exported to Ukraine and other countries with T80 and T90 tanks. DOI 1986 this addMagazine "rhs_mag_3bm42m_10"; // 'lekalo' aka 'sviniets-1', doesn't fit T72 autoloader (too long), high perfomance APFSDS round, probably exported, made of tungsten alloys. DOI 199-? this addMagazine "rhs_mag_3bm46_10"; // 'sviniets' most potent round in russian arsenal, on-par with nato counterparts, depleted uranium penetrator DOI 1991. West: this addMagazine "rhs_mag_M829"; // Aluminum + DU penetrator, high performance, no longer in production. DOI 1985 this addMagazine "rhs_mag_M829A1"; // 'silver bullet', praised by crews vs. t55 and t72, although very effective, prone to breaking on contact with Kontakt-5 armor (due to its length) DOI 1990-1991 this addMagazine "rhs_mag_M829A2"; // 3rd gen 829, better propellant, higher speed DOI 1993 this addMagazine "rhs_mag_M829A3"; // 829 with improved performance against ERA, full rate production, DOI 2003 A4 not yet in the mod :( Share this post Link to post Share on other sites
reyhard 2082 Posted May 29, 2016 @arkhir do you know those menus exist for tanks in eden editor? ;) 4 Share this post Link to post Share on other sites
arkhir 135 Posted May 29, 2016 @arkhir do you know those menus exist for tanks in eden editor? ;) image Actually, no, because I'm working in Zeus most of the time :( I feel left behind in the developement, BIS pls update. Share this post Link to post Share on other sites
bad benson 1733 Posted May 29, 2016 any chance those rails used on the SVDM and some of the AKs could be hidden, when there is no scope on the rifle? otherwise it totally ruins the iron sights which is a real shame. pretty certain there should be an animation source to handle that. i defo did that for a rifle in the past. Share this post Link to post Share on other sites
reyhard 2082 Posted May 29, 2016 any chance those rails used on the SVDM and some of the AKs could be hidden, when there is no scope on the rifle? otherwise it totally ruins the iron sights which is a real shame. pretty certain there should be an animation source to handle that. i defo did that for a rifle in the past. I don't think so, since rail itself is compatible with ironsights. Also, you can always press ctrl+c (next CM mode) key to dismount whole NPZ rail 2 Share this post Link to post Share on other sites
bad benson 1733 Posted May 29, 2016 I don't think so, since rail itself is compatible with ironsights. Also, you can always press ctrl+c (next CM mode) key to dismount whole NPZ rail i'll be damned. didn't know about that function. thx. jsut what i wanted. 1 Share this post Link to post Share on other sites
cosmic10r 2331 Posted May 29, 2016 That tank menu is awesome... very impressive Share this post Link to post Share on other sites
xxgetbuck123 945 Posted May 30, 2016 Figured I'd drop it here, for missonmakers use. Thank you guys for granting us this possibility: I was very happy to see how many amunition types you've got in your configs. It is possible to achieve so many awesome and historically accurate combinations with little scripting. It's also worth noting that with RHS armour system tank battles can get much more interesting than in vanilla A3; especially with ammo-adjusted tank loadouts, so not every hit will penetrate. I also recommend using the possibilities offered by RHS to achieve authenticity during missions; most tanks placed down from the editor have modern Russian loadouts with modern Russian shells that can and will penetrate Abramses no problem. If you want to sealclub those Iraqi T-72s with your Abrams like they did at the Battle of 73 Easting, better put some ZBM-9s or 15s in their ammo racks. ps can't wait for T-55 release with next version of GREF ;) Customizable RHS AFRF Vehicle loadouts: