Vasily.B 529 Posted September 2, 2019 22 minutes ago, da12thMonkey said: RPG warheads will penetrate it all day long, but the odds of you hitting the ammunition feed are not very high because it's a small chute in the middle of the turret-ring. And even if you do, it's only a 25mm gun: the vehicle's not going to explode in a huge fireball from a 25mm round detonating. I agree, but there must be TOW rockets somewhere inside. Look what happen with PG-7VR (105mm): Also if you detonate one 25mm HE round so close to other ones, rest of them should also ignite. Share this post Link to post Share on other sites
dragon01 902 Posted September 3, 2019 Maybe, but it's still 25mm ammo. It's just not powerful enough for this kind of pyrotechnics. In fact, the giant explosion really does not happen in most cases of tank kills. It can actually be pretty difficult to tell a destroyed tank from a live one, both in reality and in tank sims. Same with other armor. A destroyed vehicle will have a hole in its armor and the interior may be a horrible mess of shredded equipment and crew guts, but it's not exactly obvious from the outside, especially at typical engagement distances. Your clue that the target is destroyed is that it stops moving and doesn't try to shoot back at you. If you're lucky, you'll get a fire, and occasionally you may get an ammo explosion, but in modern vehicles it's not easy to cause this to happen. If the issue is with the game not counting the vehicle as destroyed, then the mission is not written right for the RHS vehicles. It should not be required to reduce a vehicle to a smoking wreck for it to count as dead, just kill the crew or cause it to bail out. Share this post Link to post Share on other sites
Fanatic72 181 Posted September 3, 2019 Its really nice that the tanks dont explode every time. What is annoying is that ArmA just lets the AI stay in a basically destroyed vehicle. So the gunner might be near dead but his turret will still work and he will keep fighting like none of those 10 RPGs before happened. 🙂 1 Share this post Link to post Share on other sites
reyhard 2082 Posted September 3, 2019 23 minutes ago, Fanatic72 said: Its really nice that the tanks dont explode every time. What is annoying is that ArmA just lets the AI stay in a basically destroyed vehicle. So the gunner might be near dead but his turret will still work and he will keep fighting like none of those 10 RPGs before happened. 🙂 Shouldn't be the case if you hit turret - either gunner will be most likely dead or equipment inside destroyed (gun or turret hitpoints) 1 Share this post Link to post Share on other sites
Fanatic72 181 Posted September 3, 2019 Yeah it is just quite difficult with certain vehicles that have tiny turrents like BTRs for example. But it is what it is. 🙂 Share this post Link to post Share on other sites
dragon01 902 Posted September 3, 2019 Well, that's exactly why their turrets are so dinky. 🙂 Since a turret is going to be exposed no matter what, you might as well keep it compact. Share this post Link to post Share on other sites
kerozen 187 Posted September 3, 2019 I stopped playing a while ago and just came back. When did the RHS sounds change? They sound so freaking good! 2 1 Share this post Link to post Share on other sites
Bukain 86 Posted September 4, 2019 On 8/31/2019 at 6:15 PM, pipewr3nch said: The T-14 is still very much WIP, and an RPK is in the works. Glad to know that rpk is coming! Share this post Link to post Share on other sites
Bukain 86 Posted September 4, 2019 14 hours ago, kerozen said: I stopped playing a while ago and just came back. When did the RHS sounds change? They sound so freaking good! They changed it in the last update, 4.9, and yeah, i agree this one's really good. I don't even want to use sounds mod anymore, just put jsrs in the mod list in case of using both rhs and cup in some scenario . Share this post Link to post Share on other sites
kerozen 187 Posted September 4, 2019 5 hours ago, Bukain said: They changed it in the last update, 4.9, and yeah, i agree this one's really good. I don't even want to use sounds mod anymore, just put jsrs in the mod list in case of using both rhs and cup in some scenario . Well there really is not point in jsrs for the weapons, they are really good! Now we need a vehicles only jsrs for rhs Share this post Link to post Share on other sites
