gatordev 220 Posted January 31, 2022 On 7/24/2016 at 4:14 PM, da12thMonkey said: 4. PEQ-15s should automatically replace with one that fits the HK416 when you initialise a mission in Eden or "Try" in Virtual Arsenal. If not, go in your inventory and remove it and put it back on the weapon manually - it should trigger the script again and replace it with the 416 version. In this respect it works like the grip-switching script we have for the TD grip, AFG etc. Before putting this into the feedback tracker, I thought I'd ask if this script is no longer used on the 416s. I only recently noticed that the PEQs are sinking into the rails again, but wasn't sure if this was due to a change behind the scenes. Share this post Link to post Share on other sites
soul_assassin 1750 Posted January 31, 2022 1 hour ago, gatordev said: Before putting this into the feedback tracker, I thought I'd ask if this script is no longer used on the 416s. I only recently noticed that the PEQs are sinking into the rails again, but wasn't sure if this was due to a change behind the scenes. Are you trying to put a ticket in the issue tracker saying that something works as it should? 1 Share this post Link to post Share on other sites
gatordev 220 Posted February 1, 2022 22 hours ago, soul_assassin said: Are you trying to put a ticket in the issue tracker saying that something works as it should? I was trying to see if it was an issue only I have or if it's something everyone is having. Previously, as quoted, there was a script that off-set the PEQs on 416 rails so they sat correctly. That's not happening anymore. I'll happily make a ticket, but wanted to see if others had the issue first. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted February 1, 2022 Using the RHS dev branch? IIRC when the PEQ script was rewritten for the new keybinding system and to add support for secondary and launcher weapons, the rhs_fnc_anpeq15_rail function call wasn't included yet. I've mentioned it to @reyhard so it'll probably be fixed at some point. Share this post Link to post Share on other sites
GordonWeedman 39 Posted February 1, 2022 Hello, I understand you don't like requests and I am sorry for asking but if I may make a tiny one? May we please have variants of the M88 uniforms without the soviet star on the belt buckle? I very much like the uniform's look, and those of its variants (winter, sapogi), and would like to reskin them, but the soviet star clashes horribly with all the skin ideas I have, and just editing it out of the _co texture doesn't work as it's still in the _nohq and _smdi textures, so it shows through the shading. I suppose an easy solution would be to edit the star out of the _nohq and _smdi textures so it doesn't show through shading, but that would be entirely up to you of course, if you decide to do anything about it. Thanks for at least reading this. Share this post Link to post Share on other sites
gatordev 220 Posted February 1, 2022 18 minutes ago, da12thMonkey said: Using the RHS dev branch? IIRC when the PEQ script was rewritten for the new keybinding system and to add support for secondary and launcher weapons, the rhs_fnc_anpeq15_rail function call wasn't included yet. I've mentioned it to @reyhard so it'll probably be fixed at some point. Ahh, okay. Yes, it's Dev branch. I'll submit a ticket just to document it. When you get to it, you get to it. Thanks for the clarification. Share this post Link to post Share on other sites
wsxcgy 1960 Posted February 2, 2022 I have the same issue, the PEQ switch script has not been working on the HK416s, SCARs, etc since the updates to the keybinds and IR ilum features. Share this post Link to post Share on other sites
rautamiekka 15 Posted February 2, 2022 On 1/30/2022 at 11:38 PM, PuFu said: https://feedback.rhsmods.org Would otherwise be fair enough if I didn't have to create an acc to report 1 thing maybe ever. 1 Share this post Link to post Share on other sites
Jackal326 1182 Posted February 3, 2022 On 2/1/2022 at 9:29 PM, GordonWeedman said: [...]and just editing it out of the _co texture doesn't work as it's still in the _nohq and _smdi textures, so it shows through the shading[...] You can edit those too you know. Then use the following in your config, in conjunction with 'hiddenSelectionsTextures' obviously: hiddenSelectionsMaterials[]={"Path\To\Your\name.rvmat"}; with a new RVMAT that references your edited normal map etc... Share this post Link to post Share on other sites