Aerial variants (Includes S8 and relevant pods, S5 and pods, Kedges, gunpods, etc.) Keep in mind to add these in certain order to achieve good look on the wings (e.g. no heavy load on outter pylons, etc.) - I recommend experimenting in real-time using Zeus code exec, as it is not yet clear for me what is the order in which the pylons are being filled with added magazine classes. // ALCA/Albatros "clear loadout": nothing but flares { this removeMagazines _x; } forEach (magazines this); { this removeWeapon _x; } forEach (weapons this); this addMagazine "120Rnd_CMFlare_Chaff_Magazine"; this addWeapon "rhs_weap_CMFlareLauncher"; // SU-25 "clear loadout": nothing but flares and cannon (unloaded) { this removeMagazines _x; } forEach (magazines this); this removeWeapon "rhs_weap_s8"; this removeWeapon "rhs_weap_Ch29_Launcher"; this removeWeapon "rhs_weap_fab250"; this removeWeapon "rhs_weap_r73_Launcher"; this addMagazine "120Rnd_CMFlare_Chaff_Magazine"; //SU-25 cannon ammo variants: //HEFI this addMagazine "rhs_mag_gsh30_ofzt_250"; //AP this addMagazine "rhs_mag_gsh30_bt_250"; //UPK23 Gunpods this addMagazine "rhs_mag_upk23_pod"; this addWeapon "RHS_Weap_GSh23L"; this addMagazine "rhs_mag_AM23_500"; //Kh-29 "Kedge" this addWeapon "rhs_weap_Ch29_Launcher"; this addMagazines ["rhs_mag_ch29", 2]; //FAB250 unguided bombs this addMagazines ["rhs_mag_fab250",2]; this addWeapon "rhs_weap_fab250"; //////////////////// //////Rockets:////// //////////////////// ///S-5 57mm launcher pods: this addMagazine "rhs_mag_ub16_pod"; this addMagazine "rhs_mag_ub32_pod"; //S-5 HEAT: this addWeapon "rhs_weap_s5"; this addMagazine "rhs_mag_s5_16"; this addMagazine "rhs_mag_s5_32"; this addMagazine "rhs_mag_s5_128"; this addMagazine "rhs_mag_s5_192"; ////S-8 80mm launcher pods: this addMagazine "rhs_mag_b8v20a_pod"; this addMagazine "rhs_mag_b8m1_pod"; //HEAT-MP: this addWeapon "rhs_weap_s8"; this addMagazine "rhs_mag_s8_40"; this addMagazine "rhs_mag_s8_20"; this addMagazine "rhs_mag_s8_80"; //Tandem HEAT: this addWeapon "rhs_weap_s8_t"; this addMagazine "rhs_mag_s8_T_40"; this addMagazine "rhs_mag_s8_T_20"; this addMagazine "rhs_mag_s8_T_80"; //FAE this addWeapon "rhs_weap_s8_df"; this addMagazine "rhs_mag_s8_DF_40"; this addMagazine "rhs_mag_s8_DF_20"; this addMagazine "rhs_mag_s8_DF_80"; Aerial loadout examples: SU-25 loaded with 30mm AP rounds, 4 bombs, 2 Kedges and older S-5 rockets. //clear loadout { this removeMagazines _x; } forEach (magazines this); this removeWeapon "rhs_weap_s8"; this removeWeapon "rhs_weap_Ch29_Launcher"; this removeWeapon "rhs_weap_fab250"; this removeWeapon "rhs_weap_r73_Launcher"; this addMagazine "120Rnd_CMFlare_Chaff_Magazine"; //weapon logic this addWeapon "rhs_weap_fab250"; this addWeapon "rhs_weap_Ch29_Launcher"; this addWeapon "rhs_weap_s5"; //looks this addMagazines ["rhs_mag_fab250",4]; this addMagazines ["rhs_mag_ch29", 2]; this addMagazines ["rhs_mag_ub32_pod", 2]; //magazines logic where needed this addMagazine "rhs_mag_gsh30_bt_250"; this addMagazine "rhs_mag_s5_128"; ALCA Loaded with 7 bombs. //clear loadout { this removeMagazines _x; } forEach (magazines this); { this removeWeapon _x; } forEach (weapons this); this addMagazine "120Rnd_CMFlare_Chaff_Magazine"; this addWeapon "rhs_weap_CMFlareLauncher"; //weapon logic this addWeapon "rhs_weap_fab250"; //looks and magazines logic this addMagazines ["rhs_mag_fab250",7]; Keep in mind for choppers you need to adjust code to use magazinesTurret and weaponsTurret command variants. Tanks ammo: Mostly AP, haven't been experimenting with other types really, but there's plenty to chose from. East: //////////// /////AP///// //////////// //penetration capabilities not in order this addMagazine "rhs_mag_3bm9_10"; // ZBM-9, old soviet round, widely exported, steel penetrator, 1962 this addMagazine "rhs_mag_3bm12_10"; // Improved -9, used by WP countries and exported, tungsten carbide, 1968 this addMagazine "rhs_mag_3bm15_10"; // longer version of -12, not used by Russia, widespread in post-USSR countries. License-produced all over the world. 