R0adki11 3949 Posted April 1, 2017 55 minutes ago, lex__1 said: When the shop with cartridges is fastened to the automatic machine, the trunk of weapon is empty. The Lock recharge - gives a cartridge to a gun trunk. Doesn't charge with the autoloader itself the gun when the drum of the loading mechanism is filled. All ammunition is in the autoloader and waits for start of the mechanism of loading. The fourth crew member in the tank Abrams - executes commands of the commander of the tank. If there is a team of the commander of the tank - to charge the gun, any type of ammunition, the Fourth crew member will execute the command. Without team of the commander of the tank, all ammunition remains in a compartment of ammunition. You have documentation or video where the Fourth crew member executes the command - "to replace like ammunition" ? in such sequence: - takes ammunition from the tank gun - places ammunition in a compartment of storage of ammunition - takes other ammunition in a compartment of ammunition - loads ammunition in the tank gun You well know what force and the mechanism pulls out the shot sleeve from the gun. Any change like ammunition, on the charged tank gun - an action, game reception, also doesn't belong to reality. From safety measures, on firing from the tank. After a series of shots, a barrier part of the gun has high temperature. In these circumstances, it is forbidden to leave ammunition in a down for long time (more than 10-20 minutes). There is a risk of ignition of gunpowder in a shell. It is one more confirmation of why the trunk of the gun remains always empty and is loaded before use. I can appreciate that your trying to confirm what happens in a real Abrams, but it really doesn't have anything to this thread. Please stay on topic, final warning. 2 Share this post Link to post Share on other sites
lex__1 422 Posted April 1, 2017 16 minutes ago, R0adki11 said: I can appreciate that your trying to confirm what happens in a real Abrams, but it really doesn't have anything to this thread. Please stay on topic, final warning. Dialogue concerns changes in mod RHS. Shooters of the T-xx tank have lost ability to change ammunition type, are forced to do it in the strange way, to shoot unnecessary first ammunition. These changes haven't concerned tanks Abrams. What not on a subject, in my comments? Share this post Link to post Share on other sites
reyhard 2082 Posted April 1, 2017 Just now, lex__1 said: Dialogue concerns changes in mod RHS. Shooters of the T-xx tank have lost ability to change ammunition type, are forced to do it in the strange way, to shoot unnecessary first ammunition. These changes haven't concerned tanks Abrams. What not on a subject, in my comments? I don't mean to be rude but maybe you could ask some friends (maybe kilrbe3 could help you?) for little help with translation to english? This way you could avoid so much confusion & probably you could find out also, that T tanks in RHS have no rounds loaded to the gun when tank is spawned empty or player is a gunner. When there is AI, gun is automaticly loaded. T tanks cannot be unloaded during combat due to 2 stage ammo - you have to push out the shell from the other side of the barrel, while changing of ammo in Abrams is possible without such tricks. 5 Share this post Link to post Share on other sites
zio sam 77 Posted April 1, 2017 Lex in italy we say there's none so deaf as those who will not hear...RHS devs have already answered. Keeping on your attitude only makes people upset 3 Share this post Link to post Share on other sites
lex__1 422 Posted April 1, 2017 All guns, doesn't depend on the producer have an order of performance of actions. Standard practice of firing from guns: - purpose assessment - choice of ammunition - team to the fourth crew member (turning on of the autoloader) - loading of the gun - shot The procedure repeats if there is a presence of the purposes. Ammunition never is in a gun trunk. It contradicts safety measures. 35 minutes ago, zio sam said: Lex in italy we say there's none so deaf as those who will not hear...RHS devs have already answered. Keeping on your attitude only makes people upset Mod RHS seeks to realize a lot of realism in Arma3 the simulator. For these reasons there are remarks. we say in Ukraine - within a year, not loaded trunk of the gun can shoot. Share this post Link to post Share on other sites
PuFu 4600 Posted April 1, 2017 @R0adki11 can you please give this guy a vacation from this thread...he doesn't seem to understand what he has been told so many times now 15 Share this post Link to post Share on other sites
dragon01 902 Posted April 1, 2017 I think that someone should just talk to him in Russian via PMs. Whatever translator he uses to make his English posts probably don't work any better when translating the other way. He probably doesn't get what we're saying, just like we can barely understand him. 1 Share this post Link to post Share on other sites