GordonWeedman 39 Posted February 3, 2022 3 hours ago, Jackal326 said: You can edit those too you know. Then use the following in your config, in conjunction with 'hiddenSelectionsTextures' obviously: hiddenSelectionsMaterials[]={"Path\To\Your\name.rvmat"}; with a new RVMAT that references your edited normal map etc... Except that breaks the wound overlay textures, which I don't want. Share this post Link to post Share on other sites
schulz 10 Posted February 4, 2022 Hey guys, don‘t know if this is a bug or arma engine thingy or if it is just on my end. plus I don‘t know if this issus has already been mentioned in this thread. AI mounted howitzers (M119 and D30) won‘t reload when an ammo truck is next to them. When I as a player mount the howitzers it starts reloading. Anyone else experincing this? cheers! Share this post Link to post Share on other sites
rautamiekka 15 Posted February 6, 2022 On 2/4/2022 at 7:05 PM, schulz said: Hey guys, don‘t know if this is a bug or arma engine thingy or if it is just on my end. plus I don‘t know if this issus has already been mentioned in this thread. AI mounted howitzers (M119 and D30) won‘t reload when an ammo truck is next to them. When I as a player mount the howitzers it starts reloading. Anyone else experincing this? cheers! That's a general problem, not sure if by vanilla game or a mod, but ACE will be fixing that. 1 Share this post Link to post Share on other sites
schulz 10 Posted February 6, 2022 17 minutes ago, rautamiekka said: That's a general problem, not sure if by vanilla game or a mod, but ACE will be fixing that. Thx, I will try it without other mods. Not really a fan of ACE 😄 Share this post Link to post Share on other sites
Blitzen88 18 Posted February 6, 2022 Does anyone have a description.ext file that defines RHS groups for the Spawn AI module? Share this post Link to post Share on other sites
Blitzen88 18 Posted February 14, 2022 Anyone have unit, vehicle, and weapon documentation/names? The documentation page on the RHS website doesnt seem to load…? Share this post Link to post Share on other sites
Mihail Ilyin 60 Posted February 15, 2022 addition to the modern crew kit 🙂 18 2 Share this post Link to post Share on other sites
sv5000 127 Posted February 15, 2022 Quality work as always! 1 Share this post Link to post Share on other sites
Avetsky 0 Posted February 18, 2022 Hey, I was wondering whether you were planning to add a cargo plane for the Russian armed forces at any point? VDV parachuting from MI-8's works, but afaik it isn't possible to vehicle paradrop BMD's from that. Share this post Link to post Share on other sites
Richards.D 761 Posted March 5, 2022 On 2/18/2022 at 3:14 AM, Avetsky said: Hey, I was wondering whether you were planning to add a cargo plane for the Russian armed forces at any point? VDV parachuting from MI-8's works, but afaik it isn't possible to vehicle paradrop BMD's from that. No work on that at this time. Share this post Link to post Share on other sites
spooky lynx 73 Posted March 5, 2022 On 2/18/2022 at 12:14 PM, Avetsky said: Hey, I was wondering whether you were planning to add a cargo plane for the Russian armed forces at any point? VDV parachuting from MI-8's works, but afaik it isn't possible to vehicle paradrop BMD's from that. There are some cargo planes available in Steam workshop already. For example, hcpookie's Soviet AF and civilian airliners packs. 1 Share this post Link to post Share on other sites
Guest Posted March 5, 2022 Is there a way to connect the floatin pontoon parts from RHS? Share this post Link to post Share on other sites
reyhard 2082 Posted March 5, 2022 4 hours ago, Kalle-qftsgds said: Is there a way to connect the floatin pontoon parts from RHS? They will automatically snap in Eden editor. If you are asking about dynamic in-game system then the answer is no, although it might change in future 2 Share this post Link to post Share on other sites
Blitzen88 18 Posted March 7, 2022 What vehicle position does the loader go into for the Abrams? Share this post Link to post Share on other sites
reyhard 2082 Posted March 7, 2022 4 hours ago, Blitzen88 said: What vehicle position does the loader go into for the Abrams? Do you mean what is benefit of loader in Abrams? If yes, then loader position reduces main gun reload time Share this post Link to post Share on other sites
BvB1 23 Posted March 7, 2022 If reading that literally, I think he means for scripting command etc, like xxx moveingunner yyy, xxx assignasgunner yyy Share this post Link to post Share on other sites