1972 this addMagazine "rhs_mag_3bm17_10"; // Export/training version of -15, slightly weaker, with an AP cap to compensate for the reduced penetration. Widespread. 1972 this addMagazine "rhs_mag_3bm22_10"; // 'zakolka', similar to -15 but with massive AP cap; slower but heavier. Commonly used in 70s and 80s by soviet army. Stockpiled for emergency use, not produced. 1976 this addMagazine "rhs_mag_3bm26_10"; // 'nadezhda', last variant of -12 series design; less ricochet, better penetration, introduced 1983 this addMagazine "rhs_mag_3bm29_10"; // 'nadfil', V-95 aluminum, first russian round to use DU penetrator, good performance, DOI 1982 this addMagazine "rhs_mag_3bm32_10"; // 'vant', one of the most widespread projectile in modern russian inventory, solid uranium slug, DOI 1985 this addMagazine "rhs_mag_3bm42_10"; // 'mango', along with the previous one, one of most widespread projectiles in russian army, advanced, round designed to defeat laminate armour, exported to Ukraine and other countries with T80 and T90 tanks. DOI 1986 this addMagazine "rhs_mag_3bm42m_10"; // 'lekalo' aka 'sviniets-1', doesn't fit T72 autoloader (too long), high perfomance APFSDS round, probably exported, made of tungsten alloys. DOI 199-? this addMagazine "rhs_mag_3bm46_10"; // 'sviniets' most potent round in russian arsenal, on-par with nato counterparts, depleted uranium penetrator DOI 1991. West: this addMagazine "rhs_mag_M829"; // Aluminum + DU penetrator, high performance, no longer in production. DOI 1985 this addMagazine "rhs_mag_M829A1"; // 'silver bullet', praised by crews vs. t55 and t72, although very effective, prone to breaking on contact with Kontakt-5 armor (due to its length) DOI 1990-1991 this addMagazine "rhs_mag_M829A2"; // 3rd gen 829, better propellant, higher speed DOI 1993 this addMagazine "rhs_mag_M829A3"; // 829 with improved performance against ERA, full rate production, DOI 2003 A4 not yet in the mod :( Mate this is beautiful! Now to get it working with the A-10 and I'll be chuffed big time haha Share this post Link to post Share on other sites
ineptaphid 6413 Posted May 30, 2016 I don't think so, since rail itself is compatible with ironsights. Also, you can always press ctrl+c (next CM mode) key to dismount whole NPZ rail Wow-never knew that.I must try it.Thanks :) 2 Share this post Link to post Share on other sites
alanford 27 Posted May 30, 2016 guys, are these normal RHS sounds, or is this a bug on my end? because they sound way worse than vanilla. Share this post Link to post Share on other sites
sargken 286 Posted May 30, 2016 RHS Team, Well done. That looks just bad ass, I never knew that you guys made an animation for binos when your turned out in the M1A1. 10 Share this post Link to post Share on other sites
infrareddimming 195 Posted May 31, 2016 guys, are these normal RHS sounds, or is this a bug on my end? because they sound way worse than vanilla. Those are the new sound shaders BIS created which makes firefights sound a billion times more awesome. But BIS had multiple people working on implementing this new feature, whereas RHS only has Laxemann I think. I'm sure the weapons will be updated in time (I think some of the pistols already have the new shaders implemented). We just have to be patient. 1 Share this post Link to post Share on other sites
Jackal326 1181 Posted May 31, 2016 We just have to be patient. Patience? In this community? You're having a laugh :d 7 Share this post Link to post Share on other sites