ineptaphid 6413 Posted July 18, 2016 The impact bar can be quite misleading-also it does not show things like armour penetration. There are a few firing range scripts and missions around that show the actual damage done by each weapon. For example-if you have the SMA mod, they have a test range with this function. 1 Share this post Link to post Share on other sites
jacobs 165 Posted July 18, 2016 The impact bar can be quite misleading-also it does not show things like armour penetration. There are a few firing range scripts and missions around that show the actual damage done by each weapon. For example-if you have the SMA mod, they have a test range with this function. LOL, I made the same question on the SMA thread. When I select 300 blk, it shows a smaller impact than any 5.56. So, I'll not trust the impact bar anymore. Thanks! 1 Share this post Link to post Share on other sites
shomu1 193 Posted July 18, 2016 Also good job on the Superhind. I did a bit of an excitement wee when i saw that in my game Wait Superhind? WHERE? Share this post Link to post Share on other sites
lugiahua 26 Posted July 18, 2016 Another question here, is there a way to change the default ammo load out for tanks? Or in Zeus? like giving M1028 to M1 or 9M119F to CDF T-72B?Other than old school way of using init scripts? Share this post Link to post Share on other sites
officeramr 269 Posted July 18, 2016 The VVS still exists as one of three branches of the VKS, the others being the VKO and the KVR. Yah, thats why i said they should move the VPVO and VVS together into the VKS to reduce clutter :) Wait Superhind? WHERE? Genfor pack. Its in one of the Chenerus tabs. Its listed as the MI-24G 2 Share this post Link to post Share on other sites
Singh Aram 137 Posted July 18, 2016 RHS forces fire single round at Opposing forces. Is it possible to make default firing mode from single round to auto or burst for AI. I tested with 2 to 3 US milsim units that, AI with auto or burst firing mod will suppress players more than single fire. For example Syndicate (using Auto default mode) suppressed players more than Russian forces in the mod. 1 Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted July 18, 2016 Sorry if its been posted, it didn't come up in a search for me. But... When i use the RAVEN drone, it fully functions but you can not set a "new target" for the drone to orbit because it says it has no map data on Tanoa. Just curious if its a problem on my end, a mod issue, or if its a BI issue seeing how this is a paid DLC map. Looking forward to the next release and keep up the great work RHS. Share this post Link to post Share on other sites
officeramr 269 Posted July 18, 2016 Sorry if its been posted, it didn't come up in a search for me. But... When i use the RAVEN drone, it fully functions but you can not set a "new target" for the drone to orbit because it says it has no map data on Tanoa. Just curious if its a problem on my end, a mod issue, or if its a BI issue seeing how this is a paid DLC map. Looking forward to the next release and keep up the great work RHS. The mod needs updating. If you Use the CY-35 mod the map in the cockpit on Tanoa says "No Map Data" like on a modded map 2 Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted July 18, 2016 The mod needs updating. If you Use the CY-35 mod the map in the cockpit on Tanoa says "No Map Data" like on a modded map Gotcha thanks for the heads up. Share this post Link to post Share on other sites
terrormango 11 Posted July 18, 2016 One small issue I stumbled upon: The lights on the T-90s Shtora Jammers aren't lighting up red like they should. A friend showed me screenshots where he could clearly see his lighting up. Any fix on this? Thx. 1 Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 18, 2016 One small issue I stumbled upon: The lights on the T-90s Shtora Jammers aren't lighting up red like they should. A friend showed me screenshots where he could clearly see his lighting up. Any fix on this? Thx. It is by design. As in real life you would not be able to see Infra Red light emitted by those dazzlers with the naked eye (i.e. from first person view) so in order to see them light up go either to 3rd person view or use the camera (as an extra bonus tip, try looking at them vie NV and FLIR) 3 Share this post Link to post Share on other sites
arkhir 135 Posted July 19, 2016 That's so sick dude. Is the red light visible through other cameras, e.g. FLIR pod in TV mode? Task Force Red Hammer 16.7 is being delayed, better tell those operatives to expedite, they were supposed to reach the Tanoan AO 3 days ago :D! 1 Share this post Link to post Share on other sites
