seba1976 98 Posted February 16, 2017 1 hour ago, ski2060 said: Dunno if this fits into the "don't make requests", because I'm not asking for this to happen... Has the RHS team looked into the current DEV build with the Jets DLC content being tested? If so, are there plans to incorporate the new Sensor/Targeting/Weapon content into RHS vehicles in anything other than a default manner? And you need to know this because... Share this post Link to post Share on other sites
ski2060 167 Posted February 16, 2017 Well... my unit uses RHS as one of our base mods. The Jets DLC will be a paradigm change in sensors and targeting and long range weapons use. I was just interested in whether the RHS team is planning to incorporate the new sensors with vanilla default ranges and sensors, or if they thought about how to integrate the new DLC with more realistic ranges. Do I need to know this? No. Will this change the game significantly and make units that want realism aspects pushed to the limits look for other mods that fit their wishes? Yes. Share this post Link to post Share on other sites
dragon01 902 Posted February 16, 2017 Keep in mind that RHS doesn't depend on dev branch features and has no public dev branch of its own. So you have to wait for the RHS update that will come after Jets DLC to see any progress on that front. That said, I can't wait to see RHS take advantage of those features. If only to try filling every pylon on a Su-25 with gun pods. :) 1 Share this post Link to post Share on other sites
ski2060 167 Posted February 16, 2017 Yeah. I'll just wait and see what they do with it. I guess it all depends on how much work they want to do after JETS comes out. It will require quite a bit of cfg work to set all the vehicles to have anything other than default vanilla sensors. Share this post Link to post Share on other sites
sargken 286 Posted February 16, 2017 RHS: Make Jets Great Again 4 Share this post Link to post Share on other sites
Crusader_AUT 0 Posted February 16, 2017 2 hours ago, sargken said: RHS: Make Jets Great Again ^^This. But the T50 and F22 are nearly perfect to fly IMO. Really nice dogfights with them! Share this post Link to post Share on other sites
rob1 4 Posted February 17, 2017 Great mod, thanks. Can anyone give me a clue as to how I get the guided missiles on the littlebird (the one with the hellfire) to lock on? I press t, my pilot calls the order for gunner to target but he doesn't fire. If I go manual fire I press t & get the square box but no tone or diamond box? Any help appreciated. Share this post Link to post Share on other sites
phantomphan 54 Posted February 17, 2017 You have to lase the target first before firing. So you have to have another person in the gunner's seat. 2 Share this post Link to post Share on other sites
Devastator_cm 434 Posted February 17, 2017 I just wanted to say that RHS SRB shows Russian map in RHS website.http://www.rhsmods.org/mod/4 Share this post Link to post Share on other sites
dragon01 902 Posted February 17, 2017 Perhaps they have access to some secret Russian plans. :) The way things are going in the US, maybe they should put a map of Russia on the USAF page, as well... 2 Share this post Link to post Share on other sites
sargken 286 Posted February 17, 2017 42 minutes ago, dragon01 said: Perhaps they have access to some secret Russian plans. :) The way things are going in the US, maybe they should put a map of Russia on the USAF page, as well... Really you want to bring politics into this wow. Sad #MEGA Share this post Link to post Share on other sites
dragon01 902 Posted February 17, 2017 Nah, just making a joke. All the new ones are political these days. 1 Share this post Link to post Share on other sites
domokun 515 Posted February 17, 2017 17 minutes ago, sargken said: Really you want to bring politics into this wow. Sad #MEGA Says the only member here with a political logo in his signature Sad #ORANGE 2 Share this post Link to post Share on other sites
ineptaphid 6413 Posted February 17, 2017 Alright guys-let it go before someone loses an eye. 2 Share this post Link to post Share on other sites
