dragon01 902 Posted April 16, 2017 54 minutes ago, sammael said: As you can see in video under spoiler MANPAD is very deadly weapon IRL. Just my question to devs. Maybe it is ok and planing by RHS. BIS will be tweaking AI usage of flares in the next patch, the improvements are on the devbranch already. It should be possible to shoot down helos or even planes reliably now, as long as they don't have AI skill maxed out. 2 hours ago, PuFu said: i don't want to drag this further, but the above does indeed sounds like any other request... No it doesn't. I'm not asking you to do anything. I'm just making an observation that creating such a pack would be possible with assets already in RHS. Given the direction the mod is following (modern stuff in general), this is not a trivial observation. I doubt that the RHS team was creating all this stuff in order to make an Afghanistan-era Soviet soldier a possibility. Those were added to GREF for various post-Soviet factions. Anyway, I'm not planning to work on that because it's already done for the Soviets and I lack the modeling skill to make the US side. Share this post Link to post Share on other sites
Savage_Donkey 243 Posted April 16, 2017 9 minutes ago, Devastator_cm said: I am not able to see the propellers of C-130J (used Tanoa map) when it is on the ground. Just before I open a ticket can someone please confirm? I had the same issue and already opened a ticket: http://feedback.rhsmods.org/view.php?id=3197. It's been resolved. Share this post Link to post Share on other sites
Devastator_cm 434 Posted April 16, 2017 Thanks for info! Share this post Link to post Share on other sites
cpt.ghost 104 Posted April 17, 2017 why the AI can't fire the FGM-148? all they do is aiming but not firing! tested on both vanila+RHS and ACE+RHS Share this post Link to post Share on other sites
Devastator_cm 434 Posted April 17, 2017 Does anybody know how to turn-off the radio chatter in air vehicles with a config file? Share this post Link to post Share on other sites
xxgetbuck123 945 Posted April 17, 2017 1 hour ago, Devastator_cm said: Does anybody know how to turn-off the radio chatter in air vehicles with a config file? Dont need a config file, just press esc > then top right or whatever > open the RHS tab > turn off radio chatter. Unless of course you want it off permanently and for everyone? Share this post Link to post Share on other sites
Devastator_cm 434 Posted April 17, 2017 yes I need it permenant for everyone who uses the vehicle which I will setup Share this post Link to post Share on other sites
bakerman 247 Posted April 17, 2017 2 hours ago, Devastator_cm said: Does anybody know how to turn-off the radio chatter in air vehicles with a config file? Found in rhs_main > RHS_Options_Menu > Controls > rhs_checkbox1: profileNamespace setVariable ['rhs_vehicleradioChater', 0]; saveProfileNamespace; Share this post Link to post Share on other sites
Devastator_cm 434 Posted April 17, 2017 Thanks bakerman but this will set the radio chat off for all vehicles right? Main my goal was to set it off only for the AH-1Z as I did a re-texture and english radio chat does not fit :) I do not want to turn off the radio chat for US version of AH-1Z Share this post Link to post Share on other sites
Pan Samogon 197 Posted April 17, 2017 13 hours ago, sammael said: As you can see in video under spoiler MANPAD is very deadly weapon IRL. if they wasn't spotted.Dropping flares per time seriously reduce threat from heat seeking missiles. Kobras BTW doesn't really have any armor and it was direct hit.Mi-8 and Mi-24 often survive indirect hit,enough for at least emergency landing and this actually is worst case. On gif we have indirect hit. Much likely problem not with damage,but need proper mechanic,turn radius for example. Share this post Link to post Share on other sites
sammael 366 Posted April 17, 2017 19 minutes ago, Pan Samogon said: On gif we have indirect hit. Igla missile have Two fuse mode - magnet proximity fuse and simple kinetic fuse . I was test yesterday and it seems rhs have only one mode -proximity fuse. anyway I just wanted to know this is normal planned by RHS or it is bug. Share this post Link to post Share on other sites
bakerman 247 Posted April 17, 2017 1 hour ago, Devastator_cm said: Thanks bakerman but this will set the radio chat off for all vehicles right? Main my goal was to set it off only for the AH-1Z as I did a re-texture and english radio chat does not fit :) Yes, using scripts the only option available is to set it for all vehicles, however this isn't how it should be so I will add more granular controls. To disable chatter for a vehicle type using configs you'll have to create a new optics classes like so: // Vehicle Config class RHS_AH1Z_base; class Devastator_AH1Z : RHS_AH1Z_base { // Use custom optics with no radio chatter unitInfoType = "Devastator_RscUnitInfoAir_NoRadio"; unitInfoTypeRTD = "Devastator_RscUnitInfoAirRTDFullDigital_NoRadio"; }; // Optics Config class RscInGameUI { class RHSUSF_RscUnitInfoAir; class Devastator_RscUnitInfoAir_NoRadio : RHSUSF_RscUnitInfoAir { // Removed RHSUSF_fnc_randomRadio to stop radio sounds onLoad="['onLoad',_this,'RscUnitInfo','IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay'); _this call rhsusf_fnc_announcer"; }; class RHSUSF_RscUnitInfoAirRTDFullDigital; class Devastator_RscUnitInfoAirRTDFullDigital_NoRadio : RHSUSF_RscUnitInfoAirRTDFullDigital { // Removed RHSUSF_fnc_randomRadio to stop radio sounds onLoad="['onLoad',_this,'RscUnitInfo','IGUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay'); _this call rhsusf_fnc_announcer"; }; }; ^ I just quickly typed this so it's probably missing some dependencies. You can also remove 'rhsusf_fnc_announcer' if you don't want English warnings. 