dragon01 902 Posted November 25, 2016 I'm just waiting to see any updates on the Army Combat Uniforms. They have their own thread, actually: https://forums.bistudio.com/topic/193589-war-plan-blue-wpb/ Share this post Link to post Share on other sites
PuFu 4600 Posted November 25, 2016 Also, because I refuse to get a reddit account, it was mentioned that there was an MT-LBu in the works. If you don't mind me asking, what variants are planned? Is it just going to have hatches with PKMs or will there be AA, ATGM and auto-cannon versions as well? Is there any news on the LMTV with regard to the interior? Will the non-uparmored versions get gun mounts? Also, will there be Humvees with M240s (Similar to the M113) mounted? Are there any plans to mount an M249? about MTLB - it's zeelex pet project, all i can is the first version will most likely be an AA station on the LMTV i cannot comment because i actually have no idea. The first thing to do on the HMVs is to get them uparmored, the type of weapon mounts will come later, and are low prio 8 Share this post Link to post Share on other sites
JD Wang 352 Posted November 25, 2016 No doubt you guys have seen when the 3CB guys have done with the ammo for their Jackals etc (making it an inventory item that can also be used by the squads GPMG)Don't suppose you've thought about doing something similar with your vehicles? Being able to carry more ammo for a HMMV "in the trunk" would be amazingly helpful. 5 Share this post Link to post Share on other sites
Foxone 1044 Posted November 25, 2016 No doubt you guys have seen when the 3CB guys have done with the ammo for their Jackals etc (making it an inventory item that can also be used by the squads GPMG) Don't suppose you've thought about doing something similar with your vehicles? Being able to carry more ammo for a HMMV "in the trunk" would be amazingly helpful. +1 on that 1 Share this post Link to post Share on other sites
Guest Posted November 25, 2016 about MTLB - it's zeelex pet project, all i can is the first version will most likely be an AA station on the LMTV i cannot comment because i actually have no idea (gurdy has been pretty busy with life and WW). The first thing to do on the HMVs is to get them uparmored, the type of weapon mounts will come later, and are low prio Good stuff, I appreciate the reply. Also good to see another AA asset to blow up and round out the Shilka and ZU-23-2. Best of luck to you guys, especially Gurdy. 1 Share this post Link to post Share on other sites
Redphoenix 1540 Posted November 25, 2016 on the LMTV i cannot comment because i actually have no idea It's Richard's project. Already waiting on the black wizard's HDD to be injected. 3 Share this post Link to post Share on other sites
Pan Samogon 197 Posted November 25, 2016 About MTLB - despite it's primary just an utility carrier,they widely used by units in difficult terrain(Arctic,Mountains etc) as APC. Just like this. Share this post Link to post Share on other sites
dragon01 902 Posted November 25, 2016 That's probably why it was requested so often - versatile is putting it mildly. :) Share this post Link to post Share on other sites
road runner 4344 Posted November 25, 2016 Road Runner, I appreciate the reply. I'm still not having any luck. I'm really not sure what I'm missing here. I again placed a CH-47 (and a few other RHS choppers) and put me and 5 grouped AI in the back (seated in the chairs). When I give the chopper the infantry paradrop waypoint, he immediately takes off to the location. When I alter the z axis to 1,000, 2,000 and 10,000, he does eject, but only my 5th and 6th grouped AI jump out. Slots 1 (me) thru 4 stay in the chopper. And I'm still too low to the ground so AI slots 5 and 6 that do eject die. The z axis editing in the waypoint doesn't really seem to have much or any effect. Do you know offhand what I need to do to change the elevation of the waypoint in the editor? Do you have any advice for how I can get this to work or maybe if it's not a bother you can me your test mission that I can look at? I know I must be missing a simple step here. It seems really cool but I'm not getting high enough, and either none of us or only some of us jump out of the heli. All I'm literally doing is placing the waypoint (to the chopper) and editing the Z axis for the waypoint. Nothing else. I haven't edited the speed setting it to limited yet though. So if there are additional steps or codes I need to input (etc), I'm assuming that would be where I'm messing up. EDIT: Sorry I wasn't aware when you said flyinheight that that was an init command. I'll try adding: name FlyInHeight 300 and see if that works. The higher the altitude, the larger the dispersion area (DZ) for the jumpers, so I kept it at 300, for Clafghan that's incredibly risky as AI pilots completely suck at NOE flying, and the Herc has piled in several times. The RHS aircraft don't need to have an altitude set, I pile them in, the use the ALT and place the aircraft a couple of hundred M's above Terra Firma , it's always worked fine for me, just the ghost canopies, everything else just fine, also make sure you give your aircraft another WP after the Para drop too, maybe 3-4K'ms away 3 Share this post Link to post Share on other sites