Vasily.B 529 Posted September 5, 2019 On 9/3/2019 at 4:52 AM, dragon01 said: Maybe, but it's still 25mm ammo. It's just not powerful enough for this kind of pyrotechnics. In fact, the giant explosion really does not happen in most cases of tank kills. It can actually be pretty difficult to tell a destroyed tank from a live one, both in reality and in tank sims. Same with other armor. A destroyed vehicle will have a hole in its armor and the interior may be a horrible mess of shredded equipment and crew guts, but it's not exactly obvious from the outside, especially at typical engagement distances. Your clue that the target is destroyed is that it stops moving and doesn't try to shoot back at you. If you're lucky, you'll get a fire, and occasionally you may get an ammo explosion, but in modern vehicles it's not easy to cause this to happen. If the issue is with the game not counting the vehicle as destroyed, then the mission is not written right for the RHS vehicles. It should not be required to reduce a vehicle to a smoking wreck for it to count as dead, just kill the crew or cause it to bail out. I agree with you completly, but its Arma. AI will never kill whole crew firing wrong hitboxes - i tried that in editor also, will record that tommorrow. They simply shoot in center from side (very often miss) untill they ran out of ammo, while vehicle hull being intact. That lead to situation when US suad with bradley become impossible target for AI's, as they will try to take out bradley without any success. I have meet this in every scenario when US oponnent have no tank, just AT specialists, while US have at least one Bradley. US oponnent will not try to reach any mission objective once they meet bradley - they will seek for it and trying to take him down (which is impossible). BMP 2 for example explodes with no problem, even while it have only 30mm rounds inside, but AI's are not in dead point as they can take it down and continue to next mission objective. 1 Share this post Link to post Share on other sites
Bukain 86 Posted September 6, 2019 18 hours ago, Vasily.B said: I agree with you completly, but its Arma. AI will never kill whole crew firing wrong hitboxes - i tried that in editor also, will record that tommorrow. They simply shoot in center from side (very often miss) untill they ran out of ammo, while vehicle hull being intact. That lead to situation when US suad with bradley become impossible target for AI's, as they will try to take out bradley without any success. I have meet this in every scenario when US oponnent have no tank, just AT specialists, while US have at least one Bradley. US oponnent will not try to reach any mission objective once they meet bradley - they will seek for it and trying to take him down (which is impossible). BMP 2 for example explodes with no problem, even while it have only 30mm rounds inside, but AI's are not in dead point as they can take it down and continue to next mission objective. That's exactly what happened back in the gulf war (the assault phase/Desert Storm), only 28 Bradley kill and most if not all cases come out to be blue on blue. On the other hand ~2000 Iraqi apc died 😆 Share this post Link to post Share on other sites
dragon01 902 Posted September 6, 2019 BMP-2 is infamous for its poor survivability in combat. So much, in fact, that it and BMP-1 were nicknamed "common grave of the infantry" (the Russian acronym for that is the same). 🙂 In that case, badly placed fuel storage is at fault, as well as overall thinner armor than on Bradley. The BMP is more mobile than Bradley, but AI can't really take full advantage of that. I agree that AI shouldn't aim at center of mass all the time, but it's an unfortunate consequence of ArmA engine. RPG-7 is not the best choice here, anyway. If you want AI to kill Bradleys, give them proper ATGMs. Share this post Link to post Share on other sites
Thumperdevine 143 Posted September 6, 2019 Just notice the new OCP ACUs! Thankyou! Lovely stuff. (I bet they've been in it for ages, haven't they? I've just been too dumb to notice..:D ) 1 Share this post Link to post Share on other sites
Vasily.B 529 Posted September 6, 2019 10 hours ago, dragon01 said: BMP-2 is infamous for its poor survivability in combat. So much, in fact, that it and BMP-1 were nicknamed "common grave of the infantry" (the Russian acronym for that is the same). 🙂 In that case, badly placed fuel storage is at fault, as well as overall thinner armor than on Bradley. The BMP is more mobile than Bradley, but AI can't really take full advantage of that. I agree that AI shouldn't aim at center of mass all the time, but it's an unfortunate consequence of ArmA engine. RPG-7 is not the best choice here, anyway. If you want AI to kill Bradleys, give them proper ATGMs. Thats not possible in Workshop scenarios/campaigns. I tried with All AT handheld weapons. As of fact with BMP 2 - try one thing - put in editor 2 EMPTY vehicles WITHOUT AMMO AND FUEL - bradley and BMP 2 - shot in its sides - BMP 2 will burn, while Bradley will stay intact. I Know bradley is more survivable vehicle - that no doubt, but damage should be done to the hull and internal components when you put 8th rounds in it (all penetrates, but do no damage), specially that it have TOW rockets in back. 1 Share this post Link to post Share on other sites