2 Share this post Link to post Share on other sites
Devastator_cm 434 Posted April 17, 2017 Thanks for your time bakerman. I will try it asap :) Share this post Link to post Share on other sites
pulstar 55 Posted April 19, 2017 Anyone know of a good way to operate a gunship with only AI as buddy? When switching to gunner the pilot doesn't stay at the elevation that I last left the helicopter at. Share this post Link to post Share on other sites
R0adki11 3949 Posted April 19, 2017 10 minutes ago, pulstar said: Anyone know of a good way to operate a gunship with only AI as buddy? When switching to gunner the pilot doesn't stay at the elevation that I last left the helicopter at. You might want to create a thread and ask that question over here and not in the RHS Mod Thread Share this post Link to post Share on other sites
MoonCrawlerVG 1 Posted April 20, 2017 anyone know how to use the 9P129-1M (9M79B) anytime I use it I get this error " target out of angular firing sector " Share this post Link to post Share on other sites
TheMin1997 16 Posted April 20, 2017 I know this might sound stupid but Ive been trying to figure it out for ages. How do you use the Javelin without ACE? The I&A server I play on allows RHS and other mods like it but not ACE. When I lock onto a target it attempts to lock but never gets a complete one. Just that constant beep sound not the "locked on ready to fire" sound. Any help would be appreciated. Share this post Link to post Share on other sites
marc defranco 8 Posted April 20, 2017 1 hour ago, MoonCrawlerVG said: anyone know how to use the 9P129-1M (9M79B) anytime I use it I get this error " target out of angular firing sector " Your target has to be within a ~45 degree cone in front of the launcher vehicle. Share this post Link to post Share on other sites
reyhard 2082 Posted April 20, 2017 2 hours ago, Sgt. Megumin said: I know this might sound stupid but Ive been trying to figure it out for ages. How do you use the Javelin without ACE? The I&A server I play on allows RHS and other mods like it but not ACE. When I lock onto a target it attempts to lock but never gets a complete one. Just that constant beep sound not the "locked on ready to fire" sound. Any help would be appreciated. locking last 15 seconds so you need to be patient. ;) 1 Share this post Link to post Share on other sites
fingolfin 1972 Posted April 20, 2017 I’m pretty sure you are already aware of this, but just to be sure: photos of the Armata interior 3 Share this post Link to post Share on other sites
Arufayama 3 Posted April 21, 2017 Will the M17/P320 be added for the US? Share this post Link to post Share on other sites
reyhard 2082 Posted April 21, 2017 1 minute ago, Arufayama said: Will the M17/P320 be added for the US? http://www.rhsmods.org/faq#1 6 Share this post Link to post Share on other sites
arkhir 135 Posted April 22, 2017 Whoever configures ballistics/armour values in RHS armoured vehicles is a config wizard and deserves some praise. BRDMs are pennetrable from the side with 7.62x54 armour piercing and 5.45x39/7.62x39 EPR rounds as they should be. I always appreciated the way your shit is configured, but honestly I didn't expect this level of depth, I just wanted to take a moment and say this. Thank you guys. 16 Share this post Link to post Share on other sites
marez12 17 Posted April 22, 2017 Hello, Currently I'm working on a litle mod aiming to reduce the available zoom with iron sights and close quater opticals like CCO etc using an old mod http://www.armaholic.com/page.php?id=30723 and trying to update it. I'm facing the following issue, with the specter scope. In the config.cpp i wrote this: class rhsusf_acc_Specter: rhsusf_acc_sniper_base { class ItemInfo: InventoryOpticsItem_Base_F { class OpticsModes { class ACO { opticsZoomMin=0.25; opticsZoomMax=1.1; opticsZoomInit=0.75; }; }; }; }; First I don't know if the optical class is corect for this scope and second if it's correct to use this classname rhsusf_acc_Specter. Thanks if you can answer to my question and thanks for your work ! 2 Share this post Link to post Share on other sites
computer 113 Posted April 22, 2017 @marez12 I am interested in this. Please let me know how it goes and share the mod :) Share this post Link to post Share on other sites