Wilco 944 Posted November 26, 2016 Just to give you all a heads up.We are active on Reddit. https://www.reddit.com/r/arma/comments/5emjh6/iama_rhs_development_team_member/Ask us questions, but expect to receive some good comments back for some basic questions that we get asked all of the time. I mean it's Reddit, so ;) 7 Share this post Link to post Share on other sites
Guest Posted November 26, 2016 Very interesting. I wonder what the story is for the guy center left. 12 Share this post Link to post Share on other sites
fingolfin 1972 Posted November 26, 2016 Very interesting. I wonder what the story is for the guy center left. Since the RHS team anounced a fews weeks back that a real life faction for the GreF is highly likely and a few models of SAF already made their way into the mod, I suppose it's a serbian soldier. :) The HK416 in his hands is a bit confusing though! :huh: 1 Share this post Link to post Share on other sites
Bitesrad 481 Posted November 27, 2016 Since the RHS team anounced a fews weeks back that a real life faction for the GreF is highly likely and a few models of SAF already made their way into the mod, I suppose it's a serbian soldier. :) The HK416 in his hands is a bit confusing though! :huh: It was all made by the same author ;) 2 Share this post Link to post Share on other sites
fingolfin 1972 Posted November 27, 2016 It was all made by the same author ;) Impressive portfolio! :) If the prehistoric shoes will ever make their way into the mod? :P 4 Share this post Link to post Share on other sites
Andy Pipkin 77 Posted November 27, 2016 I think, the picture with the 4 soldiers is from il padrino. And he is member from the Serbian armed forces mod and makes some screenshots for RHS mod. And also he makes some animations for Arma 3. https://www.facebook.com/redhammerstudios/photos/a.585221418157522.1073741825.478330008846664/1107636649249327/?type=3&theater click on the flickr link 1 Share this post Link to post Share on other sites
reyhard 2082 Posted November 29, 2016 testing of another feature to make BMP1 gunner life even harder ;) 9 Share this post Link to post Share on other sites
sammael 366 Posted November 29, 2016 You move rocket with sight or you move it with keyboard ( MCLOS joystick analog ) ? Share this post Link to post Share on other sites
Pan Samogon 197 Posted November 29, 2016 testing of another feature to make BMP1 gunner life even harder ;) Using BMP1P solve will that problem ;) Excelent work.Also - join to the question above. Share this post Link to post Share on other sites
reyhard 2082 Posted November 29, 2016 from video description Missile is steered by mouse, after pressing shift it's possible to rotate turret too. 2 Share this post Link to post Share on other sites
khaosmatical 237 Posted November 29, 2016 I feel it should be said, many thanks RHS guys for adding the weaponholders/place-able weapons and magazines for us mission makers! 6 Share this post Link to post Share on other sites
[ha]boris 49 Posted November 29, 2016 testing of another feature to make BMP1 gunner life even harder ;) Its greatest! It has long been waiting for this! Share this post Link to post Share on other sites
dragon01 902 Posted November 29, 2016 Awesome. :) Now I'm even more hyped for the next release. Will there be any noticeable difference in how AI uses those missiles? Share this post Link to post Share on other sites
Xawery94 1 Posted November 29, 2016 I do not know if this is the way it should be, but I think it can be considered as a bug. Driver dies after grenade just under the vehicle. It can be a grenade launcher or a regular grenade. [VIDEO] https://www.youtube.com/watch?v=yuol5umkahw Share this post Link to post Share on other sites
Bamse 223 Posted November 29, 2016 Not a RHS bug, its ACE3's fragmentation that acts a bit wonky in this case. Error has already been reported on ACE3's github page iirc. 1 Share this post Link to post Share on other sites
PuFu 4600 Posted November 30, 2016 I do not know if this is the way it should be, but I think it can be considered as a bug. Driver dies after grenade just under the vehicle. It can be a grenade launcher or a regular grenade. 1. feedback.rhsmods.org2. don't report issues running any other mod out there. 2 Share this post Link to post Share on other sites