tillee 48 Posted April 1, 2017 Talking about why some people resign from interacting with their fans... Like the green furniture on the new '74s,somehow! Unusual pick, unusual looks but neat anyways! Moar Dakka is always betta! 1 Share this post Link to post Share on other sites
zagor64bz 1225 Posted April 1, 2017 Oh man..3 full pages over a reload/charging time on a freaking tank? Dude..get over it..it is what it is! Don't like it? Play fuck*ng vanilla or go get a realistic tank simulator. Reload time is not a game breaking issue..so deal with it.Lets move on now.. 2 Share this post Link to post Share on other sites
Andy Pipkin 77 Posted April 1, 2017 12 hours ago, bek said: If you want to see more pics of the AK-74 variants I've been working on, I just uploaded the project to Artstation. Though if you spot any flaws it's likely too late to correct these ones, but I'll keep it in mind for any future stuff. Thanks @bek ! The video is amazing with the new feature on the AK74 change the shooting rate from single shot to full auto! Love the detail! But just my feel is that the textures by the AK74M looks better than these ones. What I mean is not the wooden or maybe the plastic. I mean the metal. I don't know what it is, steal or aluminium or what else. Share this post Link to post Share on other sites
ineptaphid 6413 Posted April 1, 2017 7 hours ago, PuFu said: @R0adki11 can you please give this guy a vacation from this thread...he doesn't seem to understand what he has been told so many times now I have done just that. @lex_1 You were repeatedly told to drop the issue-over the course of two days, by moderators and the thread starters, but refused to do so. As such there are consequences. 17 Share this post Link to post Share on other sites
PuFu 4600 Posted April 1, 2017 1 hour ago, ineptaphid said: I have done just that. cheers 9 Share this post Link to post Share on other sites
ayylmao 30 Posted April 2, 2017 is it possible to use your AT whilst prone? Share this post Link to post Share on other sites
pipewr3nch 71 Posted April 2, 2017 48 minutes ago, ayylmao said: is it possible to use your AT whilst prone? No. Share this post Link to post Share on other sites
bars91 956 Posted April 2, 2017 Interestingly, I remember a mod for OFP that allowed you to go prone with launchers... even AI tended to sometimes use it. Was cool at the time, and fairly handy at that ) 2 Share this post Link to post Share on other sites
Kniazzy 34 Posted April 4, 2017 On 4/2/2017 at 6:16 PM, ayylmao said: is it possible to use your AT whilst prone? Well, it IS possible, but it isn't supported by Arma's native weapon mechanics. Share this post Link to post Share on other sites
disco.modder 116 Posted April 4, 2017 Is it update time for RHS mods? RHS AFRF just auto updated for me on steam, Im assuming the others will be updated soon too. Share this post Link to post Share on other sites
AIF_Infantrymen 264 Posted April 4, 2017 Change log on the way? 2 Share this post Link to post Share on other sites
bek 744 Posted April 4, 2017 AFRF Spoiler # Changelog Legend + Added - Removed @ Fixed ^ Improved # 0.4.2.2 ## ADDED IN 0.4.2.2 + NIT-A Scope + Added flag proxies to all ground vehicles + Added AK74N w/ GP25 & NPZ variant + _TI maps for AK(S)-74 and DTK (1983) + New 1PN79 optics for the Kornet-M (6x, 12x, 20x) + AK-74 (Plum) and AK-74 (Emerald) + AKS-74 (Plum) ## IMPROVED IN 0.4.2.2 ^ Mi-28 & Ka-52 should no longer trigger ejection sequence while being on deck of some vehicle ^ Cleaned up ingameui.hpp ^ Reduced reflection on Ka-52 MFD ^ Added some missing cfgPatches entries ^ Converted Kamaz & Tigr hatch actions to new turnIn/Out event handlers ^ Tweaked Ka-52 & Mi-28 MFD ^ Added proper mass to AK74 ^ Added proper mass to russian pistol mags ^ AK-74 textures ^ Added rotational anim to OG7V ^ PTS-M radio antenna copied from View LOD to resolution LODs ^ Improved Ka-52 cargo lod for 6DOF ^ Improved FG of T-72, T-80 & T-90 (mainly more accurate tracks & wheels + turret ring for T-90 & T-72B3) ^ PiP monitor on Mi-28 & Ka-52 is changing zoom mode while flying with AI depending on distance to target & selected weapon ^ Rebel flag script is now using deleted EH ^ Score for RGO/RGN grenade kills is now properly handled (setShotParent implementation) ^ Changed RGO/RGN script to use new weapon event handlers ^ Tweaked specularity of Ka-52 instruments ^ Added ability to toggle pilot MFD for Ka-52 ^ Updated Extended Armour/Reduced Damage warning infographic ## FIXED IN 0.4.2.2 @ AK-74 missing UV in lower lod + muzzleflash on AK-74 lower lod @ Fixed PM muzzle flash in distant resolution lods @ AK-74N missing rhs_npz