PuFu 4600 Posted August 24, 2018 9 hours ago, kilo-bravo said: That's a tease just missed the patch and hotfix. does the stock fold like the AKs? well, if you think the moment you are done modelling and texturing you can put it in Arma you are wrong. There still needs to be secondary LODs done, geo LODs, configs and animations done (both weapons and reloads). stock folds of course it does 18 Share this post Link to post Share on other sites
DeathMetalNinja 42 Posted August 24, 2018 Beautiful rifle PuFu. Coming to a PC near you sometime in 2019? lol ;) 1 Share this post Link to post Share on other sites
PuFu 4600 Posted August 24, 2018 1 hour ago, deathmetalninja said: Beautiful rifle PuFu. Coming to a PC near you sometime in 2019? lol ;) as always, when ready 2 2 1 Share this post Link to post Share on other sites
Poentis.K 125 Posted August 24, 2018 7 hours ago, PuFu said: a bit selfish self promo ^^ Nothing selfish when it's as amazing as this and recieves praise :D Share this post Link to post Share on other sites
RicHornet 0 Posted August 24, 2018 On 8/23/2018 at 10:45 AM, reyhard said: Could you write down which exactly key are you using for it? (Joystick #11 or something like that?) Sure, I'm using the "Thrustmaster Stick Button #22" for the 'User Action 10' command. The "Thrustmaster Stick Button #22" (in ArmA 3) is the pressing down the "coolie hat" known as 'BTN H3' in the picture below: Share this post Link to post Share on other sites
bolo861 166 Posted August 25, 2018 Did anyone noticed, that you can t load six units into the Bradley IFV. The last two units end up somewhere outside of their designated positions. When I checked in config viewer I ve discovered that two cargoProxyIndexes are missing from base Bradley vehicle class. Regards. 1 Share this post Link to post Share on other sites
ljcsteam 45 Posted August 26, 2018 Don't know if it's been discussed here before. According to FM 3-23, the AN-M8 white smoke, which is the current US white smoke grenade in RHS inventory, has become obsolete since 2000. So you might want to replace this with AN-M83. https://www.globalsecurity.org/military/library/policy/army/fm/3-23-30/appe.htm 1 Share this post Link to post Share on other sites
scotg 204 Posted August 26, 2018 I came here looking to see if, in Arma 3, the pilot can control the aiming and firing of the main turret and main gun. In the case of the RHS Apaches it's the M230. I need something like this for this helicopter: As you can see, it's a one-man job with a mg turret up front. I know it's not as realistic as the AH64s, but I've put some research into it to make it plausible. It's at least game-plausible, and it's way more realistic than its toy counterpart ever was. I've been playing the RHS:USF mod trying to figure out how to get the IHADSS system to work, but so far no dice. Any help on getting the pilot turret to work in-game would be nice, and help getting a simplified version of it on the FANG would be AMAZING! (I can dream.) 4 1 Share this post Link to post Share on other sites
Meiestrix 25 Posted August 26, 2018 Hi, has someone else the problem, that the original BI mags are now invisible when you use them in the RHS US weapons? For example the "30Rnd_556x45_Stanag_Tracer_Green". It would be nice if the default mags would be working again, because we use them as default resupply mags, for the reason that they work in nearly any mod. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted August 26, 2018 49 minutes ago, Meiestrix said: Hi, has someone else the problem, that the original BI mags are now invisible when you use them in the RHS US weapons? For example the "30Rnd_556x45_Stanag_Tracer_Green". It would be nice if the default mags would be working again, because we use them as default resupply mags, for the reason that they work in nearly any mod. BIS needs to make their magazines use the proxy system that they made. There's not really anything we can sensibly do about it. 4 Share this post Link to post Share on other sites
pipewr3nch 71 Posted August 26, 2018 59 minutes ago, da12thMonkey said: BIS needs to make their magazines use the proxy system that they made. There's not really anything we can sensibly do about it. Is there any documentation on that topic yet? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted August 26, 2018 50 minutes ago, pipewr3nch said: Is there any documentation on that topic yet? reyhard has some WIP documentation that has been publicly shared on discord etc. when discussing it with CUP, CBA etc. and various community addons makers that hang around there https://drive.google.com/file/d/1hbvofPPSUX4IqXuhRnqdjX9EtQbIiaEm/view https://drive.google.com/file/d/1LXiqdLdiUtIwJZqff8wC8ebrwH0xPWiV/view - his example models of some magazines And I made another example addon using tigg's Magpul EMAG, which I've shared in discussions on reddit etc. to show how compatibility from different addons could work. https://www.dropbox.com/s/083zdyhpvg5tpz9/proxymag_example.pbo?dl=0 - packed. pbo for people to play about with https://www.dropbox.com/s/am5ke5b02xr2jit/proxymag_example.7z?dl=0 - unbined project folder Some additional materials showing off the suggested standard for positioning the mag proxies on the front lip of the weapon model's mag well: https://imgur.com/a/m9CWIoO https://i.imgur.com/MjddqLo.png https://i.imgur.com/jusqNH2.png Like all proxy models, the Mag model's [0,0,0] coordinate will snap to the corner vertex of the proxy triangle in the weapon, if there is an autocenter 0 property. Bear in mind that it is in itself, still a bit of a work in progress within in Arma 3 and there are efforts where interested community parties want to figure out some common "standard" for naming magazinewells[] classes etc., so that mags can be more easily shared across mods. Current RHS implementation didn't seek to establish a standard by itself: Merely to show off the tech, and highlight some problems. So certain aspects of the provided examples, could be changing 5 3 Share this post Link to post Share on other sites
RZNUNKWN 354 Posted August 26, 2018 Hi guys, this might be an awkward question but, is there a way to obtain the 4.5 version of the AFRF somehow? Share this post Link to post Share on other sites
ab_luca 24 Posted August 26, 2018 hello!sorry for my english that is not so advanced... You are talking about compatiblity with mods and I see it is a big problem in Arma3! now you introduced custom user action in rhs but not only you did it so every modder assign it without criterion...for example : now we have rhs apache using user 1 for left mfd and 2 for right..but ah 64 of sacha voodoo uses user 1 for right and user 2 for left...so why dont you act like a community and find a standard?? and this was only an example, there are firewill'planes,kimi hud...all with user action in conflict each other... the solution I suggest is to use cba where you can even unbind a key !! This is not a critique directly to you but a question to all you good modders have a nice day Share this post Link to post Share on other sites
PuFu 4600 Posted August 26, 2018 29 minutes ago, RZNUNKWN said: Hi guys, this might be an awkward question but, is there a way to obtain the 4.5 version of the AFRF somehow? it is an awkward question indeed. there is no way afaik. mind me asking why would you want 0.4.5 version? 14 minutes ago, ab_luca said: hello!sorry for my english that is not so advanced... You are talking about compatiblity with mods and I see it is a big problem in Arma3! now you introduced custom user action in rhs but not only you did it so every modder assign it without criterion...for example : now we have rhs apache using user 1 for left mfd and 2 for right..but ah 64 of sacha voodoo uses user 1 for right and user 2 for left...so why dont you act like a community and find a standard?? and this was only an example, there are firewill'planes,kimi hud...all with user action in conflict each other... the solution I suggest is to use cba where you can even unbind a key !! This is not a critique directly to you but a question to all you good modders have a nice day you can change / assign whatever keys you want for MDFs we have said it before, we do not want to have dependencies on other mods we have no control over (to reply to your CBA related question). as for overall compatibility, i think it is a bit late in Arma's lifespan to get together and create that framework. Share this post Link to post Share on other sites
RZNUNKWN 354 Posted August 26, 2018 55 minutes ago, PuFu said: it is an awkward question indeed. there is no way afaik. mind me asking why would you want 0.4.5 version? Well, I am playing the Ravage survival mode, and in 4.5 version I have a placed T-90A (obr. 2006) in the scenario. What Ravage does is it's damaging the placed vehicles so you have to find toolkits and repair 'em. In this case, my T-90 doesn't have any ERA on, which can be repaired with lootable toolkits. So I updated today AFRF from 4.5 to 4.7 and restarted my scenario, reached to my T-90 only to see it has all of its ERA plates. I've recreated the scenario on numerous maps. Everywhere is the same. ERA is intact, periscopes, lights and Shtora are damaged on the other hand. T-72 and T-80 have all damaged ERAs but not T-90. So my thought is to rollback to 4.5 in order to keep the fun gameplay. Is there prehaps any kind of way, a script or something to at least remove all ERA on the T-90 so it can be repaired all over again? I know I'm probably asking for too much (and for 4.5 version) but I apologize in advance. Share this post Link to post Share on other sites
ab_luca 24 Posted August 26, 2018 2 hours ago, PuFu said: we do not want to have dependencies on other mods we have no control over i know this:( so why did you not add new keystrokes to the old rhs option settings (where you can choose what useraction assign to them) thank you for answer Share this post Link to post Share on other sites