officeramr 269 Posted July 19, 2016 It is by design. As in real life you would not be able to see Infra Red light emitted by those dazzlers with the naked eye (i.e. from first person view) so in order to see them light up go either to 3rd person view or use the camera (as an extra bonus tip, try looking at them vie NV and FLIR) Are you referring to the T-90s "red eyes"? http://www.bestdreamworks.com/hobby/items/1747//h1.jpg Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 19, 2016 Are you referring to the T-90s "red eyes"? http://www.bestdreamworks.com/hobby/items/1747//h1.jpg yep. Those are called dazzlers. 1 Share this post Link to post Share on other sites
instagoat 133 Posted July 19, 2016 I've dabbled around a little looking into thermal imaging cameras, and came across some resolution specs. That brought up an old question, is it possible to simulate low res displays in Arma 3 like they do in VBS? See picture below: http://i14.photobucket.com/albums/a314/killermonk/TI.jpg For example, the sensor (CATHERINE FC by Thales unless I researched badly) used in the T-72B3's SOSNA sight complex has a sensor resolution of 754 x 576 px. Older sensors are often much smaller, with blurrier images. Some also use digital zoom as an option. I am asking because the super-sharp picture that arma gives currently makes it way too easy in MP to spot and ID your enemy. Most squads seem to disable it entirely in pvp. There's the tiny screen simulation in the T-80s, which works brilliantly to show the "looking through a straw" feeling, but the sharp image again breaks the feel of sensor limitation a little. The degree of immersion performance limited IR sensors would give cannot be underestimated too, I think. I hope I'm not too intrusive with the question, but I am genuinely curious what the options and limitations are. 1 Share this post Link to post Share on other sites
ineptaphid 6413 Posted July 19, 2016 I've dabbled around a little looking into thermal imaging cameras, and came across some resolution specs. That brought up an old question, is it possible to simulate low res displays in Arma 3 like they do in VBS? Well in BadBensons enhanced movement mod he has degraded the quality of NVG's-they are quite pixelated and low res. I imagine it can be done for TI as well. Share this post Link to post Share on other sites
scarecrow398 43 Posted July 19, 2016 Well in BadBensons enhanced movement mod he has degraded the quality of NVG's-they are quite pixelated and low res. I imagine it can be done for TI as well. I think that's just a heavy film grain PP rather than a resolution change. Although you might get the same effect. Share this post Link to post Share on other sites
Chaingunfighter 103 Posted July 19, 2016 GREF and Syndikat really make for some good looking post-apocalyptic units 8 Share this post Link to post Share on other sites
haleks 8212 Posted July 19, 2016 Which map is that? :o Share this post Link to post Share on other sites
Chaingunfighter 103 Posted July 19, 2016 Which map is that? :o Tanoa - the main street in Georgetown. CUP has different models for grass you can place in the editor, and it looks surprisingly good on road surfaces if dense enough. I really want to try and make a scenario where the whole city looks like this, but I can't imagine it would do wonders for frame rate. 3 Share this post Link to post Share on other sites
icarus86 37 Posted July 20, 2016 Since the apex release the russian voices arent being applied to AI, atleast in zeus. (Russians are using default nato accents) Share this post Link to post Share on other sites
arkhir 135 Posted July 20, 2016 This is really cool guys, I appreciate all the things you're working on :P 8 Share this post Link to post Share on other sites
dakaodo 52 Posted July 20, 2016 Tanoa - the main street in Georgetown. CUP has different models for grass you can place in the editor, and it looks surprisingly good on road surfaces if dense enough. I really want to try and make a scenario where the whole city looks like this, but I can't imagine it would do wonders for frame rate. Try using this command or the 3den mod which enables it in GUI? https://community.bistudio.com/wiki/createSimpleObject http://www.armaholic.com/page.php?id=31073 In my limited understanding, that and/or enableSimulationGlobal can greatly decrease the total burden of many placed objects. Also, removing them from Zeus is supposed to lessen their impact, I think? Share this post Link to post Share on other sites
Crielaard 435 Posted July 21, 2016 Requests: Hidden selection textures for: - SPC vests - G3 uniforms (rhs_uniform_g3_mc) .......or am I missing something? Intent is to make some changes which are specific for 1 military branch. Share this post Link to post Share on other sites
jordanbache97 47 Posted July 21, 2016 Hey guys wonder if one of you could help me out,I am doing a helicopter mission using unitcapture/unitplay script with the CH-53 but when it comes to land it wont put down its ramp or gear even though I recorded it with unitcapture does anyone know if there is a script that I can put in a trigger for the CH-53 to open its ramp and put down gear? Thanks in advance. Share this post Link to post Share on other sites