script line @ UAZ DShkM gunner no longer use invisible uber magnified scope @ Fixed Su-25 hitpoints compiling .rpt errors @ Removed updating base class errors @ BMP-1 (basic variant) had wrong camo selections in last resolution lod @ Fixed Mi-28 proxies which were inproperly configured - they had wrong name in cfgNonAIVehicles & were missing autocenter = 0 property in geometry lod @ Fixed healing & mine radio messages causing error in stealth mode @ AK-74 had small section missing material references @ AK-74 had UV data in shadow lod @ AK-74 finger was clipping with the trigger @ Infantry riding on top of BMP-1s could not be shot @ PGO-7V reticle resembled PGO-7V2 reticle when illuminated ## REMOVED IN 0.4.2.2 GREF Spoiler # Changelog Legend + Added - Removed @ Fixed ^ Improved # 0.4.2.2 ## ADDED IN 0.4.2.2 + Flag proxies for GREF ground vehicles (BRDM variants) ## IMPROVED IN 0.4.2.2 ^ Updated M70 and M92 recoil values on par with RHSSAF ^ M76 now uses the appropriate PSO1M2 instead of PSO1M2-1 ^ PhysX suspension for L-159 and L-39 ## FIXED IN 0.4.2.2 @ "Updating base class" .rpt errors due to adding textureSources @ Plamen muzzles ## REMOVED IN 0.4.2.2 USAF Spoiler ## ADDED IN 0.4.2.2 + M67 sight unit on M252 mortar + 81mm mortar cases + Animation for hand on M107 stock when deployed + Flag proxies for USAF ground vehicles + Camo texture variants for HK416 (SOPMOD Stock) + New sounds for M590, MP7 and M242 (Bradley autocannon) ## IMPROVED IN 0.4.2.2 ^ Updates to M252 mortar ^ Improved Abrams Fire Geometry around wheels ^ Abrams loader speed is now also dependent on speed of vehicle ^ Improved A-10 MFD (CCIP piper, working compass etc.) ^ Advanced hitpoints & suspension for A10, C130J & F-22 ^ A-10's GAU-8 is now using mixed AP:HE rounds in 4:1 ratio ^ M230 & M197 30mm rounds have HEDP penetration now ^ Improved hitpoints for UH-60M, CH-47 & AH-64 ^ Improved shadows on CH-47 and CH-53 ^ UH-1Y flight model is a bit more agile/flies less like a whale ^ Removed artifacts in UH-1Y rotor textures ^ Moved some seats to reduce clipping with passengers on UH-1Y ^ Reduced glossiness of UH-1Y interior materials ^ Hand on stock script is more flexible for use with 3rd party mods ^ Modified position of M249, M240 & M107 ^ Adjusted HK416/M27 scale ^ Adjusted suppressor position on SR25 EC ^ Improved bipod and grip proxy alignment on USAF weapons ^ `hasUnderBarrel` animation for M16A4 lower rail cover ^ Better ACOG reticle calibration & adjusted appearance of USMC chevron reticles ^ Made Mk211 Raufoss ammo explosion less apocalyptic (until a custom effect can be made) ^ Darkened dataplate texture on M72 ^ Mark V SOC use now "deleted" event handler - additional roadway lod is removed in all cases now (i.e. while using VG or deleteVehicle script command) ^ M113 & RG-33L now use turnIn/Out event handlers for handling hatches ^ New turret limits for M113 & RG-33L FFV seats ^ Customisation option to mount flag at the front or rear of HEMTT (for convoy procedure) ## FIXED IN 0.4.2.2 @ Typo in UH-1Y displayname @ Typo in firegeometry of UH-60M left doors @ Typo in rvmat path of UH-60M MEV @ M24 was missing bipod memory point @ M27 IAR grip switching didn't work correctly with some vert grips @ M249 bipod shadow didn't animate when deployed @ M249 VFG (long variant) didn't hide its original flash-hider when muzzle attachments were fitted @ Abrams FCS overshooting targets @ Gap in Abrams driver's triplex view appearing in some screen resolutions @ Some unit loadouts (USMC javeling carring SMAW missiles in backpack & overloaded units mainly) @ MRZR and RG-33L classnames missing from cfgPatches `units[]` array (affected Zeus spawning) @ DUKE activation/deactivation hints were broadcast to other players @ Wrong M112 demo charge magazine generated after defusing @ Wrong path to CH-53 RotorLib config @ CH-53 rotors spun in the wrong direction @ Reference point for towing CH-53 with Leshrack's mod, was underground @ Sound occlusion made weapons too quiet ## REMOVED IN 0.4.2.2 SAF Spoiler ## ADDED IN 0.4.2.2 ## IMPROVED IN 0.4.2.2 ^ M76 now uses the appropriate PSO1M2 instead of PSO1M2-1 ## FIXED IN 0.4.2.2 @ Visible proxy triangle in lower LOD of MD98 rifleman vest ## REMOVED IN 0.4.2.2 22 Share this post Link to post Share on other sites
disco.modder 116 Posted April 4, 2017 nice little update. Thanks RHS team! 1 Share this post Link to post Share on other sites
Guest Posted April 4, 2017 Armaholic mirror updated: RHSAFRF v0.4.2.2 Share this post Link to post Share on other sites
Guest Posted April 4, 2017 Armaholic mirror updated: RHSUSAF v0.4.2.2 Share this post Link to post Share on other sites
Neviothr 102 Posted April 4, 2017 Apparently, Steam downloads all 4 mods in one package instead of 1-by-1. Is that new? Share this post Link to post Share on other sites