dragon01 902 Posted February 17, 2017 Aww, just as it was about to get hilarious... :) Let's have some actual feedback, then. Is it normal that a Zenitco AK-103 fitted with a front grip, a muzzlebrake and a holosight seems to have almost no inertia or sway, and also very low recoil? I was able to snipe a guy at 500m in the Arsenal, while standing and with the gun on full auto. Is it a bug, or are these things really that good? Also, it seems that it's possible to fit an AK-74M muzzlebrake (the one specifically designated as such) onto AK-103. Are they compatible in reality, despite different caliber? Share this post Link to post Share on other sites
BoxyBrown88 10 Posted February 18, 2017 Here is my server log. I have my RHS key in the server key folder and I have it added to my command line as well but RHS still kicks back this error. Here is my commandline for reference. -profiles=C:\games\108_61_104_103_2302\1348690\arma3\config -config=server.cfg -port=2302 -IP=108.61.104.103 -world=empty -gtqueryport=2304 -autoInit -mod=@CBA_A3;@Cup_Terrains_Core;@Cup_Terrains_Maps;@RHS_USAF;@FA-18;@VSM;@Arma_Enhanced_Movement;@Spec4Gear;@SMA;@MRT;@TRYK;@ASR_AI3 ===================================================================== == c:\games\108_61_104_103_2302\1348690\arma3\arma3server.exe == c:\games\108_61_104_103_2302\1348690\arma3\arma3server.exe -profiles=C:\games\108_61_104_103_2302\1348690\arma3\config -config=server.cfg -port=2302 -IP=108.61.104.103 -world=empty -gtqueryport=2304 -autoInit -mod=@CBA_A3;@Cup_Terrains_Core;@Cup_Terrains_Maps;@RHS_USAF;@FA-18;@VSM;@Arma_Enhanced_Movement;@Spec4Gear;@SMA;@MRT;@TRYK;@ASR_AI3 Original output filename: Arma3Retail_Server Exe timestamp: 2016/12/07 10:50:01 Current time: 2017/02/17 18:53:15 Type: Public Build: Stable Version: 1.66.139586 Allocator: c:\games\108_61_104_103_2302\1348690\arma3\dll\tbb4malloc_bi.dll ===================================================================== 18:53:15 SteamAPI initialization failed. Steam features wont's be accessible! 18:53:15 Cannot register unknown string STR_USRACT_ACTIVESENSORSTOGGLE 18:53:15 Cannot register unknown string STR_CONTROLS_TOOLTIPS_SENSORS 18:53:15 Cannot register unknown string STR_CLIENT_IS_HOST 18:53:15 Cannot register unknown string STR_CLIENT_IS_DS_ADMIN 18:53:15 Initializing stats manager. 18:53:15 Stats config disabled. 18:53:15 sessionID: 204e57932f1e6df30d61c3d1454cadf9f7795528 18:53:19 Error 20 reading file 'c:\games\108_61_104_103_2302\1348690\arma3\@RHS_USAF\addons\rhsusf_a2port_air.pbo' ErrorMessage: Cannot open file 'c:\games\108_61_104_103_2302\1348690\arma3\@RHS_USAF\addons\rhsusf_a2port_air' Share this post Link to post Share on other sites
Hvymtal 1251 Posted February 18, 2017 Politics is for off topic, funny or not. This is a video game forum, not some one-sided FOX or MSNBC fuckfest or C-SPAN's House of Commons, funny as the latter may be to those of us unaffected by it :) 1 hour ago, dragon01 said: Aww, just as it was about to get hilarious... :) Let's have some actual feedback, then. Is it normal that a Zenitco AK-103 fitted with a front grip, a muzzlebrake and a holosight seems to have almost no inertia or sway, and also very low recoil? I was able to snipe a guy at 500m in the Arsenal, while standing and with the gun on full auto. Is it a bug, or are these things really that good? Also, it seems that it's possible to fit an AK-74M muzzlebrake (the one specifically designated as such) onto AK-103. Are they compatible in reality, despite different caliber? The muzzle device system on AK-74 and later pattern is cross-compatible with each other, the device's ends are all made large enough to fit both 5.45 and 7.62 going through unless otherwise stated; you could swap a DTK from an 80's AK-74 onto a modern 7.62 AK no problem if the muzzle dimensions are correct. Suppressors are of course another matter Images of AK-103 recoil pattern with and without attachments (regular DTK included of course), and AK-74M with and without for comparison Spoiler AK-103 Without AK-103 With FFG-2 and DTK-3 AK-74M Without AK-74M With I initially thought the same, but it seems to have been placebo from the holosight (I did do a 74M test with for comparison, was similar to #4 so I didn't pic). As far as I can tell, any difference is within margin of error since actually doing multiple samples and then the math for an average would take too much time to be worth the effort for me If you have a particular combination in mind, show us, or tell us so we can see for ourselves and you can be lazy 1 Share this post Link to post Share on other sites
