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20 minutes ago, Hvymtal said:

I like the manual bolting system option. Its off by default and more choice in that regard is good. Besides, this isn't red orchestra where you're using bolt action rifles in urban warfare, these are sniper rifles, and the instinct to click and release is great enough for some of us that being able to not have to worry about it is a good thing

 

@googleplex2010 Check your mods; only load RHS USF and see if the problem persists. If so, delete and reinstall

 
If you're talking about models physically disappearing (the model does not load, sometimes happens to me), this can sometimes happen due to sever issues (unavoidable unless you're the server owner or administrator) or when you have a lot of mods loaded at the same time (unavoidable period lol XD More seriously, try and shave some of the less used ones off)

 

The actual gun is in the game, the only thing is that when you open the editor the gun does not show in the list.

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The editor?

 

I just looked at that and it seems fine to me, if a bit buried under other similar weapons. If its zeus, make sure you have all addons inclusing unofficial ones selected in the "Game Master" entity, because it works for me there as well (in fact theyre the only 1911 and glock that show up in zeus for me lol XD)

 

Again, try it with just RHS mods and their dependencies. I'm running a shitshow of mods and I cannot replicate your problem

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Hello,

 

Using RHS 0.4.2 + A3 1.66 stable branch, the rhsusf_army_ucp_machinegunner has 8 7.62mm M80 ball 50rnd belt magazines in backpack with default loadout, and can only slow-walk due to excessive load at mission start.  Don't know if this is intended. 

 

USAF AT Specialist (Javelin) also can only slow walk with loaded missile in tube.

 

Is this behavior related to the A3 weight issue (just fixed in dev branch, I think) being discussed lately on dev branch forum?

 

 

 

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5 hours ago, OMAC said:

Hello,

 

Using RHS 0.4.2 + A3 1.66 stable branch, the rhsusf_army_ucp_machinegunner has 8 7.62mm M80 ball 50rnd belt magazines in backpack with default loadout, and can only slow-walk due to excessive load at mission start.  Don't know if this is intended. 

 

USAF AT Specialist (Javelin) also can only slow walk with loaded missile in tube.

 

Is this behavior related to the A3 weight issue (just fixed in dev branch, I think) being discussed lately on dev branch forum?

 

 

 

 

For the Javelin guy, yes, for the M240 gunner make a ticket please.

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I made a retex or merely a recoloring of the olive Kamaz skin into a desert variant (based on T-72 camo color)

 

Ge9vdgD.jpg

 

 

If anyone wants to use it, I'll link the PAA here:

http://www.megafileupload.com/cyd1/kamaz_desert.zip

 

Unfortunately I learned you cant skin interiors with setObjectTexture, but without making it a mod you can use the following to make it look like in the picture above (minus the AA turrets, hehe).

 

kamazname setObjectTextureGlobal [0, "link/to/your/file/Kamaz5350_cabin_co.paa"];
kamazname setObjectTextureGlobal [3, "link/to/your/file/rhs_kamaz_bed_co.paa"];

 

For anyone wanting to make a pbo out of it, there are recolored interiors included in the zip as well.

 

 

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Yeah, I noticed that the grenades were made way heavier since 0.4.2. On an average kit I would run 1x white smoke, 1x IR strobe, 1x colored smoke, 2x frags, flashbang/stun, 5x primary mags, and 2x secondary mags. After the update I usually ditch a frag or the stun or more depending on the mission so I can still carry the primary and secondary ammo. Part of me is slightly annoyed that I can't carry around a bazillion throwables anymore, but in a way I really like having to actually manage my inventory and pick my gear wisely. As long as the default units like machinegunners and AT gunners aren't over-encumbered, I think its all good. I guess this isn't really a debate though. 

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I use the little RGN grenades, they seem to do just as much damage, and you can carry more. :smileee:

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8 hours ago, wsxcgy said:

Yeah, I noticed that the grenades were made way heavier since 0.4.2. On an average kit I would run 1x white smoke, 1x IR strobe, 1x colored smoke, 2x frags, flashbang/stun, 5x primary mags, and 2x secondary mags. After the update I usually ditch a frag or the stun or more depending on the mission so I can still carry the primary and secondary ammo. Part of me is slightly annoyed that I can't carry around a bazillion throwables anymore, but in a way I really like having to actually manage my inventory and pick my gear wisely. As long as the default units like machinegunners and AT gunners aren't over-encumbered, I think its all good. I guess this isn't really a debate though. 

 

This change was part of a big major inventory mass overhaul of nearly every item.

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On 4-2-2017 at 2:07 AM, googleplex2010 said:

Has anyone else noticed that the m1911 and the glock 17 have disappeared. 

