Max255 59 Posted July 15, 2016 As always: when it's done. And as per forum rules asking for release dates is considered spam. Share this post Link to post Share on other sites
VII.Racetrack -ITA- 4 Posted July 15, 2016 As always: when it's done. And as per forum rules asking for release dates is considered spam. Didn't know, won't happen again my love. :wacko: :wacko: :wacko: Share this post Link to post Share on other sites
Wilco 944 Posted July 15, 2016 Little ingame testing today of this good looking 'gal. 20 Share this post Link to post Share on other sites
Storspoven 36 Posted July 15, 2016 That looks gorgeous wilco, awesome work. Share this post Link to post Share on other sites
Wilco 944 Posted July 15, 2016 That looks gorgeous wilco, awesome work. Courtesty of our talented member ZeeAlex! 4 Share this post Link to post Share on other sites
dragon01 902 Posted July 15, 2016 Took me a while to realize it was a screenshot and not a RL picture. :) Great work. Share this post Link to post Share on other sites
ineptaphid 6413 Posted July 15, 2016 Man i cannot wait for that gun-Zee you are a genius :) 2 Share this post Link to post Share on other sites
gms0012 0 Posted July 16, 2016 Hello all.. I just downloaded this "mod" from the webpage and get the following error when starting: WARNING: ace requires ace_compat_rhs_afrf3 (..) at version 3.6.2 (or higher).. you have none i have installed ace from armaholic (Version 3.6.2) any help here? thanks in advance Share this post Link to post Share on other sites
-ghost-tf 12 Posted July 16, 2016 inside your @ace folder you will find another folder called "optionals", from there you need to grab the 4 ace_compat_rhs.pbos and throw them inside: \@ace\addons That should fix it 1 Share this post Link to post Share on other sites
gms0012 0 Posted July 16, 2016 edit: thanks it is working now... but stupid question.. where can i start a RHS mission? Share this post Link to post Share on other sites
M4NUM4N 47 Posted July 16, 2016 Download one from the steam workshop and play them in multiplayer or in the scenarios (i think) 1 Share this post Link to post Share on other sites
instagoat 133 Posted July 16, 2016 The update also seems to have broken some sounds for me, across a couple of mods and very selectively. CUP RPG's don't make noises anymore, and the RHS Abramses main gun doesn't make a sound either. Did they change so many things with the sound system, even after the reverb and filtering improvements? I've also got a question about cross-mod compatibility. You mentioned before that RHS is self contained and tuned to only work with its own content, but that the armor system was now global. Am I mistaken? I'm asking this because the CUP T-72s, which are even more baseline than the dolly-parton uparmored T-72s contained in RHS, one shot the RHS Abramses and can take four or five shots from the same Abrams to the side or back before being disabled. Just asking to get a clarification, because the mod is so extensive by now that I probably am making a mistake here. Share this post Link to post Share on other sites
wildcatbridge 377 Posted July 16, 2016 I could be wrong here but if RHS has got the armor accurate to real world or as close as they can get (which i'm willing to say they most probably have) then it would depend on the range and the angle and all that. So for example there was a report that an M1A1 was hit three times by an iraqi T72, but that was at a long range, if it was closer the T72 would have caused catastrophic penetration with a single round. So my suggestion would be disable all mods except the ones that are vital to the test, then test firing the two tanks at each other from different angles and ranges. Would be interesting to see if they yield different results. EDIT: although having said that, a T-72 surviving 3-4 shots is slightly....just doesn't feel right. unless its fitted with the ERA, i'd have imagined (mainly cause i'm no expert on tank warfare one single bit) that 1-2 shots maybe even 0-1, depending on if its the export version or not, would be more accurate. Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 16, 2016 The update also seems to have broken some sounds for me, across a couple of mods and very selectively. CUP RPG's don't make noises anymore, and the RHS Abramses main gun doesn't make a sound either. Did they change so many things with the sound system, even after the reverb and filtering improvements? I've also got a question about cross-mod compatibility. You mentioned before that RHS is self contained and tuned to only work with its own content, but that the armor system was now global. Am I mistaken? I'm asking this because the CUP T-72s, which are even more baseline than the dolly-parton uparmored T-72s contained in RHS, one shot the RHS Abramses and can take four or five shots from the same Abrams to the side or back before being disabled. Just asking to get a clarification, because the mod is so extensive by now that I probably am making a mistake here. Yes armor is global but we have no control over what other mods do with their configs. Surely i cant tell you why CUP stuff behaves weird. 1 Share this post Link to post Share on other sites
trickshady 55 Posted July 16, 2016 That m24 is looking sweet as. It will be a very welcome addition to your already superb arsenal of weapons :D 1 Share this post Link to post Share on other sites
hellfire257 3 Posted July 16, 2016 Any chance of a hotfix for the config error? Share this post Link to post Share on other sites
CrazyCorky 463 Posted July 16, 2016 (edited) Any chance of a hotfix for the config error? Look back a few posts. It was said that an update will come soon, not just a hotfix. Edited July 16, 2016 by CrazyCorky 2 Share this post Link to post Share on other sites
hellfire257 3 Posted July 16, 2016 That's right, but soon can be anywhere from 1 month to tomorrow. The team no doubt have other targets to reach concerning other parts of the pack which may delay the config updates. That's why I asked. Share this post Link to post Share on other sites
subs17 9 Posted July 16, 2016 This is such a cool addon but I have yet to use the vehicles because of the error. Share this post Link to post Share on other sites
easyeb 137 Posted July 16, 2016 The A-10A called "CAS" has got some weird loadout under the wings with multiple missiles bunched up on the same pylons, and GBU-12s with Mavericks on some pylons making them clip togeather to some weird I don't know what. Am I the only one seeing this? Edit: External model only, not actually loaded weapons. Share this post Link to post Share on other sites
mlarcary12345 0 Posted July 17, 2016 Guys can i ask how to remove belts from the us marines vests...? plsss Share this post Link to post Share on other sites
ineptaphid 6413 Posted July 17, 2016 Guys can i ask how to remove belts from the us marines vests...? plsss Well that would require a knowledge of modelling and would mean quite large altering of RHS assets.It is part of the vest model-unless RHS used hidden selections for belts?Is that possible? There are one or two vests without belts already-the pouchless one and the marksman one if I rememeber correctly. Share this post Link to post Share on other sites
officeramr 269 Posted July 17, 2016 You guys know the VVS (Russian Airforce) isn't its own government branch anymore? Its been the VKS (Russian Aerospace Forces) since last year. Which is a combination of the VKO AKA VPVO (AA troops) and VVS. You could merge the two lists into the VKS faction to cut down on the list clutter :P Also good job on the Superhind. I did a bit of an excitement wee when i saw that in my game 3 Share this post Link to post Share on other sites
phantomphan 54 Posted July 17, 2016 The VVS still exists as one of three branches of the VKS, the others being the VKO and the KVR. Share this post Link to post Share on other sites
jacobs 165 Posted July 18, 2016 Hello guys, when I go to virtual arsenal and select an AK-74M (5.45 x 38mm), the 'impact' bar shows a value smaller than AKMs (7.62 x 39mm). Other weapon mods usualy indicate the oposite (7.62 > 5.45) like CUP and NiArms (former HLC). Does the small caliber have a bigger impact IRL? Can I thrust the impact bar info? Share this post Link to post Share on other sites