dragon01 902 Posted February 18, 2017 I didn't mean muzzle climb. That is noticeable, though surprisingly easily compensated for, even on the 103. I mean inertia and sway. You can turn as if you're carrying a pistol and snipe from a standing position. That's despite the AK-103 being a full-length assault rifle, even if it is tacticooled up with Zenitco accessories. Share this post Link to post Share on other sites
Hvymtal 1251 Posted February 18, 2017 Pictures can't demonstrate it, but I can confirm what you're saying, and that it applies to all weapons and all grips. Muzzlebrakes and holosights have nothing to do with it, though. Since it took me a second to understand it, let me put it in simpler terms in case others are having trouble: what he is describing is the lack of sight deviation after swinging the gun around. For other weapons as well as RHS weapons without a grip attached, after moving the weapon rapidly and trying to sight it in, you'll find the sight trying to drift off. This is due to the barrel, forend, and their attachments having weight, thus when you try to stop it suddenly, law of inertia interferes, and residual energy tried to push the gun right (yes its unrealistic but reality is unrealistic so deal), while attaching a grip causes this deviation to disappear. However, this may be intentional, to represent what the foregrip actually does in real life, offering a more ergonomic hand position than a rifle grip (especially against rails without a glove or KAC-style cover) and greater control over what the front of the gun is doing than a mag grip. The M27 TD Grip does the same thing with the foregrip "integral" rather than attached a la the other weapons. 1 Share this post Link to post Share on other sites
dragon01 902 Posted February 18, 2017 I suppose it's hard to balance that kind of effect. Make it too subtle and the grips become essentially cosmetic items. Make it too strong and it makes things too easy. BIS spent quite a few updates fiddling with inertia and sight transition. Right now, it seem to be on the excessive side, especially inertia reduction. I'm fine with reduced sway, but it shouldn't affect turning speed by that much. Share this post Link to post Share on other sites
bek 744 Posted February 18, 2017 yeah grips don't affect weapon recoil, just inertia (and add to the weapon's total mass). The inertia reduction from those grips can be adjusted but like you say dragon01 it needs to be in the middle point between pointless and OP. Share this post Link to post Share on other sites
piter306 16 Posted February 18, 2017 Is it possible to add options exclusionary system "start / stop" for the engines? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted February 18, 2017 No, if users had the option to change how quickly their vehicles started up on an individual basis, it would present problems in multiplayer. If you read the changelog, you'd see that mission designers have the option to set RHS_ENGINE_STARTUP_OFF = true; 1 Share this post Link to post Share on other sites
piter306 16 Posted February 18, 2017 Thanks for the answer. Not everyone plays in multi and what about older missions? In my tank I want to decide when to light and extinguish the motor. Stupid AI turns it off at the second intersection. It is practically impossible shooting from behind the curtains, or because you can not lean out or withdraw. If there is no other way that someone knows how to turn off this option in the mission Hetman War Stories? Share this post Link to post Share on other sites
reyhard 2082 Posted February 18, 2017 2 hours ago, Pyjter said: Thanks for the answer. Not everyone plays in multi and what about older missions? In my tank I want to decide when to light and extinguish the motor. Stupid AI turns it off at the second intersection. It is practically impossible shooting from behind the curtains, or because you can not lean out or withdraw. If there is no other way that someone knows how to turn off this option in the mission Hetman War Stories? That's strange, checked it right now and for me AI turns off engine after being idle for longer than 4 minutes or something like that. Maybe you have some mod which changes AI behavior in that field? 2 Share this post Link to post Share on other sites