 

Probably dev branch related. I have the same issue and havent changed anything about my arma setup. Was looking for the Skorpion and thought I was going crazy when I couldnt find it. 

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hey what about ORSIS T-5000    i cant find any info about  barrel lenght and rifle twist in config,  can u fix it or show specs of T-5000 ? i dont know what values i need to put in AtragMX  coz they are missing in cfg

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On 2/5/2017 at 1:14 AM, Redphoenix said:

 

This change was part of a big major inventory mass overhaul of nearly every item.

 

Yep, reyhard says that the A3 "loaded magazines bug" (fixed in dev branch) was the cause of the over-encumbrance of RHS machinegunners with grenade in vest resulting in slow-walking with default loadout. 

 

http://feedback.rhsmods.org/view.php?id=2998#c5854

 

If the A3 bug affects weight of only loaded magazines (as opposed to unloaded magazines), it is unclear why the A3 bug would affect the machinegunners' load in this case, unless the A3 bug also affects grenades, not just loaded AT weapons as discussed in dev branch thread.

 

Man, that is a huge A3 bug that affects everybody, every mod.  They should hotfix it ASAP (I hope they don't wait until Jets DLC release to fix it).

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@OMAC Now might be a good time to see if BIS fixed it for grenades on dev branch. Otherwise it probably would be a very long time before it's implemented into stable. I'd check myself but I don't get a chance to download dev branch too often.

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1 minute ago, HeroesandvillainsOS said:

@OMAC Now might be a good time to see if BIS fixed it for grenades on dev branch. Otherwise it probably would be a very long time before it's implemented into stable. I'd check myself but I don't get a chance to download dev branch too often.

 

Yes!  I don't often download dev branch, either.  In fact I haven't gone near it in many months.  Please keep making as much noise as possible about the issue (particularly grenades) on dev branch forums!  :-D

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Actually the MELB team.  It's a holdover from there.

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6 hours ago, OMAC said:

 

Yes!  I don't often download dev branch, either.  In fact I haven't gone near it in many months.  Please keep making as much noise as possible about the issue (particularly grenades) on dev branch forums!  :-D

I wish they released an official 64 bit exe so that people can pay the game normally. Unfortunately they haven't that is why dev branch is great, although they have some pretty game breaking bugs on the dev branch./

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This mod need an RPK-74 & RPK-74M  so we do not have to depend on other addons, please guys make it. Thanks.

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9 minutes ago, ldu30 said:

This mod need an RPK-74 & RPK-74M  so we do not have to depend on other addons, please guys make it. Thanks.

 

For that you will need this.

You're welcome! :D

Spoiler

This kind of request on this section could be a reason to delete your message, so take care about it.

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7 minutes ago, Mickyleitor said:

 

For that you will need this.

You're welcome! :D

  Hide contents

This kind of request on this section could be a reason to delete your message, so take care about it.

Don't forget this or this 

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25 minutes ago, Mickyleitor said:

 

For that you will need this.

You're welcome! :D

  Reveal hidden contents

This kind of request on this section could be a reason to delete your message, so take care about it.

I do not have time, I work a lot and I have 2 children And most importantly I do not belong to the RHS team..... and I asked you to do it yourselves and PLEASE.You are very rare, you can not ask or advise anything, it is to improve your mod, and not depend on other content OK thanks anyway........ :p

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gf48Xgn.jpg

 

Didn't realize the vanilla muzzle flashes are this bad until I saw the new RHS ones. Great job! And from a realistic standpoint. They are supposed to be close to identical like in rhs, not rotating like the ones in vanilla. (rotating compensator???)

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1 hour ago, ldu30 said:

I do not have time, I work a lot and I have 2 children And most importantly I do not belong to the RHS team..... and I asked you to do it yourselves and PLEASE.You are very rare, you can not ask or advise anything, it is to improve your mod, and not depend on other content OK thanks anyway........ :p

Are we forgetting that you have responsibilities and obligations, or are you forgetting that they have responsibilities and obligations too? And on top of that, they still push through awesome content, even with all the other things they have to do. It's not their job, they don't get paid for this, they have other jobs, and families. If they can find the time to do what they already do, so can you, and don't expect them to squeeze more into their tight schedules for you.

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5 minutes ago, wsxcgy said:

Are we forgetting that you have responsibilities and obligations, or are you forgetting that they have responsibilities and obligations too? And on top of that, they still push through awesome content, even with all the other things they have to do. It's not their job, they don't get paid for this, they have other jobs, and families. If they can find the time to do what they already do, so can you, and don't expect them to squeeze more into their tight schedules for you.

OK but Would be great to implement rpk-74 to mod ... just that! XD

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