scotg 204 Posted August 26, 2018 On 8/21/2018 at 11:35 PM, SnakeDocc said: IHADSS is a really cool addition, nice work! I agree, but what is it really if it doesn't slave the M230? All I see is that it makes a monocle overlay with night vision capabilities. That's cool, yeah, but you can't exactly call it IHADSS just based on that. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted August 26, 2018 1 hour ago, scotg said: I agree, but what is it really if it doesn't slave the M230? All I see is that it makes a monocle overlay with night vision capabilities. That's cool, yeah, but you can't exactly call it IHADSS just based on that. The PNVS turret model is slaved to the pilot's head in cockpit view when the imaging system is turned on: i.e when TI overlay is on in the HDU, or when using pilotcamera view. Theoretically the M320 could do the same if there heli was a single seater or something. The switching of full PNVS and TADS animation control sources between two crew members: That is not a simple matter. Which is why the CPG is the only one controlling TADS+M320, as it's primarily their job to operate the weapon targeting system while the pilot focusses on flying the aircraft, and using the PNVS turret for navigation. There's not a simple way the transfer complete ownership of two turret between crew members without physically switching the seat they occupy in the vehicle - especially since regular turrets and pilotcamera turrets use completely different configuration. 1 Share this post Link to post Share on other sites
scotg 204 Posted August 26, 2018 1 minute ago, da12thMonkey said: The PNVS turret model is slaved to the pilot's head in cockpit view or pilotcamera view. Theoretically the M320 could do the same if there heli was a single seater or something. The switching of full PNVS and TADS animation control sources between two crew members, that is not a simple matter. Which is why the CPG is the only one controlling TADS+M320, as it's primarily their job to operate the weapon targeting system while the pilot focusses on flying the aircraft, and using the PNVS turret for navigation. I get it, and let me say this is truly astounding what the RHS guys have done! I just want to point out that the documentation on the RHS site does imply that the pilot can control the M230. Further down it also says the Apaches are a work in progress overall, but doesn't specify what doesn't work. Share this post Link to post Share on other sites
MrGalaxy 6 Posted August 27, 2018 On 8/18/2018 at 9:52 AM, da12thMonkey said: Oh yeah, I forgot there are some people who play the ports that lag way behind. But if it's invisible guns with floaty magazines, the cause remains the same: game version isn't compatible with the mod, and there is nothing we can assist with that updating my game and verifying the cache fixed that. thank you Share this post Link to post Share on other sites
Jordi.M 35 Posted August 27, 2018 Is there a chance later down the road that we see a light machinegun tripod that has the same sysytem as the one from 3CB that allows the player to attach and remove the light machinegun from the tripod ? 2 Share this post Link to post Share on other sites
Poentis.K 125 Posted August 27, 2018 3CB has a LMG tripod? Cool. Although it sounds very script heavy. Share this post Link to post Share on other sites
RicHornet 0 Posted August 27, 2018 22 hours ago, da12thMonkey said: The PNVS turret model is slaved to the pilot's head in cockpit view when the imaging system is turned on: i.e when TI overlay is on in the HDU, or when using pilotcamera view. Theoretically the M320 could do the same if there heli was a single seater or something. The switching of full PNVS and TADS animation control sources between two crew members: That is not a simple matter. Which is why the CPG is the only one controlling TADS+M320, as it's primarily their job to operate the weapon targeting system while the pilot focusses on flying the aircraft, and using the PNVS turret for navigation. There's not a simple way the transfer complete ownership of two turret between crew members without physically switching the seat they occupy in the vehicle - especially since regular turrets and pilotcamera turrets use completely different configuration. That is actually implemented (and quite well so) in this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=587631082&searchtext= http://www.armaholic.com/page.php?id=28086 The project above (AH-64D Apache Longbow for Arma 3 by Nodunit and Franze) seems to be open source currently, so perhaps you could take look at it in order to implement the functionalities that allows the pilot to take over the gun from the gunner (and vice versa)? Share this post Link to post Share on other sites