wsxcgy 1960 Posted September 6, 2019 6 hours ago, Thumperdevine said: Just notice the new OCP ACUs! Thankyou! Lovely stuff. (I bet they've been in it for ages, haven't they? I've just been too dumb to notice..:D ) wait... what? OCP ACUs? dev branch? 2 1 Share this post Link to post Share on other sites
shadeops21 170 Posted September 7, 2019 48 minutes ago, wsxcgy said: wait... what? OCP ACUs? dev branch? Looks like it! ACUs now in UCP, UCP-D, OCP and OEF-CP. About time, heh! 4 1 Share this post Link to post Share on other sites
wsxcgy 1960 Posted September 7, 2019 23 minutes ago, shadeops21 said: Looks like it! ACUs now in UCP, UCP-D, OCP and OEF-CP. About time, heh! pinch me, I must be dreaming. 2 Share this post Link to post Share on other sites
ballistic09 241 Posted September 7, 2019 I hate to disappoint you guys too much, but the current ACU OCP texture on the Dev branch is there as kind of a placeholder/test and will likely be removed/hidden before any actual main branch release, at the model author's request. The current ACU model is the old style uniform cut that isn't actually available in OCP in the real world, and is quite visually different from the Army's current OCP uniform. It'll make a return if/when the correct uniform model gets made. The UCP, UCP-D, and OEF-CP patterns are here to stay, however. 😉 8 1 Share this post Link to post Share on other sites
shadeops21 170 Posted September 7, 2019 5 minutes ago, ballistic09 said: I hate to disappoint you guys too much, but the current ACU OCP texture on the Dev branch is there as kind of a placeholder/test and will likely be removed/hidden before any actual main branch release, at the model author's request. The current ACU model is the old style uniform cut that isn't actually available in OCP in the real world, and is quite visually different from the Army's current OCP uniform. It'll make a return if/when the correct uniform model gets made. The UCP, UCP-D, and OEF-CP patterns are here to stay, however. 😉 Well, considering that that was the only OCP asset in the dev pack anyway (all the vests and helmets are still in OEF-CP still IIRC), that's not all bad news. 1 Share this post Link to post Share on other sites
wsxcgy 1960 Posted September 7, 2019 57 minutes ago, ballistic09 said: I hate to disappoint you guys too much, but the current ACU OCP texture on the Dev branch is there as kind of a placeholder/test and will likely be removed/hidden before any actual main branch release, at the model author's request. The current ACU model is the old style uniform cut that isn't actually available in OCP in the real world, and is quite visually different from the Army's current OCP uniform. It'll make a return if/when the correct uniform model gets made. The UCP, UCP-D, and OEF-CP patterns are here to stay, however. 😉 all I personally cared about was OEF-CP, I made the mistake of abbreviating OEF-CP to OCP haha. and thats fair enough, the newer ACUs in OCP are quite a bit different from the older cuts. and there is no current gen IOTVs, OCP ACH covers, current gen Combat Uniforms (ie. not ACUs), and all that stuff anyways, so it doesnt really make a lot of sense to venture into proper OCP yet. 2 Share this post Link to post Share on other sites
Thumperdevine 143 Posted September 7, 2019 8 hours ago, ballistic09 said: I hate to disappoint you guys too much, but the current ACU OCP texture on the Dev branch is there as kind of a placeholder/test and will likely be removed/hidden before any actual main branch release, at the model author's request. The current ACU model is the old style uniform cut that isn't actually available in OCP in the real world, and is quite visually different from the Army's current OCP uniform. It'll make a return if/when the correct uniform model gets made. The UCP, UCP-D, and OEF-CP patterns are here to stay, however. 😉 Yeah, I had a feeling that might be the case. In actual fact I'm in the same boat as WSXCGY above. It's mainly the OEF-CP ACU's I'm using at the mo. They look great, and scratch an itch I've had for a while! Share this post Link to post Share on other sites
da12thMonkey 1943 Posted September 7, 2019 Even the planned UCP/OEF-CP/UCP-D ACU texture sets might get another total overhaul again in future. We've just been experimenting with a few different methods with substance, photoshop etc. etc. and figuring out suitable colour adjustments, resolutions etc. We might decide to do it all again, some other way. The ones on dev branch have already been updated a bit more since Tuesday, to add a little more dirt and some pattern splits where the uniform is cut and sewn. 10 Share this post Link to post Share on other sites
marek1986 14 Posted September 7, 2019 Do you have plans to make animated suspension for Bradley? Share this post Link to post Share on other sites
sargken 286 Posted September 7, 2019 2 hours ago, da12thMonkey said: UCP-D I have never heard of this before, was this something that was a standard issue or specialty? Share this post Link to post Share on other sites